On 5 Jan 2008, at 6:36 PM, Adam R. Maxwell wrote:

>
> On Jan 5, 2008, at 9:15 AM, Christiaan Hofman wrote:
>
>>
>> On 5 Jan 2008, at 5:51 PM, Adam R. Maxwell wrote:
>>
>>>
>>> On Jan 5, 2008, at 4:22 AM, Christiaan Hofman wrote:
>>>
>>>>
>>>> On 4 Jan 2008, at 6:23 PM, Adam R. Maxwell wrote:
>>>>
>>>>>>> I found that drawing speed also acts as an implicit throttle on
>>>>>>> the
>>>>>>> render thread, so the queue uses waitUntilDone:YES.  I found  
>>>>>>> that
>>>>>>> rendering was too fast under some conditions, and all the  
>>>>>>> drawing
>>>>>>> updates led to a beachball.  Using OpenGL to draw might be a
>>>>>>> performance win, but I've been afraid to open that can of worms;
>>>>>>> maybe
>>>>>>> on a branch.  Apple uses mipmaps in iPhoto according to class-
>>>>>>> dump.
>>>>>>>
>>>>>>> --    
>>>>>>> adam
>>>>>>
>>>>
>>>> That sounds like being inefficient. Can't we just collect rendered
>>>> icons until the main thread is ready, rather than flushing every 5
>>>> icons?
>>>
>>> What do you mean by "ready?"  All the delegate method is really  
>>> doing
>>> is adding some dirty regions for display, so they're redrawn on the
>>> next pass through the event loop.
>>>
>>
>> Ready means that the delegate method has returned. The same as what
>> waitUntilDone:YES would do, only it would not block the render thread
>> during that time.
>
> Ah, that does make sense.  I just changed it to waitUntilDone:NO, so
> give that a try and see how it performs too.  I also fixed a couple of
> problems with redundant rendering that I woke up thinking about :(.
> Based on the comment, I'm pretty sure something like that was the
> problem I ran into last time.

I don't notice too much difference with this change, so it does not  
seem to lead to a block.

Christiaan



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