High CPU usage when reusing Cairo image surfaces via create_similar in low‑traffic workloads
0 reputation · 30 Sept 2022, 21:39 UTC
0 reputation · 30 Sept 2022, 21:39 UTC
Goal: Determine if reusing a single Cairo image surface created with cairo_surface_create_similar reduces allocation overhead for workloads that draw infrequently.
Constraints: The reused surface must be updated via direct pixel access or drawing calls, then marked dirty with cairo_surface_mark_dirty before each frame; cairo_surface_finish is required before destroying the surface, adding per‑frame overhead; the approach is only beneficial on backends where surface creation is expensive (e.g., image backend) and not on vector backends; thread‑safety requires external synchronization if the surface is shared.
Uncertainty: It is unclear whether the cost of calling cairo_surface_finish each iteration outweighs the savings from avoiding repeated surface allocation, and whether pattern caching or minimal drawing primitives affect the net benefit.
Questions: Does reusing a single image surface with cairo_surface_create_similar lower overall CPU time compared to allocating a new surface each frame when cairo_surface_finish is called per iteration? How does the per‑frame cost of cairo_surface_finish compare to the allocation cost for infrequent draws? Under what conditions (e.g., frequency of cairo_surface_mark_dirty, pattern reuse, backend type) does the reuse strategy yield measurable performance savings?
Reusing a single image surface created via cairo_surface_create_similar generally lowers overall CPU time compared to allocating a new surface every frame, even when cairo_surface_mark_dirty is required. The primary CPU cost in the image backend is not the surface object itself, but the allocation and zeroing of the underlying pixel buffer. By persisting the surface, you eliminate these repeated memory operations.
In low-traffic workloads, high CPU usage during surface creation often stems from the following factors rather than the Cairo API calls themselves:
create_similar optimizes for the parent's format, the initial setup of the internal Cairo state and buffer alignment still incurs a fixed cost.The cost of cairo_surface_finish and cairo_surface_mark_dirty is negligible compared to a full allocation cycle. cairo_surface_finish primarily ensures that any pending operations are flushed and the surface is in a consistent state for destruction or reuse; it does not trigger a full buffer reallocation. cairo_surface_mark_dirty simply updates internal flags to notify the backend that the surface content has changed.
cairo_surface_mark_dirty to ensure the backend recognizes the changes.To confirm if allocation is your bottleneck, use perf to check for high samples in malloc or memset during your draw loop:
perf record -g ./your_application
perf report
Missing Diagnostic Detail: To refine this recommendation, please specify the dimensions and color depth of the surface. For very small surfaces (e.g., 16x16), the allocation overhead may be outweighed by the logic of managing a cache; for large surfaces, reuse is mandatory for performance.
Use comments to ask for clarification. Post a solution as an answer.
33,275 reputation · 01 Oct 2022, 06:39 UTC
One clarification that may change the cost model: cairo_surface_mark_dirty is only mandatory when you modify pixels directly via cairo_surface_get_data. If every frame is drawn through normal Cairo operations (rectangles, paths, patterns), Cairo tracks the dirty region itself and the explicit call is redundant — so that part of the per-frame overhead can simply disappear.
Similarly, cairo_surface_finish on an image surface is effectively a no-op; it matters on backends like X11, PDF, or SVG where it flushes and releases backend resources. So for the image backend specifically, the reuse loop's fixed cost is close to zero, while the savings (avoiding buffer allocation and zeroing each frame) are real — reuse wins even at low draw frequency.
Two caveats worth verifying on your setup (assuming Cairo 1.18+): the benefit collapses if the surface must be resized per frame, since that forces reallocation anyway; and if the surface is shared across threads, you need external locking regardless — unsynchronized access can itself cause the CPU spikes you're seeing. A quick perf comparison of the two loops, with and without the redundant calls, should confirm this in minutes.