The block analyzer was doing lots of repeated, out-of-order blits to the
widget's canvas. To improve performance and reduce CPU usage, this has
been rewritten to generate the canvas contents using only a single buffer.
Cache thrashing has been greatly reduced by writing to memory only
sequentially and in one single write pass. Further, the raw format is
now guaranteed to be in a format efficient for Qt.
The results are visually identical to what they were previously, but
result in a CPU usage reduction between 2 and 6 percent depending on refresh
rate and Psychadelic Mode value. In particular, there used to be a ~3 percent
overhead for Psychadelic Mode, and this has been eliminated.
The specific details of the block analyzer and explanations for how it works
(and used to work) have been documented via fairly extensive comments
in blockanalyzer.cpp.
* Fix 'RGB parameters out of range' with psychedelic colors
* Fix 'edit-find' icon name
* BlockAnalyzer::drawBackground(): do not attempt to paint on a null background
* Use qBound()
(Well, except Nyanalyzer and Rainbow dash because they are already colourful enough.)
I have added functionality for any 2D analyzer to change any part of its colour palatte with the frequency content of the music, in the same way that Moodbars do.
I find this gives the analyzer a sort of "third dimention".
This is built into Analyzer::Base, so all analyzers can use it and override it as they please. I have thus added support for Block, Boom, Turbine, Sonogram, and Bar, however Boom and Block seem to look the best in my opinion.
This is of course all optional and is toggled by a checkbox in the context menu for the analyzer, disabled by default.
I have not been able to measure any increase in CPU activity with this enabled, even at 60fps.
As it stands, the block analyzer just chops off columns to the right if the window is too small and always internally runs off 256 columns. Since the analyzer is bounded to 256 colums, this qMax bound is totally pointless.
It also makes the demo asymmetrical which trips up my OCD whenever Clementine is idling...
As requested in SuperUltraCriticalShowstopper request #2685
I have built an analyzer based on Rainbow Dash
...oh god, what have I done...
This will either make some people happy, or is absolute garbage.
Block analyzer uses an internal variable m_step to determine how
long to hold a bar up. This is dependant on framerate, however it is
only set on creation or resize of the analyzer. This patch changes
this value whenever the framerate is changed, preventing the analyzer
from appearing wildly fast or extremely slow until a restart.
The analyzers are sent new buffers of audio data to process each time
they pass through the gst pipeline. Different file formats and bit depths/
sample rates can change the size of these buffers, in some cases making them
large and therefore infrequent. This causes choppiness in the analyzer
as it is not getting new data with every frame. This patch chunks the buffers
coming off the pipeline to correspond with the framerate of the analyzer.
This patch prevents the framerate of all analyzers from
increasing beyond the framerate set in the interface at all times.
It however will allow the analyser to redraw as often as required
to prevent artifacting when the play scrubber is drawn in front.