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This is an automatically generated e-mail. To reply, visit:
<a href="https://git.reviewboard.kde.org/r/119274/">https://git.reviewboard.kde.org/r/119274/</a>
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<p style="margin-top: 0;">On July 14th, 2014, 11:01 p.m. UTC, <b>Aleix Pol Gonzalez</b> wrote:</p>
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<pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"><p style="padding: 0;text-rendering: inherit;margin: 0;line-height: inherit;white-space: inherit;">Can we get some advertisement about why Atlas is better?</p>
<p style="padding: 0;text-rendering: inherit;margin: 0;line-height: inherit;white-space: inherit;">/me wants numbers. Faster? Less memory consumption?</p></pre>
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<p>On July 15th, 2014, 5:35 a.m. UTC, <b>Martin Gräßlin</b> wrote:</p>
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<pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"><p style="padding: 0;text-rendering: inherit;margin: 0;line-height: inherit;white-space: inherit;">it means we have one texture instead of many and that reduces state changes which is always a good thing in OpenGL. Tried to google for a good resource, best I found is https://developer.apple.com/library/ios/documentation/3ddrawing/conceptual/opengles_programmingguide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html</p></pre>
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<pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"><p style="padding: 0;text-rendering: inherit;margin: 0;line-height: inherit;white-space: inherit;">Pretty much. There's a massive texture (size changeable with environment variables. Mine appears to be 2048x2048 in apitrace) Qt puts lots of tiny textures (up to 512x512 I think) there. The QSGTexture points to the textureId of the atlas and says which rectangle of that is our texture. QSGSimpleTextureNode, which we use internally handles using that for us.</p>
<p style="padding: 0;text-rendering: inherit;margin: 0;line-height: inherit;white-space: inherit;">With just this ported, it's not a great saving. We end up creating a massive space and not using a lot (note, I think using Image would also create this space anyway). On startup I only get about 14 things in the atlas. </p>
<p style="padding: 0;text-rendering: inherit;margin: 0;line-height: inherit;white-space: inherit;">With IconItem and FrameSVG too, we'd get a bigger saving. Less fragmentation and less openGL calls.</p></pre>
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<p>- David</p>
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<p>On July 14th, 2014, 2:27 p.m. UTC, David Edmundson wrote:</p>
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<div>Review request for KDE Frameworks and Plasma.</div>
<div>By David Edmundson.</div>
<p style="color: grey;"><i>Updated July 14, 2014, 2:27 p.m.</i></p>
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<b style="color: #575012; font-size: 10pt;">Repository: </b>
plasma-framework
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Description </h1>
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<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"><p style="padding: 0;text-rendering: inherit;margin: 0;line-height: inherit;white-space: inherit;">If SvgItem size is 0, remove any nodes in the scenegraph<br style="padding: 0;text-rendering: inherit;margin: 0;line-height: inherit;white-space: normal;" />
Use Atlas textures</p></pre>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Testing </h1>
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<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"><p style="padding: 0;text-rendering: inherit;margin: 0;line-height: inherit;white-space: inherit;">Ran QSG_ATLAS_OVERLAY=1 plasmashell checked some things were now painted blue.</p></pre>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Diffs</b> </h1>
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<li>src/declarativeimports/core/svgitem.cpp <span style="color: grey">(1ed0631)</span></li>
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<p><a href="https://git.reviewboard.kde.org/r/119274/diff/" style="margin-left: 3em;">View Diff</a></p>
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