HELP! All my applications are completely FROZEN with JUCE8!

I am trying to recompile some of my existing Juce projects with JUCE8 (latest develop) and ALL OF THEM are completely frozen! Any reaction to mouse input is heavily delayed by more than 1 minute! Even closing the window reacts after more than one minute!

Also, the CPU usage graph in Visual Studio indicates a constant 15% (which represents more than 100% of a single core out of 8 of my CPU), and the memory usage is at about 200 MB whereas the same app compiled with Juce 7 was at a mere 40 MB.

And looking at the Task Manager, also the GPU usage is constantly more than 20% for a window that is doing nothing.

What’s going on? Am I missing something?

You should really use VS studio’s profiler to find bottlenecks. Don’t underestimated it’s usefulness. It’ll tell you exactly where the time is spent, or give you a very good idea anyway. It’s very easy to set up.
It’ll help the Juce crew identify a problem as well, if you post the results.

It’s what I did soon after writing this post, and the result is that all paint() functions of all components where there’s a g.drawImage() show a high percentage of CPU use.

Some of my custom components load a png from the resources and paint it with or without resizing, in whole or in part (e.g. when you use stacked knob frames)… I don’t draw to the images with setPixelAt() …

Now I can’t understand why the introduction of an accelerated graphic library is slowing down all graphic functions…

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We know literally nothing about your setup. No GPU, no CPU, no OS version.

For all we know you’re using it with Wine on Linux or via a Remote Desktop connection, etc.

For us the paint speed has increased ten fold, so your statements seem very atypical.

Could you provide a reproducible example?

Matt

What happens if you run the JUCE Graphics demo?

And, yes, please provide details about your system, especially your GPU.

Matt

I am testing on an Intel i7 9700K 3.6 GHz and 32 GB of RAM, the GPU is AMD Radeon RX950 with 8 GB of video memory.

I currently don’t have a test project that I could share, but I could make one.
Anyway, upon further investigation, seems that all Images bigger than the program window’s size cause everything to slow down, even if I set them to use the software renderer.

If I remove all calls to g.drawImage() of all big images, the program runs smoother.