I think youād need to drill-down further than that to get any useful clues.
And if all youāre doing is filling the window with solid black, that should be very quick for CoreGraphics to do on a machine that has GPU acceleration. If all the CPU is really spent waiting for the CoreGraphics fillrect function to run then it sounds like somethingās a bit odd with the OSās rendering system.
In this test case it is an app, but the issue arose due to an AAX plugin taking a lot of cpu on a 2015 i7 macbook pro with the same version of operating system macos 10.12.6.
Could be something quirky about that specific version of OSX, I suppose. Do other apps also seem impaired, or is it singling out your app for this slowdown?
Hi there,
Sorry to reopen this topic.
I do think this is an issue with specific OSX version, unfortunately MacBooks from 2017 seem to ship with this version of OSX.
Also a lot of users are on this OSX version.
Iām not particularly happy with openGL.
Will changing the minimum OSX change the way the os treats the paint method?
TBH thatās probably a bad example, because the rendering isnāt trying to run efficiently, it uses very complex 2D paths that are probably very expensive to draw. With graphics, the only really useful benchmark is whatever your real app is trying to do, because even subtly different things have very different performance characteristics.
Well, if the problem is definitely because 10.12 is doing something sub-optimal, if if youāre sure that the same thing never happens on 10.13 then sure, you could enforce that as the minimum compatible version.