performance problems and possible remedies?
by Yale Zhang
Hi. I'm using Inkscape to author a comic and the slow speed for certain
things is very annoying. I'm already have OpenMP turned on and using 4
cores.
1. *large blurs are slow* - I'm an expert with writing SIMD code, so I was
thinking about vectorizing the Gaussian IIR filter with SIMD intrinsics,
even though it's harder than for a FIR. But I noticed there isn't any SIMD
code in Inkscape so does that mean it's something to avoid.
I'm pretty sure no current compiler is smart enough to vectorize it, and
besides, Inkscape is compiled with -O2, meaning -ftree-vectorize isn't on
by default.
2. *when there's a large image (raster based) background - scrolling in a
zoomed region is very slow*
I compiled the latest 0.49 code with GCC profiling and it shows this:
33.98 22.47 22.47 exp2l
21.29 36.55 14.08 log2l
17.57 48.17 11.62 pow
7.12 52.88 4.71 658 0.01 0.01
ink_cairo_surface_srgb_to_linear(_cairo_surface*)
6.72 57.32 4.44 563 0.01 0.01
ink_cairo_surface_linear_to_srgb(_cairo_surface*)
5.51 60.96 3.64 1216 0.00 0.00
Inkscape::Filters::FilterGaussian::~FilterGaussian()
5.23 64.42 3.46 internal_modf
0.59 64.81 0.39 _mcount_private
0.41 65.08 0.27 __fentry__
0.12 65.16 0.08 GC_mark_from
0.09 65.22 0.06 5579 0.00 0.00
Geom::parse_svg_path(char const*, Geom::SVGPathSink&)
0.06 65.26 0.04 35320 0.00 0.00
bounds_exact_transformed(std::vector<Geom::Path,
std::allocator<Geom::Path> > const&, Geom::Affine const&)
0.06 65.30 0.04 8 0.01 0.01
convert_pixbuf_normal_to_argb32(_GdkPixbuf*)
0.05 65.33 0.03 885444 0.00 0.00
std::vector<Geom::Linear, std::allocator<Geom::Linear>
>::_M_fill_insert(__gnu_cxx::__normal_iterator<Geom::Linear*,
std::vector<Geom::Linear, std::allocator<Geom::Linear> > >, unsigned long
long, Geom::Linear const&)
The cost is absolutely dominated by ink_cairo_surface_srgb_to_linear() and
ink_cairo_surface_linear_to_srgb(). My first instinct was to optimize
those 2 functions, but then I thought why are those even being called every
time I scroll through the image?
Why not convert the images up front to linear and stay that way in memory?
If that can't be done, then my optimization approach is:
1. replace ink_cairo_surface_srgb_to_linear() with a simple 3rd degree
polynomial approximation (0.902590573087882 - 0.010238759806148x +
0.002825455367280x^2 + 0.000004414767235x^3) and vectorize with SSE
intrinsics. The approximation was calculated by minimizing the square error
(maxError = 0.313) over the range [10, 255]. For x < 10, it uses simple
scaling.
2. replace ink_surface_linear_to_srgb() with a vectorized implementation
of pow(). Unlike srgb_to_linear(), a low degree polynomial can't be used
due to the curve having larger high order derivatives. An alternative would
be piece wise, low order polynomials.
The main question I have is what degree of accuracy is desired? Certainly,
it doesn't need double precision pow() since the input is only 8 bits! Is
+- 0.5 from the true value (before quantization) OK or do people depend on
getting pixel perfect results?
UJ
7 years
non-Unicode symbol fonts do not work on Windows. Bug 165665. Do we need the flag USE_PANGO_WIN32 ?
by Alvin Penner
ref : https://bugs.launchpad.net/inkscape/+bug/165665
I believe this bug can be fixed by disabling the flag USE_PANGO_WIN32 in
line 19 of src/libnrtype/FontFactory.h. When I do this on Windows XP, I gain
about 35 new fonts. Not all of these new fonts are useable, but the most
interesting ones, such as CommercialPi, Symbol, Technic, Webdings,
Wingdings, MonoType Sorts, TechnicLite are working well, both in Inkscape
and in IE9.
This is a Windows-specific bug which hides symbol fonts, and does not
occur in Gimp 2.6 on Win XP. As far as I can tell, the Gimp source code does
not contain any analogue or equivalent of the flag USE_PANGO_WIN32.
Would there be any objection if I disable this flag, or does it serve a
specific purpose that is essential?
tia
- Alvin Penner
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8 years, 4 months
Improved gears extension
by Jürgen Weigert
Just saw braingram's rack gear extension coming in. Nice work! Thank you.
But that reminds me that I also have a small contribution to share. Here is
an enhanced version of the gears plugin, please also consider this for
future inclusion
git@...2977...:jnweiger/inkscape-extensions-gears-dev.git
cheers, JW-
9 years, 5 months
Mac OS X Mountain Lion x86_64 packaging of 0.48.4
by Valerio Aimale
Hello,
I am not an official packager, but I was eager to have an updated
version of Inkscape for Mac OS X and I noticed that nobody is packaging
the new version.
I've packaged it for Mountain Lion and x86_64. It should be considered a
beta packaging. I've packaged from version 0.48+devel r12005
You can download it at:
https://rapidshare.com/files/3885726044/Inkscape_MountainLion_x86_64.dmg
The Mac Os X packaging infrastructure in the source tree is a bit
ancient. Things I've noticed:
- configure.ac uses syntax that is not conforming anymore with
autoconf/automake/authohear 1.13. Going forward that should be updated.
