2009/5/27 strk <s...@keybit.net>

> 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).


aha, you are right, it's a SDL thread in sound handler occupy 25% CPU time
all the time, after I commented out init_sound() in gui/Player.cpp,
sdl-gnash runs significantly than before.


>
>
> 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!
>
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