Post

Replies

Boosts

Views

Activity

CGPathAddPath in a loop extremely slow
I am seeing severe performance degradation in my app within core graphics with ios13 (currently have 13.3.1). I call CGPathAddPath in a loop. This used to take a couple of seconds prior to ios13 and now take 30 seconds. When I profiled the code it is showing up taking all the time in CG::Path::recalculate_bounding_box. Anyone seen this issue and has a solution? How do I log a defect with Apple? if ( !CGAffineTransformIsIdentity(transform) ) { CGMutablePathRef mutablePath = CGPathCreateMutable(); CGMutablePathRef mutableStrokePath = CGPathCreateMutable(); for ( MONDesignPath * dp in _designPaths) { [dp transformPathWithTransform: transform]; CGPathAddPath(mutablePath, NULL, dp.path); CGPathAddPath(mutableStrokePath, NULL, dp.strokePath); } if ( _path) CGPathRelease(_path); _path = mutablePath; // This will not call the setter as not prefixed by self. if ( _strokePath) CGPathRelease(_strokePath); _strokePath = mutableStrokePath; // This will not call the setter as not prefixed by self. }
1
0
514
Feb ’20