Re: Draw Performance Improvement
- From: "Dean Ramsier" <ramsiernospam@xxxxxxxxxx>
- Date: Mon, 9 Jan 2006 08:56:16 -0500
You missed the point. You don't know what you need to modify until you've
run the profiling operation. Once you have those results, then you'll have
an idea of where to begin.
--
Dean Ramsier - eMVP
BSQUARE Corporation
"Manish" <Manish@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
news:068066A8-9B33-4DD0-A685-F65DFCC79C62@xxxxxxxxxxxxxxxx
> Thanks for giving me good points to think.
> But i request you to please tell me which part of the program i should
> modify ..if i have to increase the buffer size used for GDI operation ,i
> want
> to check how much does it really impact performance by increasing buffer
> size.
>
> I hope you underrstand my question.
>
> Regards
> Manish
>
>
>
>
> "Gary Daniels [MS]" wrote:
>
>> The best place to start investigating performance issues is to profile
>> your
>> application, there's info in the PB documentation on using the profiler.
>>
>> With graphics, the biggest performance hit is normally color conversion.
>> Make sure all of your bitmaps have matching color formats, use
>> CreateCompatibleBitmap whenever possible, and create your DIB's with the
>> same bit depth and bit masks as the primary display driver. Hardware
>> acceleration usually only works with bitmaps from CreateCompatibleBitmap,
>> bitmaps from CreateBitmap and CreateDIBSection are stored in system
>> memory
>> and not the display card's video memory. For the display hardware to
>> accelerate bitmaps in system memory addtional hardware/dma is needed.
>>
>> Complex clip regions are also a cluprit, keep in mind that performance
>> decreases exponentially as the number of clipping rectangles increase for
>> the surface. All of the clipping rectangles need to be tested for each
>> pixel
>> blitted, resulting in a large perf hit.
>>
>> These are just some initial places to look, but i've found the best thing
>> to
>> do is profile and see where the cycles are actually going.
>>
>> Gary Daniels
>> Windows CE Multimedia and Graphics
>>
>> This posting is provided "AS IS" with no warranties, and confers no
>> rights.
>> You assume all risk for your use.
>>
>> "Dean Ramsier" <ramsiernospam@xxxxxxxxxx> wrote in message
>> news:eQ%23mR8sEGHA.3464@xxxxxxxxxxxxxxxxxxxxxxx
>> > There are a number of things that can influence your display
>> > performance.
>> > Chief among them is the ability of the display controller to do
>> > hardware
>> > acceleration of the various blits. Just increasing video memory size
>> > won't do a thing, unless you have a controller that has onboard video
>> > memory, and can do surface flipping etc in hardware.
>> >
>> > Keep in mind that your perception of poor video performance might have
>> > little or nothing to do with the display driver. You could have
>> > overall
>> > poor performance resulting from any number of system level issues.
>> >
>> > --
>> > Dean Ramsier - eMVP
>> > BSQUARE Corporation
>> >
>> >
>> > "Manish" <Manish@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
>> > news:B3F75A9A-DCB4-4712-8A73-44F0EFDBC3DE@xxxxxxxxxxxxxxxx
>> >> Hi !
>> >> I am runing one application on My device which is veryGUI
>> >> intensive
>> >> therefore the performance of Draw function is not good . It takes
>> >> appricial
>> >> time . I want to improve performance . Somebody told me to increase
>> >> the
>> >> Video
>> >> Memory buffer size .
>> >>
>> >> Can anybody tell me where i need to make changes in BSP ..In Display
>> >> driver
>> >> /DirecDraw display driver or else .
>> >>
>> >>
>> >> Please suggest
>> >>
>> >> Regards
>> >> Manish
>> >
>> >
>>
>>
>>
.
- References:
- Re: Draw Performance Improvement
- From: Dean Ramsier
- Re: Draw Performance Improvement
- From: Gary Daniels [MS]
- Re: Draw Performance Improvement
- From: Manish
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