X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=docs%2Fcontent%2Fprogramming-guide%2Fperformance-profiling.h;h=c4a1d98348634ccad24ccace6650dfc13cb7d2f2;hp=d95a60da219ecc89a4f072311e79fad626cbed7f;hb=59fdf81f3cc2d004cca1b182dee09e42492d51c5;hpb=527e267cb41d9bf2109eb682498fe6370c0be8e0
diff --git a/docs/content/programming-guide/performance-profiling.h b/docs/content/programming-guide/performance-profiling.h
index d95a60d..c4a1d98 100644
--- a/docs/content/programming-guide/performance-profiling.h
+++ b/docs/content/programming-guide/performance-profiling.h
@@ -18,26 +18,24 @@
*
Background
* The Dali rendering pipeline has 2 stages.
* Each stage is typically run once per frame.
- *
- *
- * - 1. Update
+ *
1. Update
*
- * - Run animations
- *
- Run constraints
- *
- Run physics
- *
- Update the scene-graph
+ *
- Run animations
+ * - Run constraints
+ * - Run physics
+ * - Update the scene-graph
*
- * - 2. Render
+ *
2. Render
*
- * - Upload 3D data using OpenGL ( textures, vertex buffers etc).
- *
- Draw the scene using OpenGL
- *
+ * - Upload 3D data using OpenGL ( textures, vertex buffers etc).
+ * - Draw the scene using OpenGL
*
*
+ *
* To run at 60 FPS (16 milliseconds per frame), it is recommended to stay below the following times:
*
- * - Update: 4 milliseconds
- *
- Render: 4 milliseconds
+ *
- Update: 4 milliseconds
+ * - Render: 4 milliseconds
*
*
* This will leave enough time for the output to be composited (if the system uses a compositor) and to avoid using
@@ -60,36 +58,6 @@
* If nothing is animating Dali will enter a paused state to save power. At this
* point nothing will be logged.
*
- * Performance advice
- *
- *
- * Tips to reduce update times:
- *
- * - Keep the actor count as small as possible.
- *
- * - Less actors == less processing
- *
- Try to keep invisible or un-used actors off the stage. Don't have hidden views on the stage.
- *
- * - Ensure constraints are kept as simple as possible
- *
- *
- * Tips to reduce render times:
- *
- *
- * - Keep the visible actor count as small as possible == less draw calls
- *
- If using a fixed set of images, try pre-generating a texture-atlas.
- *
- * - For each image within the Atlas, use ImageActor.SetPixelArea() to use it.
- *
- This reduces texture state changes when rendering.
- *
- * - Try to use 9-patch when you need to stretch an image while maintaining the border size.
- *
- * - See ImageActor::STYLE_NINE_PATCH
- *
- * - When using layers try to disable the depth test to avoid the depth buffer being cleared.
- *
- If writing custom shaders, try to keep them as simple as possible.
- *
- Try to keep texture sizes as small as possible.
- *
*
* Application profiling
*
@@ -136,7 +104,7 @@
* DALI_RENDER_END. Dali render task has finished
*
*
- * Checking ftrace is working on Tizen
+ * Checking ftrace is working on Linux
*
* Documentation for ftrace:
* Follow these instructions to ensure the debugfs has been mounted, and the kernel you are using