- the scripts osx-build.sh os-app.sh needs update for the newest Xcode
versions. they don't work out of the box.
- the dylib base relocation infrastructure needed to be rewritten
- the Platypus-derived ScriptExec executable might not be needed anymore
- in this version, the app bundle executes the sh script directly.
Features:
- The version I packaged runs gtk-2.0+quartz. It does not need
X11/Xquartz anymore to run. This is the direction GIMP has gone to as well.
- It uses the same theme as GIMP. I think it's a good consistency
decision, and it's the theme that looks best on Mtn Lion.
If somebody want to try and report problems, I'd appreciate it
Valerio
9 years, 7 months
Devlibs 46 too slow
by LucaDC
After updating to devlibs r46 moving objects around becomes too slow in my
system and Inkscape is nearly unusable even for simple drawings.
Open a new document, draw a rectangle and move it around: the lag is huge.
Even changings of the cursor when hovering over it are updated with delays
of 1 s or more. Moving and snapping guides (not to guides), on the other
hand, is very fast.
My system is a Pentium 4, 3,2 GHz, 2 Gb RAM with Windows XP SP3.
Reverting to devlibs r45 (trunk 12277) gives back the previous (acceptable)
response time. I know my system is old, but with r45 it's fine for all my
needs.
Isn't this terrible performance drop avoidable? Inkscape is already not a
jaguar...
Regards.
Luca
--
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9 years, 9 months
Mac OS X Build 0.48.4 RC1
by Valerio Aimale
This is a good build that is close to being a release:
For Mountain Lion
http://rapidshare.com/files/4204947016/Inkscape-r0.48.4-r9943-10.8%2B-x86...
For Lion:
http://rapidshare.com/files/3505176415/Inkscape-r0.48.4-r9943-10.7%2B-x86...
- the menu should be all working but the "Open Recent" submenu. No
matter which item is selected, the top open is always opened. This is a
bug between gtk/gtk_recent_menu_manager() and gtk-mac-integration. Needs
more analysis, not an easy fix.
- Quit, About and Preferences menu items moved under the app menu.
- python should be fully working now on Lion and Mountain Lion
- uniconvertor/sk1libs installed and fixed
The sk1libs/utilsfs.py line
return ['/']
really should be
return ['/System/Library/Fonts', '/Library/Fonts',
os.path.expanduser("~/Library/Fonts")]
- no more noise on the terminal stderr
- bunch of improvements and changes in the build system
10 years
Inkscape Website: Translation Instructions
by Martin Owens
Hey Devs and Users,
I've updated the wiki explaining the new Inkscape website's translation
instructions. New translations have accidentally overwritten the English
content in some places (especially the front page) so to avoid this I've
put together a brief explanation of why the front page is hard to edit.
http://wiki.inkscape.org/wiki/index.php/WebSite#Translations
Please do copy plugins into your local language instead of editing the
English versions. All editors are reminded that each language can have
different plugins for the same content-location if they wish.
Website: http://staging.inkscape.org
If you don't have an account and would like to help get content ready,
login and send me an email so I can enable staff privileges for you and
have you editing the CMS.
Happy Editing, Martin Owens
10 years, 1 month
[CAD] Next steps, a trivia question and discussion of the semantics for what objects a connector should avoid
by Sebastian Götte
Hi,
I'm moving on refactoring the connectors code. I just changed the toolbar a little bit so every connector type has its own button. During refactoring, two questions arised:
1. What does "Ege" as in "EgeAdjustmentAction" mean?
2. What semantics do we want concerning which objects are to be avoided by a connector?
A little elaboration on the second question:
Currently, Inkscape uses libavoid to route object-avoiding connectors. All object which should be avoided by the router are added an "inkscape:connector-avoid" attribute. This does not, e.g., allow an object to be avoided by certain connectors and ignored by others.
I can currently see three obvious solutions to that problem:
* Avoid objects based on group/layer membership. E.g. avoid any objects on the same top-level layer but ignore others.
* Avoid objects based on a "tag". This is not unlike the current approach, but I would really use a class instead of an own attribute for this to be easily interoperable with other implementations of this, especially a potential javascript router as discussed with Doug Schepers from w3c, who is currently working on a SVG connectors spec.
Personally, I favor the second solution since I think it is less hacky and more flexible. I think it would be a sane choice to have connectors avoid objects by default and to explicitely mark objects to be ignored while routing. If you wanted a connector ignoring any objects you could just use the non-libavoid routing types I am just adding.
* Any combination of the above
If you have any thoughts on this, please share them with me ;)
I'm now moving on to implement (somewhat minimalistic) "points" as described in [0] so I can then head towards renovating connector-context.cpp. My latest commit to launchpad breaks in an assertion when drawing a connector since it needs these changes. The commit before that should work, though.
These "points" will be placed whenever one places a connector's end, except if one places a connector's end on an existing "point". When drawing a connector, all visible points will be rendered as knots. This enables template-based diagram elements which are just are groups that contain a shape and one or more points for the connector to attach.
I will remove any logic from connector-context responsible for handling anything but two endpoints (if you want to draw a connector with multiple "stops", just chain together multiple connectors) and remove the "snap connector end point to connector's intersection with destination shape outline"-logic since I do not think this is too useful.
Best regards, Sebastian
[0] http://dev.w3.org/SVG/modules/connector/SVGConnector.html#PointElement
10 years, 1 month