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html5: faster network layer, input devices, etc #1424
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2017-02-28 13:13:57: antoine uploaded file
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2017-02-28 13:15:20: antoine uploaded file
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2017-02-28 15:32:31: antoine uploaded file
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2017-02-28 15:48:40: antoine uploaded file
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2017-02-28 16:07:21: antoine changed status from new to assigned |
We could also modify With these changes, testing with glxspheres at high res, the throughput and framerate are increased - but really not by much. And this is even more wasteful than before (running the timers at full speed), so r15188 switches to "on-demand" timers. (also a bit slower?) Big question: how can we validate those changes better? We need reliable performance data to compare before and after, preferably using a real-world use case (not glxgears / glxspheres).. As some of these changes may actually make things worse. |
2017-03-05 17:46:59: antoine uploaded file
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@afarr: since we don't have a reliable way of measuring performance, I'm not sure there's anything here for you to test - feel free to close as FYI. (just bear in mind that the scrolling paint code still looks buggy with the html5 client: #1432?) |
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Follow up from #1341.
Video / paint:
process_interval
should not be hardcoded?Network layer:
onmessage
should not copy bytes at a time (see html5 client improvements: refactoring, mpeg4, scrolling, etc #1341#comment:12)process_receive_queue
should not use recursionInput devices:
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