Speaking as someone who develops addons for these, it's much easier to take my C libraries and wrap them for cinder/openframeworks, then it is to either JNI or create an IPC layer (usually via OSC, http://www.opensoundcontrol.org) into processing, too. Yay laziness. :)
Much in the same way that Processing can be compiled to work on Android, Cinder can be compiled to work on IPhones & Ipads.
Also, I think Cinder has a bit more of a direct approach to OpenGL, whereas Processing has built up a simplified layer on top of JOGL to make doing the more common things easier.
I attended various talks by Ben & Casey at Eyeo, and they mentioned the new 2.0 series of Processing including a lot of great new OpenGL improvements by Andres and others, and that the new GL framework shows performance near OF. In another talk, Ben mentioned prototyping something in Processing, and then porting it to OF for speed.
I'd say that in general we'll see this all matter less and less, what with more GPU type stuff happening, and with the advancements in the JIT and code translation in general.
even if Processing 2.0 does make perfect use of the GPU that distinction only covers the render phase. Calculating collisions for a large number of objects will still be significantly faster in C++. So like nearly every situation in software, it all depends what you're trying to do.
For computation-heavy apps, probably. For others it'd probably come down to something at the framework level, such as the efficiency of the OpenGL bindings or event/callback infrastructure.