Optimise DisplayHost.paintBuffered and DisplayHost.paintVolatileBuffered
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                 Key: PIVOT-778
                 URL: https://issues.apache.org/jira/browse/PIVOT-778
             Project: Pivot
          Issue Type: Improvement
          Components: wtk
    Affects Versions: 2.0
            Reporter: Piotr Kołaczkowski
            Priority: Minor


We are writing sort of a game, which continually calls Component.repaint 
method, at 60 FPS. We noticed excessive CPU usage, although the actual amount 
of painting done by our component (actually in an overriden Panel.paint) is 
ridiculously small. The profiler pointed us to the paintVolatileBuffered method 
in the DisplayHost. What you are doing there is:

1. obtain a new, fresh BufferedImage of size equal to the actual clip region, 
let's say for a full screen game it can be about 1280x1024. This is 1.3 Mpix x 
4 bytes/pixel = 5.2 MB of raw data, allocated from a probably cold memory 
region (not in the L2 cache)
2. then you call actual paint on that buffered image (this is touching at least 
5.2 MB again)
3. then you copy that to the onscreen buffer (which means copying 5.2 MB for 
another time)
4. in case GC kicks in after 1 and 3. it has to move the BufferedImage in 
memory to compact young generation (= touching 5.2 MB fourth time)

The whole process means allocating from cold memory 5.2 MB per each frame and 
touching about 20 MB per frame.
For 60 FPS it makes up ~300 MB/s allocation rate and 1.2GB memory throughput. 
It also makes the GC go crazy.

We have found that caching the buffer between the subsequent paint calls 
improves performance a lot:

<code>
/** Stores the prepared offscreen buffer */
        private BufferedImage bufferedImage;

        /**
         * Attempts to paint the display using an offscreen buffer.
         *
         * @param graphics
         * The source graphics context.
         *
         * @return
         * <tt>true</tt> if the display was painted using the offscreen
         * buffer; <tt>false</tt>, otherwise.
         */
        private boolean paintBuffered(Graphics2D graphics) {
            boolean painted = false;

            // Paint the display into an offscreen buffer
            GraphicsConfiguration gc = graphics.getDeviceConfiguration();
            java.awt.Rectangle clipBounds = graphics.getClipBounds();
            if (bufferedImage == null ||
                    bufferedImage.getWidth() < clipBounds.width ||
                    bufferedImage.getHeight() < clipBounds.height)

                bufferedImage = gc.createCompatibleImage(clipBounds.width, 
clipBounds.height,
                    Transparency.OPAQUE);

            if (bufferedImage != null) {
                Graphics2D bufferedImageGraphics = 
(Graphics2D)bufferedImage.getGraphics();
                bufferedImageGraphics.setClip(0, 0, clipBounds.width,
...
</code> 

Advantages:
1. it saves from costly allocation of a large object from possibly not-cached 
memory region
2. after a few repaints the GC moves this object to the tenured generation, so 
that the young generation collector is much more efficient (longer times 
between runs)
3. the image probably stays most of the time in the L2 or L3 cache, which saves 
on memory bandwidth and speeds up painting

Disadvantages:
1. uses some memory that is probably not required all the time, when the app 
doesn't need to repaint anything large, however this is almost completely 
shadowed by the excessive GC overhead due to continuous recreation of the 
offscreen buffered image

Anyway, we observed about 2-4x performance increase by this simple change - now 
when running at 60 FPS it uses only about 25% of CPU for painting, and the rest 
can be used by the application logic (AI, etc.). Previously 60 FPS was probably 
the most we could achieve from Core2Duo 2.2 GHz. Of course, this change won't 
affect any "business applications" that don't do animations etc.




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