我们偶然发现了Quartz Events的性能问题,更具体地说是CGEventPost:在繁重的GPU加载期间,CGEventPost可能会阻塞。我们创建了a small benchmark application to demonstrate the issue。此应用程序只是一个创建,发布和发布事件的循环。
您可以在下面看到运行该应用程序的结果。第一次运行是在空闲系统上。第二次运行是使用FurMark(GPU压力测试),拨号盘尽可能地增加。
18:58:01.683 EventPerformance[4946:707] Measurements: (outer should be close to 10)
18:58:01.684 EventPerformance[4946:707] inner (ms): 0.04, outer (ms): 11.02, CGEventPost (ms): 0.03
18:58:01.684 EventPerformance[4946:707] inner (ms): 0.04, outer (ms): 11.02, CGEventPost (ms): 0.03
18:58:01.685 EventPerformance[4946:707] inner (ms): 0.07, outer (ms): 10.26, CGEventPost (ms): 0.03
18:58:01.685 EventPerformance[4946:707] inner (ms): 0.06, outer (ms): 10.85, CGEventPost (ms): 0.05
18:58:01.686 EventPerformance[4946:707] inner (ms): 0.07, outer (ms): 10.41, CGEventPost (ms): 0.04
18:58:01.686 EventPerformance[4946:707] inner (ms): 0.04, outer (ms): 10.39, CGEventPost (ms): 0.03
18:58:01.686 EventPerformance[4946:707] inner (ms): 0.05, outer (ms): 11.02, CGEventPost (ms): 0.03
18:58:01.687 EventPerformance[4946:707] inner (ms): 0.03, outer (ms): 10.67, CGEventPost (ms): 0.03
18:58:01.687 EventPerformance[4946:707] inner (ms): 0.08, outer (ms): 10.09, CGEventPost (ms): 0.05
18:58:01.688 EventPerformance[4946:707] Averages: (outer should be close to 10)
18:58:01.688 EventPerformance[4946:707] avg inner (ms): 0.05, avg outer (ms): 10.64, avg post (ms): 0.03
在这里,我们可以看到发布事件的平均时间约为0.03毫秒。此外,线程似乎也在0.5ms左右被唤醒。 CGEventPost没有峰值。
19:02:02.150 EventPerformance[5241:707] Measurements: (outer should be close to 10)
19:02:02.151 EventPerformance[5241:707] inner (ms): 0.03, outer (ms): 10.23, CGEventPost (ms): 0.02
19:02:02.151 EventPerformance[5241:707] inner (ms): 0.02, outer (ms): 10.54, CGEventPost (ms): 0.02
19:02:02.151 EventPerformance[5241:707] inner (ms): 0.02, outer (ms): 11.01, CGEventPost (ms): 0.01
19:02:02.152 EventPerformance[5241:707] inner (ms): 0.02, outer (ms): 10.74, CGEventPost (ms): 0.01
19:02:02.152 EventPerformance[5241:707] inner (ms): 0.02, outer (ms): 10.20, CGEventPost (ms): 0.01
19:02:02.152 EventPerformance[5241:707] inner (ms): 10.35, outer (ms): 11.01, CGEventPost (ms): 10.35
19:02:02.152 EventPerformance[5241:707] inner (ms): 0.03, outer (ms): 10.02, CGEventPost (ms): 0.02
19:02:02.153 EventPerformance[5241:707] inner (ms): 58.90, outer (ms): 10.11, CGEventPost (ms): 58.90
19:02:02.153 EventPerformance[5241:707] inner (ms): 0.03, outer (ms): 10.12, CGEventPost (ms): 0.02
19:02:02.153 EventPerformance[5241:707] Averages: (outer should be close to 10)
19:02:02.371 EventPerformance[5241:707] avg inner (ms): 7.71, avg outer (ms): 10.44, avg post (ms): 7.71
当系统负载过重时,发布事件可能会占用(峰值)毫秒而不是微秒。在极端GPU压力(<1 FPS)下,此值可能需要几秒钟。 CGEventPost 有时似乎在等待GPU在返回之前完成一些工作。我们的线程仍然正常安排,没有明显的延迟/尖峰(外部)。
任何想法都表示赞赏。
答案 0 :(得分:5)
我猜你正在填补队列(底层马赫端口)......
您可以使用仪器中的“调度”或“系统调用”仪器进行确认。 (创建一个新的空白文档,添加仪器,然后在File > Record Options...
下确保选中“延迟模式”。)这将显示应用程序中的所有线程活动(线程阻塞,睡眠时,激活时) ,以及为什么)。
我首先尝试提高调用man 3 PTHREAD_SCHEDPARAM
的线程的线程优先级(参见CGEventPost
)。如果你的线程在较低优先级的线程上被阻塞,内核应该暂时提升阻塞线程的优先级,以避免优先级倒置,并帮助你的任务提前完成。
总体而言,我认为您必须实施 2线程解决方案,如下所示:
为要发布的事件创建队列。从主线程(或事件发布线程)将事件发布到此队列,然后发出第二个线程(您创建的事件使用者线程)的信号,以便遍历队列并使用CGEventPost
发布任何未完成的事件。
当CGEventPost
阻止时,您的第二个事件发布线程将阻止,但这不会阻止任何其他线程。当CGEventPost
最终解除阻塞时,它将使用您的事件使用者线程发布的任何未完成事件,并且事件使用者线程可以恢复发布事件。
另一种可能性:你能举办活动吗?某些类型的事件(鼠标移动?)可以用来减少事件。您有时可能会遇到CGEventPost
的队列限制,我认为2线程方法可能是您最好的选择。