Regards,
Sohan
Hi David,For some of the sites where Picture Raster is taking much time (~300-400ms), when we increased the number of raster threads, we found in Chrome Traces that the GLRenderer drawLayers and consequently didCompleteSwapBuffer happen more often, than with 1 raster thread.But, the number of threads are only set at TileManager creation, how can we alter the number of thread once the tile manager is already created, we couldnt find any exposed function or code to do the same in RasterWorkerPool.
On Wed, Sep 11, 2013 at 2:53 AM, Sohan Jyoti Ghosh <sohanjy...@gmail.com> wrote:
Hello,Is there a way we can increase the number of Raster Worker Threads in Worker Pool at run-time.Currently, during Tile Manager creation, RasterWorkerPool is instantiated, and we can specify the number of thread workers, which is set up at layer_tree_settings.For some low FPS sites, if we can change the number of threads at run-time, it could be beneficial.
Not sure, if the order of execution will be broken, if we add threads during run-time.We currently need to know the number of raster threads at SkPicture record time to create the right amount of picture clones.
I guess --num-raster-threads can be a max. In general, it wouldn't be too hard to adjust the number of raster threads at run-time but it's not clear to me how that would benefit us. Can you explain a bit more why this would be beneficial for low FPS sites?DavidRegards,
Sohan
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Hi Tom,We are planning to use a helper class, in lines of FrameRateCounter for HUD , to help ascertain the frame rate, and on low value, we planned to increase the pool size,But, the problem is by the time we determine the avg FPS, TileManager is already created, and with it RasterWorkerPool size.Dynamically, we are unable to vary the number of threads.
If it is hard to change the number of created Raster Worker threads, how about changing the number of Worker threads which are actually used among the created threads?
Best regards,
Duke
Hi,
We had done that sometime back, by deleting the existing worker pool, and creating a new one with more number of threads, there were some sync issues because of cloning.
But, now since skpicture can be accessed well across threads(?), we shoulnt face such issues.
There is some work going on for increasing default number of threads for more cpu cores, to get better perf with impl painting.
Maybe David/Vlad/Dana can comment better.
Thanks,
Sohan