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= Links =
= Links =
* [http://www.scribd.com/doc/53483851/Design-for-Performance] : great read about performance optimization (aimed at game developers, but many tricks apply for Krita)
* [http://www.scribd.com/doc/53483851/Design-for-Performance Design for Performance] : great read about performance optimization (aimed at game developers, but many tricks apply for Krita)
* [http://goog-perftools.sourceforge.net/doc/tcmalloc.html TCMalloc]: a malloc replacement which make faster allocation of objects by caching some reserved part of the memory
* [http://goog-perftools.sourceforge.net/doc/tcmalloc.html TCMalloc]: a malloc replacement which make faster allocation of objects by caching some reserved part of the memory
* [http://www.agner.org/optimize/optimizing_cpp.pdf Optmizing CPP]: extensive manual on writing optimized code.
* [http://www.agner.org/optimize/optimizing_cpp.pdf Optmizing CPP]: extensive manual on writing optimized code.

Revision as of 18:42, 21 April 2011

Hot Spots

  • thumbnails are recalculated a lot
  • the histogram docker calculates even when hidden
  • brush outline seems slow
  • the calculation of the mask for the autobrush is very slow and doesn't cache anything
  • caching a whole row or column of tiles in the h/v line iterators should speed up things a lot
  • tile engine 1 has the BKL; tile engine 2 cannot swap yet and isn't optimized yet
  • projection recomposition doesn't take the visible area into account
  • pigment preloads all profiles (startup hit)
  • gradients are calculated on load, instead of being associated with a png preview image that is cheap to load

Tools

Valgrind

Tips

  • only turn on instrumentation when you need it, ie only before the function you want to optimize, you can use callgrind_control to control valgrind. For instance, to stop instrumentation:
callgrind_control -i off

And then to activate it:

callgrind_control -i on

And unless you want to optimize startup, I suggest that you use the following startup line (which switch off instrumentation untill a call to "callgrind_control -i on"):

valgrind  --tool=callgrind --instr-atstart=no krita

Sysprof

mutrace

mutrace is a tool that count how much time is spend waiting for a mutex to unlock.

Easy optimization

As soon as you see slow code, try to have a look at the code to see if we aren't creating a lot of unnecesserary objects, 90% of the time slow code is caused by this (the remain 10% are often caused by a lot of access to the tilesmanager, like with random accessor)

For instance:

  • Avoid:
for(whatever)
{
        QColor c;
        ...
}
 

Do:

QColor c;
for(whatever)
{

}
 

It might seems insignificant, but really it's not, on a loop of a milion of iterations, this is expensive as hell.

An other example:

  • avoid
for(y = 0 to height)
{
        KisHLineIterator it = dev->createHLineIterator(0, y, width);
        for(whatever)
        {
                ...
        }
}
 

Do:

KisHLineIterator it = dev->createHLineIterator(0, y, width);
for(y = 0 to height)
{
        for(whatever)
        {
                ...
        }
        it.nextRow(); // or nextCol() if you are using a VLine iterator
}
 

Vector instructions

* reference about MMX on Intel's website
* Fundamentals of Media Processor Designs: introduction to the use of MMX/SSE instructions
* Software Optimization Guide for AMD64
* STL like programming but using MMX/SSE{1,2,3} when available

Links

  • Design for Performance : great read about performance optimization (aimed at game developers, but many tricks apply for Krita)
  • TCMalloc: a malloc replacement which make faster allocation of objects by caching some reserved part of the memory
  • Optmizing CPP: extensive manual on writing optimized code.