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Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
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that the 2% below is even below the error margin. So I am very doubtful there is any improvement at all :-) And about the memcpy: I am pretty sure you will bump into synchronization issues between two event loops (one of phoneme and one of the Qt4 frontend). The phoneME backend calls a method in the Qt4 frontend to say it is time to paint the buffer. The Qt4 front-end will emit an asynchronous signal. By the time this signal is processed the original buffer has changed, resulting in flickering and painting of intermediate frames if you use the original buffer. But feel free to experiment, you never know ... :-) Davy |
Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
JBenchmark:
http://davy.preuveneers.be/phoneme/p...mo/jbenchmark/ Note: only JBenchmark and JBenchmark2 work. The others require more JSR support Davy |
Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
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Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
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OK, second optimization pass (memcpy is gone), JBenchmark2 result(same conditions) landscape - 972 portrait - 804 going to try your benchmarks, will post theresults here. |
Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
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Davy |
Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
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so... no flickering ;) EDIT: But anyway I will add some synchronization, just in case, it could lower the results a bit, but will make sure there will be no flicker under any conditions EDIT2: with DavyP's benchmarks: JBenchmark, landscape only (seems does not like portrait) - 5845 JBenchmark2: landscape - 978 portrait - 906 |
Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
Another remark:
It is possible that the above results are not accurate for another reason. The performance results are measured based on what happens in the event loop of phoneME. This event loop triggers in the Qt4 front-end app a signal emit. So most of what you measure is computation related, not screen IO related. The actual repainting is done in the event-loop of the Qt4 front-end, and it is possible that in this event-loop multiple repaint events are coalesced into a single one (i.e. a single screen update). So the actual painting time in the Qt4 event loop is not included in the benchmark, and the actual screen updates could be lower than what you measure. Davy |
Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
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On the other hand both threads are CPU bound, so when there is less overhead (because there is no memcpy for every screen buffer), the computational thread is given more CPU shares to do its job, so I believe the benchmark results are pretty corect. |
Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
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Anyway, I don't want to discourage you in any way. The only point I wanted to make is that I am always careful with interpreting benchmarks, especially if I don't know what they are measuring :-), but any frame rate improvement you can squeeze out of it would be most welcome. Cheers, Davy |
Re: [TESTING] PhoneME Advanced (Java Mobile) prototype release
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