[Kde-games-devel] Review Request 117785: fix performance issues
Thomas Lübking
thomas.luebking at gmail.com
Sun Apr 27 14:57:19 UTC 2014
> On April 27, 2014, 2:38 p.m., Roney Gomes wrote:
> > Despite the issues highlighted below, your patch looks OK to me. Let's wait for Ian's next comments and see how things behave on OSX.
There's a pending issue about caching the sprites - the cache must be cleared on theme changes
(just in case: Ian somehow dragged me into this - i had not installed any games nor played kbounce before ;-)
> On April 27, 2014, 2:38 p.m., Roney Gomes wrote:
> > board.cpp, line 25
> > <https://git.reviewboard.kde.org/r/117785/diff/1/?file=268444#file268444line25>
> >
> > Not extremely related to your patch. But people were talking about QGraphicsScene becoming obsolete in QT5.
> >
> > As this game is going to be ported soon, I'm afraid of future headaches. What do you know about it?
I don't think so - it's in the Qt5::Widgets component, not deprecated and afair serves as backend for QML
Where did you pick that?
> On April 27, 2014, 2:38 p.m., Roney Gomes wrote:
> > wall.cpp, line 101
> > <https://git.reviewboard.kde.org/r/117785/diff/1/?file=268447#file268447line101>
> >
> > I still don't get what you intend with this variable.
> >
> > Is it signaling that the walls need to be repainted? If so, I believe we can provide it a better name.
I added it as safeguard against useless ::update() calls - ideally it should not be required and ::update() only be called if necessary.
- Thomas
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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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