Kieran P skrev:
Hey Erik,
I saw your changes in the source code. Nice that you are submitting it
now :D
You mean instead of posting patches?
Well, now that I have repository access I might as well do something
serious...
Running valgrind today paid off, I think - one significant (i.e.
memory-corrupting) bug and one memory leak (0.4MB leaked in a relatively
short run) found & fixed :-)
I ran another test (cloned, compiled, run, won, quit, and run the two
codes (one with -q and one without).
Results: http://dl.sv.nongnu.org/releases/glob2/profiling.tar.bz2
I'll do this every day or two when you make commits if you want.
I have another Linux virtualisation (Fedora), which I will also run
these tests on at some stage.
Well, thank you for the effort, but I'm not sure these virtualized
timings say much. They won't correspond to running the game on a
machine's 'real' OS... the virtualization software influences the
measurements.
And in your timings, the three most dominant (by far) functions are:
29.70% GAGCore::DrawableSurface::drawSurface(int, int,
GAGCore::DrawableSurface*, int, int, int, int, unsigned char)
17.85% GAGCore::DrawableSurface::drawFilledRect(int, int, int, int,
GAGCore::Color const&)
15.60% GAGCore::Sprite::getW(int)
- i.e. two drawing operations, which I doubt we could do anything to
optimize, and this mysterious getW, which may be an artefact of the
virtualization (I have no clue why else it shows up so prominently in
your data)...
/Erik
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