InfiniTimeOrg / InfiniTimeOrg/InfiniSim
Slowdown with excess draws
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- Dominant language
- C++
- Stars
- 203
- Forks
- 97
- PR merge metrics
- No merged PRs in 30d
Description
When drawing many times to the screen using Pinetime::Components::LittleVgl::FlushDisplay, Infinisim slows down greatly. This appears when there is in the order of several tens of draws per frame.
I've created an example app which shows this here: https://github.com/Feksaaargh/InfiniTime/tree/infinisim-draw-slowdown. This example has 50 5x5px particles, each of which are blanked out and redrawn every 40ms for 2500 draws per second.
https://github.com/user-attachments/assets/3b83db55-9654-43aa-afbf-53b6a31b2563
https://github.com/user-attachments/assets/b4c652ab-de6f-4daf-899a-874bd7bb6685
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with Pinetime::Components::LittleVgl::FlushDisplay and reproduce the slowdown using the example app from the linked infinisim-draw-slowdown branch. Measure behavior with several tens of draws per frame, including the 50-particle case producing about 2500 draws per second. Done means the simulator no longer slows greatly under that workload.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- performance
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100