[Kde-games-devel] Review Request 117785: fix performance issues
Roney Gomes
roney477 at gmail.com
Sun Apr 27 14:38:26 UTC 2014
> On April 26, 2014, 1:26 p.m., Thomas Lübking wrote:
> > wall.cpp, line 140
> > <https://git.reviewboard.kde.org/r/117785/diff/1/?file=268447#file268447line140>
> >
> > here's 64px alignment to reduce reallocation
If I understood correctly, you are ensuring a 64 pixels margin between tiles, right? What I do not understand very well is the motivation behind this. Could you explain what do you mean when you say this approach is going to "reduce reallocation"?
- Roney
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https://git.reviewboard.kde.org/r/117785/#review56618
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On April 26, 2014, 1:17 p.m., Thomas Lübking wrote:
>
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> https://git.reviewboard.kde.org/r/117785/
> -----------------------------------------------------------
>
> (Updated April 26, 2014, 1:17 p.m.)
>
>
> Review request for KDE Games, Ian Wadham and Roney Gomes.
>
>
> Repository: kbounce
>
>
> Description
> -------
>
> Roney, I hope your the correct addressee - Ian referecend some "Roney" in a private mail.
> The patch looks bigger than it is, i had to partially fix coding style in order to read through it, sorry.
>
> The MAJOR issue with the code is that it causes recursions on the eventloop by altering graphicsitems from the paint() call ("setPixmap()"), so i scrathced that.
> It seems a cause was that a full repaint was forced by setting some invisible fullsize pixmap item, while the only requirement for this was actually when finishing a wall - so i replaced that with an explicit full update call on occasion.
>
> Also all non-raster graphicssystems HATE QPixmap::fill(Qt::transparent) causing a 24bit -> 32bit change and it's esp. bad on the nvidia driver.
> So i reduced that (and allocation) by re-using the old (ARGB) pixmap on a 64x64 alignment.
> Ian, you might esp. check that impact on OSX.
>
> Last I cached the sprites, seemed reducing cpu on permanent paint (but i didn't really measure)
>
> I'll also mark & comment the actual changes in the diff.
>
>
> Diffs
> -----
>
> board.h 75f66d4
> board.cpp 46b923b
> gameobject.h 9fb5788
> wall.h c56efa1
> wall.cpp df487a0
>
> Diff: https://git.reviewboard.kde.org/r/117785/diff/
>
>
> Testing
> -------
>
> 100% cpu -> 1-2% cpu and more fluid =)
> No visible regression spotted.
>
>
> Thanks,
>
> Thomas Lübking
>
>
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