[Kde-games-devel] Review Request 117785: fix performance issues
Thomas Lübking
thomas.luebking at gmail.com
Thu May 1 18:51:08 UTC 2014
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This is an automatically generated e-mail. To reply, visit:
https://git.reviewboard.kde.org/r/117785/
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(Updated May 1, 2014, 6:51 p.m.)
Review request for KDE Games, Ian Wadham and Roney Gomes.
Changes
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this seems to work nicely, at least i could not reproduce the glitches again and the cpu usage lowered as well ;-)
Patch "just for testing" and maybe rough review.
Repository: kbounce
Description
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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 (updated)
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board.h 75f66d4
board.cpp 46b923b
gameobject.h 9fb5788
gamewidget.cpp 23cb6ba
wall.h c56efa1
wall.cpp df487a0
Diff: https://git.reviewboard.kde.org/r/117785/diff/
Testing
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100% cpu -> 1-2% cpu and more fluid =)
No visible regression spotted.
Thanks,
Thomas Lübking
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