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Old 12-18-2019, 09:09 PM   #1
Nikolaos
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Default IPlug Win vs IPlug OSX

Hello, I would like to know why the same project build for Mac (iMac 27 "i5) High Sierra uses a 40% CPU, Mojave (MBP 2019 i7) %100, but in Windows 7 or 10 (i7) use only %3.



Is there a reason why same plug consume much less on Windows?

(when on Mac I load my plug in Reaper or Live the cpu inside the programs reports %3 but on the system monitor reports %100)

Thanks!
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Old 12-19-2019, 08:49 AM   #2
Tale
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The first thing that comes to mind is that you are using debug instead of release builds on Mac.

Also, last time I checked Mac still needed WDL_FIXALIGN on doubles, or else it will be somewhat slower because of misalignment.
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Old 12-19-2019, 09:36 AM   #3
Nikolaos
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Thank you very much Tale, i build for release..


I will see that, at this point I was also wondering,
If the use of the occasional: if(GetGui ()) {...}
Inside audio thread (pdr) is really a good practice.

Last edited by Nikolaos; 12-19-2019 at 09:54 AM.
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Old 12-20-2019, 02:45 AM   #4
Tale
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Here is the definition/implementation from IPlugBase.h:

Code:
IGraphics* GetGUI() { return mGraphics; }
This will likely compile into very few instructions, so no, I don't think calling GetGUI() should matter much.
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Old 12-20-2019, 12:43 PM   #5
Nikolaos
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Quote:
Originally Posted by Tale View Post
Here is the definition/implementation from IPlugBase.h:

Code:
IGraphics* GetGUI() { return mGraphics; }
This will likely compile into very few instructions, so no, I don't think calling GetGUI() should matter much.

Thanks for answering Tale!


"in the meantime" in standalone mode, when the app is minimized or hidden, after a few seconds and while the audio process perfectly, the cpu in the system monitor drops to normal level.

The controls on the screen are many, but they do not overlap.


I have no idea which library for graphics is using iplug1, I read out there, that maybe this is due to some type of upscaling to be seen in retina.
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