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Re: [Gnash-dev] Gnash tutorial on profiling the renderer


From: strk
Subject: Re: [Gnash-dev] Gnash tutorial on profiling the renderer
Date: Sat, 25 Apr 2009 23:53:29 +0200

On Sat, Apr 25, 2009 at 03:17:27PM +0200, Udo Giacomozzi wrote:

> A good profiling movie is not that easy to build and must contain a
> variety of typical rendering situations like complex and simple
> graphics, static and moving objects, simple and complex fills and so
> on. To really compare rendering performance you need to build a movie
> that steps through different scenes specifically built for different
> situations.

For some background, Kristian's case is the case of a company
that produces the SWF internally. The profiling goal for them
is to improve gnash run of the specific movies. In their case
I've observed that bitmap fill rendering was the bottleneck
and suggested to use vectors instead. 

As you noticed invalitated bounds doesn't do much good in there
as these huge bitmaps shift to the right continuosly. 

One characteristic of these bitmaps, which *may* be common to other
movies, is that the shape the bitmap fill is applied to doesn't change,
and the matrix only changes for the translation part, not scale.
If this case is really common, there might be an optimization possible,
in particular just dumping a pre-calculated bitmap (save-as-bitmap like
thing) to the target rectangle, rather then loop over each scanline
and calling the bitmap accessors (which are also virtual calls).

--strk;

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