You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Gues what ... I found another bug :)
When using surfaces the CPU does not go into idle state when no transitions are occuring. With one surface CPU usage sits at around 15-20% on one core.
In the example below screen is filled with snaps, each has its own surface to emphasize the problem. It takes 100% of CPU on one core even when there is no transitions, funny thing it goes down a little when you start scrolling through snaps.
local surface = []
local snap = []
local tiles_x = 8
local tiles_y = 6
for( local x = 0; x < fe.layout.width; x += fe.layout.width / tiles_x )
for( local y = 0; y < fe.layout.width; y += fe.layout.height / tiles_y )
{
local surf = fe.add_surface( fe.layout.width / tiles_x, fe.layout.height / tiles_y )
surf.set_pos( x, y )
local obj = surf.add_artwork ( "snap" ,0 , 0, fe.layout.width / tiles_x, fe.layout.height / tiles_y )
obj.video_flags = Vid.ImagesOnly
obj.preserve_aspect_ratio = false
surface.push( surf )
snap.push( obj )
}
Another example does not use surfaces and the idle CPU usage as expected sits at around 0.5%
local snap = []
local tiles_x = 8
local tiles_y = 6
for( local x = 0; x < fe.layout.width; x += fe.layout.width / tiles_x )
for( local y = 0; y < fe.layout.width; y += fe.layout.height / tiles_y )
{
local obj = fe.add_artwork ( "snap" ,x , y, fe.layout.width / tiles_x, fe.layout.height / tiles_y )
obj.video_flags = Vid.ImagesOnly
obj.preserve_aspect_ratio = false
snap.push( obj )
}
So please tell me if it's a limitation of the rendering pipeline or a bug. I need to know if it's the former, as I'will try to edit my code to get rid of surfaces.
The text was updated successfully, but these errors were encountered:
oomek
changed the title
[BUG] add_surface CPU drain on idle
[BUG] add_surface deains CPU on idle
Mar 12, 2017
oomek
changed the title
[BUG] add_surface deains CPU on idle
[BUG] add_surface drains CPU on idle
Mar 12, 2017
Gues what ... I found another bug :)
When using surfaces the CPU does not go into idle state when no transitions are occuring. With one surface CPU usage sits at around 15-20% on one core.
In the example below screen is filled with snaps, each has its own surface to emphasize the problem. It takes 100% of CPU on one core even when there is no transitions, funny thing it goes down a little when you start scrolling through snaps.
Another example does not use surfaces and the idle CPU usage as expected sits at around 0.5%
So please tell me if it's a limitation of the rendering pipeline or a bug. I need to know if it's the former, as I'will try to edit my code to get rid of surfaces.
The text was updated successfully, but these errors were encountered: