On Wed, May 27, 2009 at 11:39:26PM +0800, Wei Cao wrote: > hi, all, I tested u2_has.swf on my windows laptop, hope it's not so late . I > just tried the first 400 frames with the command > > ./sdl-gnash.exe --max-advances 400 u2_has.swf > > The gnash-0.8.5 with the patch last time I sent uses 61.770s CPU time, > 51.006s is consumed in draw_shape_character , there are total 84384 calls > to AGG. > > The optimized version uses 44.744s CPU time, 36.268s in > draw_shape_character, there are only 32123 calls to AGG now, which means, > 5/8 calls to AGG and 25% CPU time is saved by cache.
Visible effects on FPS (max/min/avg) ? > One question, I found there are three lt-sdl-gnash processes executing at > the same time when I play a single flash file on a arm like system, one > takes about 70% CPU and 25% the second, and 2% the third, when I kill one of > the three processes, the other quit too. I use dynamic linking. > > The question is, why there are three processes when I execut the libtool > generated script sdl-gnash only once, where and when they are forked in the > code? It could be your process table lister considers each thread as a separate process. One thread is the SDL sound consumer, one is the parser and one is the main one. The parser is likely the 2% one, the sound the 25% and the rest is main (VM + renderer). NOTE: current trunk fails building statically, I hope it's going to be fixed soon for more detailed profiling. PS: Any progress about cleanup/port to trunk ? Need help ? --strk; Free GIS & Flash consultant/developer () ASCII Ribbon Campaign http://foo.keybit.net/~strk/services.html /\ Keep it simple! _______________________________________________ Gnash-dev mailing list Gnash-dev@gnu.org http://lists.gnu.org/mailman/listinfo/gnash-dev