There is no need for a custom hsl to rgb converter since Clutter implements
this logic; originally it wasn't quite as optimal, but that has now been
fixed.
Using test-cogl-vertex-buffer as a test case which is CPU bound due to
hls -> rgb conversions this alternative algorithm looked to be ~10%
faster when tested on an X61s Lenovo.
The test is a sanity check that dynamic updating of vertex data via the cogl
vertex buffer api works and has reasonable performance. (though it can't be
considered a well designed benchmark since it wastes casual amounts of CPU
time simply choosing pretty colors.)
The code also aims to demonstrate one way of creating, updating and efficiently
drawing a quad mesh structure via the vertex buffer api which could be applied
to lots of different use cases.