Opened 10 years ago

Closed 8 years ago

#7525 closed enhancement (Won't Fix)

Optimize Pulse handling in MythUI

Reported by: danielk Owned by: Jim Stichnoth
Priority: minor Milestone: unknown
Component: MythTV - User Interface Library Version: head
Severity: medium Keywords:
Cc: beirdo Ticket locked: no

Description

There are three things wrong here:

being called at a particular frequency to create a smooth animation. Instead the alpha and movement should progress based on time elapsed.

  • Both HandleMovementPulse? and HandleAlphaPulse? unconditionally request a repaint, even if the alpha and/or position is unchanged.
  • Pulse() is called for all children, whether they need a pulse or not. Only children needing a pulse or containing children needing a pulse should be called. If UI elements need a pulse the pulse time should be shut-off.

Attachments (4)

mythui_pulse_optimize.patch (9.3 KB) - added by Jim Stichnoth <stichnot@…> 10 years ago.
mythui_pulse_optimize_v2.patch (9.1 KB) - added by Jim Stichnoth <stichnot@…> 9 years ago.
mythui_pulse_optimize_v3.patch (10.5 KB) - added by Jim Stichnoth <stichnot@…> 9 years ago.
mythui_pulse_optimize_v4.patch (10.4 KB) - added by Jim Stichnoth <stichnot@…> 9 years ago.

Download all attachments as: .zip

Change History (14)

comment:1 Changed 10 years ago by Jim Stichnoth <stichnot@…>

I implemented the third item -- only traverse children that need to pulse. There are actually three independent pulse attributes: movement, alpha, and custom. Each attribute is tracked as a boolean indicating whether a pulse check is needed for the next "frame". Any time the pulse state changes (e.g. start/stop movement/animation) or a child is added/deleted, the state change is propagated up the tree. The top-level MythUIType::Pulse() method always clears the custom pulse attribute, so any overridden Pulse() method needs to explicitly set the custom pulse attribute appropriately *after* calling MythUIType::Pulse().

I'm attaching the patch, but keep in mind that after applying the patch in #7953, idle frontend CPU utilization on a lowly ION frontend is down to about 1%, maybe as high as 2%, so there's not a whole lot of performance left to be gained.

Changed 10 years ago by Jim Stichnoth <stichnot@…>

Attachment: mythui_pulse_optimize.patch added

comment:2 Changed 10 years ago by Dibblah

Status: newassigned

comment:3 Changed 9 years ago by danielk

Milestone: unknown0.24
Type: taskenhancement

Changed 9 years ago by Jim Stichnoth <stichnot@…>

comment:4 Changed 9 years ago by Jim Stichnoth <stichnot@…>

Updated with v2 patch for a recent version of trunk.

comment:5 Changed 9 years ago by beirdo

Cc: beirdo added

Changed 9 years ago by Jim Stichnoth <stichnot@…>

comment:6 Changed 9 years ago by Jim Stichnoth <stichnot@…>

Updated with v3 patch. The previous versions had a bug where Pulse() was called on children only if some child has a custom pulse set. This e.g. cause the "Recording..." text in the Arclight PBB not to be alphapulsed.

The patch still has a potential problem when m_Visible is changed from false to true. In this case, the whole subtree should probably be reexamined to see what needs to be pulsed. I haven't seen any actual problems so far, though.

Changed 9 years ago by Jim Stichnoth <stichnot@…>

comment:7 Changed 9 years ago by danielk

Milestone: 0.240.25

While this does provide a benefit, it is a bit invasive to be applying during feature freeze.

comment:8 Changed 9 years ago by stuartm

Milestone: 0.25

Milestone 0.25 deleted

comment:9 Changed 8 years ago by danielk

Milestone: 0.25unknown
Owner: changed from danielk to Jim Stichnoth

Jim, I'll leave it up to you whether to commit post 0.25 freeze or abandon.

comment:10 Changed 8 years ago by Jim Stichnoth

Resolution: Won't Fix
Status: assignedclosed

To my recollection, this ticket was created as a result of the often-reported complaint of 7% or 14% CPU usage when the frontend is "idle", before the real reason was discovered in #7953.

Given that this is no longer a problem, the fix to issue 3 adds too much complexity for too little performance gain. See the discussion in http://www.gossamer-threads.com/lists/mythtv/dev/448052 for an idea of the problems that came up.

Issues 1 and 2 (especially issue 1) may be interesting for a non performance related result, but that can be in a new ticket.

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