Hi, @Felix: Is there any Github project, demo video or trial to test HPR with JavaFX?
Best regards, Tobi > Am 11.11.2016 um 12:08 schrieb Felix Bembrick <felix.bembr...@gmail.com>: > > Thanks Laurent, > > That's another thing we discovered: using Java itself in the most performant > way can help a lot. > > It can be tricky, but profiling can often highlight various patterns of > object instantiation that show-up red flags and can lead you directly to > regions of the code that can be refactored to be significantly more efficient. > > Also, the often overlooked GC log analysis can lead to similar discoveries > and remedies. > > Blessings, > > Felix > >> On 11 Nov. 2016, at 21:55, Laurent Bourgès <bourges.laur...@gmail.com> wrote: >> >> Hi, >> >> To optimize Pisces that became the Marlin rasterizer, I carefully avoided >> any both array allocation (byte/int/float pools) and also reduced array >> copies or clean up ie only clear dirty parts. >> >> This approach is generic and could be applied in other critical places of >> the rendering pipelines. >> >> FYI here are my fosdem 2016 slides on the Marlin renderer: >> https://bourgesl.github.io/fosdem-2016/slides/fosdem-2016-Marlin.pdf >> >> Of course I would be happy to share my experience and work with a tiger team >> on optimizing JavaFX graphics. >> >> However I would like getting sort of sponsoring for my potential >> contributions... >> >> Cheers, >> Laurent >> >> Le 11 nov. 2016 11:29, "Tobi" <t...@ultramixer.com> a écrit : >>> >>> Hi, >>> >>> thanks Felix, Laurent and Chris for sharing your stuff with the community! >>> >>> I am happy to see starting a discussion about boosting up the JavaFX >>> rendering performance. I can confirm that the performance of JavaFX scene >>> graph is not there where it should be. So multithreading would be an >>> excellent, but difficult approach. >>> >>> Felix, concerning your research of other toolkits: Do they all use >>> multithreading or are there any toolkits which use single threading but are >>> faster than JavaFX? >>> >>> So maybe there are other points than multithreading where we can boost the >>> performance? >>> >>> 2) your HPR sounds great. Did you already try DemoFX (part 3) benchmark >>> with your HPR? >>> >>> >>> Best regards, >>> Tobi >>> >>> >>>> Am 10.11.2016 um 19:11 schrieb Felix Bembrick <felix.bembr...@gmail.com>: >>>> >>>> (Thanks to Kevin for lifting my "awaiting moderation" impasse). >>>> >>>> So, with all the recent discussions regarding the great contribution by >>>> Laurent Bourgès of MarlinFX, it was suggested that a separate thread be >>>> started to discuss parallelisation of the JavaFX rendering pipeline in >>>> general. >>>> >>>> As has been correctly pointed-out, converting or modifying the existing >>>> rendering pipeline into a fully multi-threaded and performant beast is >>>> indeed quite a complex task. >>>> >>>> But, that's exactly what myself and my colleagues have been working on for >>>> about 2 years. >>>> >>>> The result is what we call the Hyper Rendering Pipeline (HPR). >>>> >>>> Work on HPR started when we developed FXMark and were (bitterly) >>>> disappointed with the performance of the JavaFX scene graph. Many JavaFX >>>> developers have blogged about the need to dramatically minimise the number >>>> of nodes (especially on embedded devices) in order to achieve even >>>> "acceptable" performance. Often it is the case that most (if not all >>>> rendering) is eventually done in a single Canvas node. >>>> >>>> Now, as well already know, the JavaFX Canvas does perform very well and the >>>> recent awesome work (DemoFX) by Chris Newland, just for example, shows what >>>> can be done with this one node. >>>> >>>> But, the majority of the animation plumbing in JavaFX is related to the >>>> scene graph itself and is designed to make use of multiple nodes and node >>>> types. At the moment, the performance of this scene graph is the Achilles >>>> Heel of JavaFX (or at least one of them). >>>> >>>> Enter HPR. >>>> >>>> I personally have worked with a number of hardware-accelerated toolkits >>>> over the years and am astounded by just how sluggish the rendering pipeline >>>> for JavaFX is. When I am animating just a couple of hundred nodes using >>>> JavaFX and transitions, I am lucky to get more than about 30 FPS, but on >>>> the same (very powerful) machine, I can use other toolkits to render >>>> thousands of "objects" and achieve frame rates well over 1000 FPS. >>>> >>>> So, we refactored the entire scene graph rendering pipeline with the >>>> following goals and principles: >>>> >>>> 1. It is written using JavaFX 9 and Java 9 (but could theoretically be >>>> back-ported to JavaFX 8 though I see no reason to). >>>> >>>> 2. We analysed how other toolkits had optimised their own rendering >>>> pipelines (especially Qt which has made some significant advances in this >>>> area in recent years). We also analysed recent examples of multi-threaded >>>> rendering using the new Vulkan API. >>>> >>>> 3. We carefully analysed and determined which parts of the pipeline should >>>> best utilise the CPU and which parts should best utilise the GPU. >>>> >>>> 4. For those parts most suited to the CPU, we use the advanced concurrency >>>> features of Java 8/9 to maximise parallelisation and throughput by >>>> utilising multiple cores & threads in as an efficient manner as possible. >>>> >>>> 5. We devoted a large amount of time to optimising the "communication" >>>> between the CPU and GPU to be far less "chatty" and this alone led to some >>>> huge performance gains. >>>> >>>> 6. We also looked at the structure of the scene graph itself and after >>>> studying products such as OpenSceneGraph, we refactored the JavaFX scene >>>> graph in such a way that it lends itself to optimised rendering much more >>>> easily. >>>> >>>> 7. This is clearly not a "small" patch. In fact to refer to it as a >>>> "patch" is probably rather inappropriate. >>>> >>>> The end result is that we now have a fully-functional prototype of HPR and, >>>> already, we are seeing very significant performance improvements. >>>> >>>> At the minimum, scene graph rendering performance has improved by 500% and, >>>> with judicious and sometimes "tricky" use of caching, we have seen >>>> improvements in performance of 10x or more. >>>> >>>> And... we are only just *starting* with the performance optimisation phase. >>>> >>>> The potential for HPR is massive as it opens-up the possibility for the >>>> JavaFX scene graph and the animation/transition infrastructure to be used >>>> for a whole new class of applications including games, advanced >>>> visualisations etc., without having to rely on imperative programming of a >>>> single Canvas node. >>>> >>>> I believe that HPR, along with tremendous recent developments like JPro and >>>> the outstanding work by Gluon on mobiles and embedded devices, could >>>> position JavaFX to be the best graphics toolkit of any kind in any language >>>> and, be the ONLY *truly* cross-platform graphics technology available. >>>> >>>> WORA for graphics and UIs is finally within reach! >>>> >>>> Blessings, >>>> >>>> Felix >>>