![]() ![]() Add, remove, and edit photos in a shared album.Add or remove Shared Library participants.Change the lighting of a Portrait mode photo.Adjust a photo’s light, exposure, and more.View photos others have shared with you.Use Visual Look Up to learn about a photo.Interact with text in a photo using Live Text.This surprised me! JUCE_COREGRAPHICS_DRAW_ASYNC=1 has a little bit of CPU usage contribution when used alone but not when used in conjunction with other measures.This is using SR’s branch with the partially fixed, sporadically broken JUCE_COREGRAPHICS_RENDER_WITH_MULTIPLE_PAINT_CALLS implementation.Its fix also affects performance also when using the software renderer Part of underlying problem which JUCE_COREGRAPHICS_RENDER_WITH_MULTIPLE_PAINT_CALLS tries to address is an NSView problem rather that a Core Graphics problem.setBufferedToImage (true) for all Buttons and Labels in the UI and some more mostly static components.When using OpenGL or JUCE_COREGRAPHICS_DRAW_ASYNC, activity is off-loaded from main-thread, so we should expect better overall responsiveness than the raw cpu usage numbers indicate.Some options performing better than others doesn’t necessarily means that would be the case for all programs. YMMV! The tested program is pretty simple, has some animating stuff around and lots of non-animating stuff in between, including buttons with text. JUCE_COREGRAPHICS_DRAW_ASYNC=1 with setBufferedToImage calls JUCE_COREGRAPHICS_DRAW_ASYNC=1 with JUCE_COREGRAPHICS_RENDER_WITH_MULTIPLE_PAINT_CALLS=1 JUCE_COREGRAPHICS_RENDER_WITH_MULTIPLE_PAINT_CALLS=1 USE_COREGRAPHICS_RENDERING=0 with dirty rects fix The machine ran Xcode and a browser at the same time so it’s not a “clean benchmark”. The CPU usage results are simply based on looking in Activity Monitor, which sometimes fluctuates over a large area and the figures are some approximate middle value. So I ran my program, Release build, on my machine (MacBook Pro 13-inch, 2016 Four Thunderbolt 3 Ports running macOS 10.14.6) with several different options, and wrote down the CPU usage. It’s a bit complicated and has an assumption on how drawRect unifies smaller rects to a big one (that it does it for consecutive rects), and it’s not clear if the overhead of sometimes drawing rects twice will not be worth it. So we as we do the first iteration described above, if we haven’t yet constructed a bounding box which matches the drawRect rectangle and we come upon a rect that sticks out it, that means that it must be such a spurious rect, so we remove all rects until it in the dirty rects list and start the process again For subsequent drawRect calls we have potentially spurious rectangles at the beginning of our dirty rects list, which we did draw in previous calls but did not know that it is safe to remove them from the list.If in the iteration we find a rect that sticks out of the big rectangle then we know that from this point the dirty rects are not part of the drawRect call.If a rect is contained in the big rectangle then we don’t know if it can be removed from the dirty rects vector, so we don’t and we draw it even though we may later draw it again! Continue iterating over the dirty rects.These rects are certainly rects that this call is intended for - draw them and remove them from the dirty rects vector! Iterate over the dirty rects and construct a bounding box of them until it matches drawRect's rectangle.Collect the dirty rects in order in a vector (not a RectangleList which potentially merges or reorders them).The work-around I came with (and haven’t implemented) is to play detective on which rects that need to be drawn according to the rect received in drawRect. In a later call that is intended for that drawRect, we’ve already removed it from the dirty rects collection and not draw it - so we get old stuff drawn.Drawing a dirty rect that the drawRect call wasn’t intended for has no effect! Only the rects it was called for are copied to the buffers in the video card.The faulty fix assumed that all the dirty rects should be drawn in drawRect, but actually only some of them are supposed to be drawn.It will probably take a while until I’ll get to it (for now using OpenGL is a good work-around for us) but if someone wants to implement it here are the details: I think that I have a good understanding of the issue and a possible solution. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |