Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-28 Thread Felix Bembrick
Sorry, the "agreed" comment was meant to be a reply to you Tobi.

Pity not everyone "agrees"...

> On 28 Nov. 2016, at 19:10, Tobi  wrote:
> 
> We should discuss a new rendering pipeline on the openjfx mailing list. It’s 
> not off topic - it’s an important topic for the future of JavaFX.
> 
> 
>> Am 28.11.2016 um 06:54 schrieb Felix Bembrick :
>> 
>> Sorry Gerrit - you did indeed.
>> 
>> Maybe you'd also like to participate in the offline discussion (especially 
>> now that you don't work for Oracle)?
>> 
>>> On 28 Nov. 2016, at 16:07, han.s...@icloud.com wrote:
>>> 
>>> Well I mentioned before that I'm interested too :)
>>> 
>>> Cheers,
>>> 
>>> Gerrit
>>> 
>>> 
>>> Am 27. Nov. 2016, 22:58 +0100 schrieb Felix Bembrick 
>>> :
 Well, given that you and Benjamin seem to be the only people interested in 
 it, perhaps we should discuss it offline (so as not to bother Oracle or 
 spam list this)...
 
> On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:
> 
> Where can we read more about your HPR renderer?
> 
> 
> 
> 
>> Am 25.11.2016 um 16:45 schrieb Felix Bembrick :
>> 
>> Short answer? Maybe.
>> 
>> But exactly one more word than any from Oracle ;-)
>> 
>>> On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:
>>> 
>>> A very short answer ;) ….
>>> 
>>> Do you have any URL?
>>> 
>>> 
>>> 
>>> 
>>> 
 Am 25.11.2016 um 12:19 schrieb Felix Bembrick 
 :
 
 Yes.
 
> On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
> 
> 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 
>> :
>> 
>> 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 
>>>  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"  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 
> :
> 
> (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
>

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-28 Thread Felix Bembrick
Agreed.

> On 28 Nov. 2016, at 19:08, Michael Paus  wrote:
> 
>> Am 28.11.16 um 08:51 schrieb Felix Bembrick:
>> Great - good to see interest growing.
>> 
>> Especially given that you work for Oracle, right?
> Sorry, if I have to disappoint you on that but I do not work for Oracle.
> I run my own little company and are the head of the Java User Group Stuttgart.
> 
>> 
>>> On 28 Nov. 2016, at 18:10, Michael Paus  wrote:
>>> 
>>> I am interested too although I have only been listening quietly so far due 
>>> to lack of time.
>>> Cheers
>>> Michael
>>> 
 Am 28.11.16 um 06:54 schrieb Felix Bembrick:
 Sorry Gerrit - you did indeed.
 
 Maybe you'd also like to participate in the offline discussion (especially 
 now that you don't work for Oracle)?
 
> On 28 Nov. 2016, at 16:07, han.s...@icloud.com wrote:
> 
> Well I mentioned before that I'm interested too :)
> 
> Cheers,
> 
> Gerrit
> 
> 
> Am 27. Nov. 2016, 22:58 +0100 schrieb Felix Bembrick 
> :
>> Well, given that you and Benjamin seem to be the only people interested 
>> in it, perhaps we should discuss it offline (so as not to bother Oracle 
>> or spam list this)...
>> 
>>> On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:
>>> 
>>> Where can we read more about your HPR renderer?
>> Am 28.11.16 um 08:51 schrieb Felix Bembrick:
>> 
>> Great - good to see interest growing.
>> 
>> Especially given that you work for Oracle, right?
> Sorry, if I have to disappoint you on that but I do not work for Oracle.
> I run my own little company and are the head of the Java User Group Stuttgart.
> 
>> 
>>> On 28 Nov. 2016, at 18:10, Michael Paus  wrote:
>>> 
>>> I am interested too although I have only been listening quietly so far due 
>>> to lack of time.
>>> Cheers
>>> Michael
>>> 
 Am 28.11.16 um 06:54 schrieb Felix Bembrick:
 Sorry Gerrit - you did indeed.
 
 Maybe you'd also like to participate in the offline discussion (especially 
 now that you don't work for Oracle)?
 
> On 28 Nov. 2016, at 16:07, han.s...@icloud.com wrote:
> 
> Well I mentioned before that I'm interested too :)
> 
> Cheers,
> 
> Gerrit
> 
> 
> Am 27. Nov. 2016, 22:58 +0100 schrieb Felix Bembrick 
> :
>> Well, given that you and Benjamin seem to be the only people interested 
>> in it, perhaps we should discuss it offline (so as not to bother Oracle 
>> or spam list this)...
>> 
>>> On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:
>>> 
>>> Where can we read more about your HPR renderer?
>>> 
>>> 
>>> 
>>> 
 Am 25.11.2016 um 16:45 schrieb Felix Bembrick 
 :
 
 Short answer? Maybe.
 
 But exactly one more word than any from Oracle ;-)
 
> On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:
> 
> A very short answer ;) ….
> 
> Do you have any URL?
> 
> 
> 
> 
> 
>> Am 25.11.2016 um 12:19 schrieb Felix Bembrick 
>> :
>> 
>> Yes.
>> 
>>> On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
>>> 
>>> 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 
 :
 
 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 
>  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

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-28 Thread Felix Bembrick
No disappointment, no surprises.

It was a rhetorical question...

> On 28 Nov. 2016, at 19:08, Michael Paus  wrote:
> 
>> Am 28.11.16 um 08:51 schrieb Felix Bembrick:
>> Great - good to see interest growing.
>> 
>> Especially given that you work for Oracle, right?
> Sorry, if I have to disappoint you on that but I do not work for Oracle.
> I run my own little company and are the head of the Java User Group Stuttgart.
> 
>> 
>>> On 28 Nov. 2016, at 18:10, Michael Paus  wrote:
>>> 
>>> I am interested too although I have only been listening quietly so far due 
>>> to lack of time.
>>> Cheers
>>> Michael
>>> 
 Am 28.11.16 um 06:54 schrieb Felix Bembrick:
 Sorry Gerrit - you did indeed.
 
 Maybe you'd also like to participate in the offline discussion (especially 
 now that you don't work for Oracle)?
 
> On 28 Nov. 2016, at 16:07, han.s...@icloud.com wrote:
> 
> Well I mentioned before that I'm interested too :)
> 
> Cheers,
> 
> Gerrit
> 
> 
> Am 27. Nov. 2016, 22:58 +0100 schrieb Felix Bembrick 
> :
>> Well, given that you and Benjamin seem to be the only people interested 
>> in it, perhaps we should discuss it offline (so as not to bother Oracle 
>> or spam list this)...
>> 
>>> On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:
>>> 
>>> Where can we read more about your HPR renderer?
>> Am 28.11.16 um 08:51 schrieb Felix Bembrick:
>> 
>> Great - good to see interest growing.
>> 
>> Especially given that you work for Oracle, right?
> Sorry, if I have to disappoint you on that but I do not work for Oracle.
> I run my own little company and are the head of the Java User Group Stuttgart.
> 
>> 
>>> On 28 Nov. 2016, at 18:10, Michael Paus  wrote:
>>> 
>>> I am interested too although I have only been listening quietly so far due 
>>> to lack of time.
>>> Cheers
>>> Michael
>>> 
 Am 28.11.16 um 06:54 schrieb Felix Bembrick:
 Sorry Gerrit - you did indeed.
 
 Maybe you'd also like to participate in the offline discussion (especially 
 now that you don't work for Oracle)?
 
> On 28 Nov. 2016, at 16:07, han.s...@icloud.com wrote:
> 
> Well I mentioned before that I'm interested too :)
> 
> Cheers,
> 
> Gerrit
> 
> 
> Am 27. Nov. 2016, 22:58 +0100 schrieb Felix Bembrick 
> :
>> Well, given that you and Benjamin seem to be the only people interested 
>> in it, perhaps we should discuss it offline (so as not to bother Oracle 
>> or spam list this)...
>> 
>>> On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:
>>> 
>>> Where can we read more about your HPR renderer?
>>> 
>>> 
>>> 
>>> 
 Am 25.11.2016 um 16:45 schrieb Felix Bembrick 
 :
 
 Short answer? Maybe.
 
 But exactly one more word than any from Oracle ;-)
 
> On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:
> 
> A very short answer ;) ….
> 
> Do you have any URL?
> 
> 
> 
> 
> 
>> Am 25.11.2016 um 12:19 schrieb Felix Bembrick 
>> :
>> 
>> Yes.
>> 
>>> On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
>>> 
>>> 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 
 :
 
 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 
>  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/fos

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-28 Thread Tobi
We should discuss a new rendering pipeline on the openjfx mailing list. It’s 
not off topic - it’s an important topic for the future of JavaFX.


> Am 28.11.2016 um 06:54 schrieb Felix Bembrick :
> 
> Sorry Gerrit - you did indeed.
> 
> Maybe you'd also like to participate in the offline discussion (especially 
> now that you don't work for Oracle)?
> 
>> On 28 Nov. 2016, at 16:07, han.s...@icloud.com wrote:
>> 
>> Well I mentioned before that I'm interested too :)
>> 
>> Cheers,
>> 
>> Gerrit
>> 
>> 
>> Am 27. Nov. 2016, 22:58 +0100 schrieb Felix Bembrick 
>> :
>>> Well, given that you and Benjamin seem to be the only people interested in 
>>> it, perhaps we should discuss it offline (so as not to bother Oracle or 
>>> spam list this)...
>>> 
 On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:
 
 Where can we read more about your HPR renderer?
 
 
 
 
> Am 25.11.2016 um 16:45 schrieb Felix Bembrick :
> 
> Short answer? Maybe.
> 
> But exactly one more word than any from Oracle ;-)
> 
>> On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:
>> 
>> A very short answer ;) ….
>> 
>> Do you have any URL?
>> 
>> 
>> 
>> 
>> 
>>> Am 25.11.2016 um 12:19 schrieb Felix Bembrick 
>>> :
>>> 
>>> