Chien pointed out a system property that is currently disabling the
scrolling optimization. For its implementation look at
CacheFilter.java, in particular the invalidateByTranslation() method and
all that it kicks off.
Another thing to look at is that we added alpha batching to the code
which should be batching all of the output of the produceAlphas calls
into a texture and then drawing all of the quads together - provided
that they are all being filled with simple colors (they can have alpha,
but they can't be gradients, etc.). This should be managed by the
BaseContext.updateMaskTexture() method which controls the single batch
texture.
Again, are there similar number of invocations of the glDrawElements on
the 2 platforms?
...jim
On 10/15/15 12:30 PM, Johan Vos wrote:
Thanks Jim.
I tried with different optimization flags, but it doesn't make a big
difference. Tracing it down to system calls, somehow the gl
implementation seems be be slower (glDrawElements(GL_TRIANGLES, numQuads
* 2 * 3, GL_UNSIGNED_SHORT, 0) takes more time on Android than on iOS)
per invocation. The number of invocations is comparable between iOS and
Android.
If you can give me a direction on where to search for the disabled
scrolling optimization, I'll try to re-enable that and see how it
improves performance. It might be a huge and quick win...
Thanks again,
- Johan
On Thu, Oct 15, 2015 at 9:02 PM, Jim Graham <james.gra...@oracle.com
<mailto:james.gra...@oracle.com>> wrote:
Perhaps optimization flags with the native compiler? Also, was it
called a similar number of times on both?
Ideally we'd just be using copyArea for the scrolling, but at one
point we disabled the scrolling optimizations on retina MBP because
they didn't work with a scale factor and I don't think we reenabled
them yet. That would kill scrolling performance on mobile as a
result of having to rerender the scene on each scroll regardless of
how long produceAlphas takes...
...jim
On 10/15/15 4:27 AM, Johan Vos wrote:
After spending lots of time optimizing JavaFX on iOS, I am now
at the point
where scrolling is 10 times faster on iOS than on Android.
The scrolling in the iOS version of the Gluon JavaOne mobile
schedule
builder is pretty good imho. On Android, it is much slower. I
profiled and
compared both, and it turns out that on Android, we spend lots
of time in
the native implementation of
NativePiscesRasterizer.produceFillAlphas
(implemented in native-prism/NativePiscesRasterizer.c)
On average, calling this native function on an iPhone 6 takes
40,000ns
whereas on a Nexus 6, this takes about 800,000ns.
If anyone has a suggestion on how to improve or avoid this, I'm
all ears.
Thanks,
- Johan