Hi Denis,

I'll try to get through both versions and see if I can find anything that was hurting performance with your EdgeLists. I'm guessing that this version was created because of the performance issues you found with the EdgeList version? Does this perform more closely to the existing code than the EdgeList version?

                        ...jim

Denis Lila wrote:
Hello again.

This attachmet is a "can of worms" implementation without all the fancy (and 
slow)
iteration. It also includes all of the other suggestions you sent in your first
review of Dasher and Renderer last week (most importantly, the firstOrientation
issue, horizontal lines filtering, and adding prefixes to variable names to make
it clear whether they refer to pixels, or subpixels).

Regards,
Denis.

----- "Denis Lila" <dl...@redhat.com> wrote:

Hello Jim.

I implemented your "can of worms" idea. It works, and it got rid of
the biasing.
I wasn't able to send a webrev, but there are many changes and a side
by side
comparison would probably be useless, so I just attached the file. I
hope this is
ok.

I also implemented a "better" iterating structure for the lines and
the
strips and crossings. I think it is better in every way, except
performance.
The new file is more than 200 lines smaller than the old one. The only
members of Renderer are now the AA variables and the position
variables
(sx*, sy*, x*, y*).
What I've done is I added an EdgeList class, which encapsulates all
the edge
related variables in the old Renderer. At first, I had an Edge class
in addition
to the EdgeList class, and while this was much nicer, it turned out to
be too
expensive (see last paragraph).
I've also added a ScanLineIterator, so instead of _endRendering
iterating
through strips, and then calling renderStrip() which iterates through
the
scanlines in that strip, and then through the crossings in that
scanline,
what happens now is that _endRendering uses the Iterator<ScanLine> to
iterate through each scanline, get get its crossings and iterate
through them
to accumulate the alpha. By the way, a ScanLine is a type defined by
an
interface which exports methods for getting the y coord of the line,
the
number of crossings in it, the ith crossing, and a method for sorting
its crossings.
The class that implements ScanLine is ScanLineIterator itself. I made
a
ScanLine class, but I was afraid performance would suffer because of
all the
object creations (this turned out not to be an issue, after I switched
to the
current way, and remeasured things). I did not switch back because
this is
only slightly worse.

As for performance: I wrote a simple program that tries to draw a
dashed path
that consists of about 160 dashed lines of width 1 and length 30000,
going
from the centre of the frame to some point. On my machine, this takes
about 4.9
seconds in openjdk6, and 26 seconds using the attached file. Back when
I was using
the Edge class it took about 39 seconds. Everything without hundres of
thousands of
edges is not much slower
I have not changed any of the algorithms. ScanLineIterator still goes
through
strips of the same size and computes crossings in every strip using
the same
method as before, so I don't know why it's so slow. It can't be
because of anything
happening in _endRendering, because there are only about 9000
scanlines and for each
of them I've just added a few calls to one line getters (which used to
be direct
accesses into arrays).

Thanks,
Denis.

----- "Jim Graham" <james.gra...@oracle.com> wrote:

Denis Lila wrote:
Hello Jim.

Thank you very much for taking the time to read through this.

169 - if origLen reaches the end of the dash exactly (the "=="
case)
    You're right, I should. I can't just replace <= with ==
though,
because the results will be the same: in the equal case origLen
will
become 0, and on the next iteration, the (origLen <
dash[idx]-phase)
will
be true, and we will do a goTo(x1,y1), which is what we just did
in
the
previous iteration (unless dash[idx] is 0, in which case the
results
will be even worse). The best solution to this is to just do a
nested
check for the == case.
Ah, right - because there is no "break" when origLen becomes zero.
Sounds like you're on it.

171 - Aren't x0,y0 stored as subpix values?  You would then be
comparing
a subpix value to a non-subpix value.  Perhaps if the subpix
calls
are
moved to the top of the function I think this should work OK?
    That's true, they are. This is very puzzling. If a horizontal
line is
added, when the crossings for it are being computed, dxBydy should
be NaN, and
wouldn't an error be thrown when we try to cast to an int in the
call to addCrossing?

I'm not sure - I didn't trace it through very far - I just noted
that
the values were likely in different "resolutions".

