[Kde-games-devel] Review Request 117785: fix performance issues
Commit Hook
null at kde.org
Thu May 15 01:04:30 UTC 2014
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This is an automatically generated e-mail. To reply, visit:
https://git.reviewboard.kde.org/r/117785/#review57955
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This review has been submitted with commit edd106fd25834c1b9232cb47dce1955b91b2c226 by Roney Gomes to branch master.
- Commit Hook
On May 1, 2014, 6:51 p.m., Thomas Lübking wrote:
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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.)
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> Review request for KDE Games, Ian Wadham and Roney Gomes.
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> Repository: kbounce
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> 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.
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> 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.
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> 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.
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> Last I cached the sprites, seemed reducing cpu on permanent paint (but i didn't really measure)
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> I'll also mark & comment the actual changes in the diff.
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> Diffs
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> board.h 75f66d4
> board.cpp 46b923b
> gameobject.h 9fb5788
> gamewidget.cpp 23cb6ba
> wall.h c56efa1
> wall.cpp df487a0
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> Diff: https://git.reviewboard.kde.org/r/117785/diff/
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> Testing
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> 100% cpu -> 1-2% cpu and more fluid =)
> No visible regression spotted.
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> Thanks,
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> Thomas Lübking
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