Hi Chris,

JavaFX may run on Intel GMA 3150, but it is not a supported GPU. There is a high likelihood that the drop in performance is caused by the switch from sw pipe (Debian Wheezy) to es2 pipe (Debian Jessie). GMA 3150 is an underpowered GPU for JavaFX's es2 pipe. You can try forcing JavaFX to use its sw pipe by specifying -Dprism.order=sw in the run command.

- Chien

On 12/21/2015 03:02 PM, Chris Newland wrote:
Upgraded my netbook (Intel GMA3150 onboard graphics) from Debian Wheezy to
Debian Jessie and JavaFX performance has suffered a huge drop :(

Possibly not JavaFX related but native apps (firefox etc) all seem to
perform the same and glxgears runs full sync framerate and 350fps
unsynced.

JavaFX stages open blank and can take 5 seconds to render. Trying to
scroll a scrollbar pegs the CPU (java process at 100%) and hangs the app
for 10s+.

Previously stages opened in under 1s and scrolling was instant.

My DemoFX test platform (Canvas based effects) seems to run the same so it
only appears to be windows / stages that are affected.

It's an old (2010) system but JavaFX performance has dropped from slow to
unusable.

Will keep investigating and test on my Debian desktop once I upgrade it to
Jessie.

Cheers,

Chris
@chriswhocodes

JavaFX debug:

Dec 21, 2015 10:35:25 PM com.sun.javafx.jmx.MXExtension initializeIfAvailable
INFO: Failed to initialize management extension
java.lang.ClassNotFoundException: com.oracle.javafx.jmx.MXExtensionImpl
        at java.net.URLClassLoader.findClass(URLClassLoader.java:381)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
        at java.lang.Class.forName0(Native Method)
        at java.lang.Class.forName(Class.java:264)
        at 
com.sun.javafx.jmx.MXExtension.initializeIfAvailable(MXExtension.java:40)
        at
com.sun.javafx.application.LauncherImpl.startToolkit(LauncherImpl.java:669)
        at
com.sun.javafx.application.LauncherImpl.launchApplication1(LauncherImpl.java:695)
        at
com.sun.javafx.application.LauncherImpl.lambda$launchApplication$155(LauncherImpl.java:182)
        at java.lang.Thread.run(Thread.java:745)

Prism pipeline init order: es2 sw
Using java-based Pisces rasterizer
Using dirty region optimizations
Not using texture mask for primitives
Not forcing power of 2 sizes for textures
Using hardware CLAMP_TO_ZERO mode
Opting in for HiDPI pixel scaling
Prism pipeline name = com.sun.prism.es2.ES2Pipeline
Loading ES2 native library ... prism_es2
Loaded /home/chris/jdk1.8.0_66/jre/lib/ext/../amd64/libprism_es2.so from
relative path
        succeeded.
GLFactory using com.sun.prism.es2.X11GLFactory
(X) Got class = class com.sun.prism.es2.ES2Pipeline
Initialized prism pipeline: com.sun.prism.es2.ES2Pipeline
JavaFX: using com.sun.javafx.tk.quantum.QuantumToolkit
Loaded /home/chris/jdk1.8.0_66/jre/lib/ext/../amd64/libglass.so from
relative path
Maximum supported texture size: 2048
Non power of two texture support = true
Maximum number of vertex attributes = 16
Maximum number of uniform vertex components = 16384
Maximum number of uniform fragment components = 16384
Maximum number of varying components = 32
Maximum number of texture units usable in a vertex shader = 8
Maximum number of texture units usable in a fragment shader = 8
Graphics Vendor: Intel Open Source Technology Center
        Renderer: Mesa DRI Intel(R) IGD
         Version: 2.1 Mesa 10.3.2
  vsync: true vpipe: true
Loaded /home/chris/jdk1.8.0_66/jre/lib/ext/../amd64/libjavafx_font.so from
relative path
Loaded
/home/chris/jdk1.8.0_66/jre/lib/ext/../amd64/libjavafx_font_freetype.so
from relative path
Loaded
/home/chris/jdk1.8.0_66/jre/lib/ext/../amd64/libjavafx_font_pango.so from
relative path
ES2ResourceFactory: Prism - createStockShader: FillPgram_Color.frag
new alphas
ES2ResourceFactory: Prism - createStockShader: Texture_Color.frag
ES2ResourceFactory: Prism - createStockShader:
Texture_LinearGradient_PAD.frag
ES2ResourceFactory: Prism - createStockShader: Solid_TextureRGB.frag
ES2ResourceFactory: Prism - createStockShader: Solid_TextureFirstPassLCD.frag
ES2ResourceFactory: Prism - createStockShader:
Solid_TextureSecondPassLCD.frag
ES2ResourceFactory: Prism - createStockShader:
FillPgram_LinearGradient_PAD.frag
ES2ResourceFactory: Prism - createStockShader: Solid_Color.frag
ES2ResourceFactory: Prism - createStockShader: Mask_TextureSuper.frag
new alphas
new alphas
PPSRenderer: scenario.effect - createShader: LinearConvolveShadow_4



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