194,197 - Shouldn't these be constants, or based on the
SUB_POS_XY?
    I suppose I should make a biasing constant. I don't think they
should be based
on SUB_POS_XY though, because the biasing is done to subpixel
coordinates so
there is no danger that if our supersampling is fine enough the
biasing will
make the coordinates jump over some scan line.
I'm guessing you punted on my "can of worms" suggestion then.  ;-)

216 - if you save the sx0,sy0 before subpix'ing them then you
don't
have
to "unsubpix" them here.  (Though you still need the subpix sy0
for
line
209 - or you could just call subpix on it for that line and at
least
you'd save 1 call to sub/unsub).
    Ok. I'll just save subpixed and unsubpixed versions of sx0,
sy0.
That should
eliminate all sx0,sy0 related calls to tosubpix and topix except
in
moveTo.

and lineTo.  You may only need 3 of those values, though, if I
remember
my code reading well enough.

256,264 - casting to int is problematic.  It truncates towards 0
which
means negatives are ceil'd and positives are floor'd.  It would
be
best
to use floor here instead.  On the other hand, if negative
numbers
are
always "off the left side of the drawable" then this is moot.
    That's why I left it at int casting. Do you still think I
should
change it
to floor?
If you mean floor, I think it best to use floor.  Unless you can
prove
that negatives aren't really an issue and that the strange
truncation
on
them won't be numerically a problem - but I don't think it is worth
it
for this code.

Speaking of which, is there a good way to edit and build openJDK
from eclipse?
Then this sort of embarrassing error could be avoided (including
the
printStats() call).

I don't use Eclipse, sorry.  :-(

    As for Arrays.newSize()... I can't find it here:

http://download.oracle.com/docs/cd/E17409_01/javase/6/docs/api/java/util/Arrays.html
Is this a new function added in 7?
Sorry, make that Arrays.copyOf(..., newSize).  I tried to type the
name
from memory and got it wrong.

721 - Arrays.sort()
    I thought about using this, but I did some measurements, and
it
turns out that
Arrays.sort() is a bit slower if the portion of the array being
sorted has fewer
than about 70 elements.
I wonder what the typical number of elements is.  Is this sorting
crossings per line?  Then simple primitives like circles should only
have 2 per line, right?  Is it worth testing for really small
numbers
of
elements (much lower than 70) and doing a manual sort?  Or am I
misunderstanding what is being sorted there?

How comfortable do you feel with that conversion?
I'll try to do it and include it in a new patch along with,
hopefully, a better way
to iterate through strips, and especially crossings. Right now all
the iteration
state is saved in global variables. This is... not good. I spent
far
too much time last
week on bugs caused by this sort of thing. Ideally, any members
that
can't be put at
the top of a class (like our edge and crossing data) should be put
in classes of their own.

That sounds good, but also consider doing it in separate stages to
reduce churn in the code reviewing (and you then have revs to go
back
and test which stage caused a probem if we find a bug later):

- first get all on floats
- then change strip management
- then change to open coordinate intervals
- (or vice versa)

Do you have any ideas about how to iterate through edges in a
strip
without going through
every edge? I was thinking of maybe using some sort of tree to
split
the drawing surface,
but I haven't given it much thought.
If you look for something like the native code for
sun/java2d/pipe/ShapeSpanIterator.c you will see the way I typically
like to do edge setup and enumeration.

That code uses the "half open interval" approach for both X and Y
intervals.

I then sort the edge list by "leading Y" and then move through the
edges
using the following manner (kind of like an inch worm eating the
edges,
maintaining a pointer to the beginning and end of an "active list"
of
edges that are in play at any given time by virtue of having their Y
range intersect the current sampling Y).  Note that I use an array
of
edges and then a parallel array of pointers into the edges so that I
can
sort just the pointers and avoid moving tons of edge data around.
Also,
later when I eliminate edges from the active list I just move their
pointers into and out of view rather than having to copy the edge
data.
  It is harder to do an array of pointers in Java, though - perhaps
an
array of indices?  Here is some basic pseudocode:

start with lo and hi pointing at index 0 in edge list.
until edge list is exhausted {
     process edges between lo and hi (empty on first pass)
     scan from hi to lo and toss any edges that are exhausted
         (compacting remaining pointers towards hi)
     keep incrementing hi to accept any new edges coming into play
     process edges between lo and hi to increment to the next Y
         (note that new edges from previous step may not
          need any processing in this stage if their starting
          Y equals the next Y to be sampled)
}

Gradually lo and hi make their way through the list.  The edges
above
hi
are always sorted in order of when they may come into play as we
move
downward in Y.  The edges between lo and hi are also usually kept
sorted
by their current X so that the stage that processes them into spans
can
just run through them.  The edges below lo are usually random
garbage
because no care was taken during the "pruning" step to worry about
what
happens to the pointer table down there as lo is incremented (the
algorithm only ever looks up the array of pointers).

I hope that helps...

                        ...jim

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