Hi Prahalad, 2017-05-11 11:46 GMT+02:00 Prahalad Kumar Narayanan < prahalad.kumar.naraya...@oracle.com>:
> Hello Lauren > > +1 for the code changes. > > Without going through the specifics, I imported the code & checked for > successful build. > The build succeeded with the patch from your latest webrev link. > Thanks for the review. > Just for knowledge: You would have checked for the performance improvement > with your improved Marlin renderer. > Can you share your insights and any specific use-cases that have benefited > ? > Could you be more precise ? Do you mean the performance improvements between Marlin 0.7.5 and 0.7.4 ? or in general by the Marlin renderer vs Pisces ... In Marlin 0.7.5, I modified several aspects: - double-precision (double) vs single-precision (float): ~ equivalent performance - tile fills optimization: it benefits to large shapes (almost empty / full) like large circles or disks: up to 10% faster for large shapes measured with my MapBench tool (ellipse-fill commands from radius = 1 to 1000) - higher precision for curve / quad approximation: it impacts performance as more segments are generated, sorted and rasterized ~ 10% globally in my MapBench runs. I could provide some results if you want. Finally I am going to work again on Java2D pipeline optimizations: avoid Path2D iterators, TexturePaint / CompositePaint (array / raster cache + loops)... PS: I still plan one day to implement another approach to compute pixel coverage (exact) like agg / libart that could improve both quality and performance a bit (1 single scanline with more maths) but no more 8 scanlines. Regards, Laurent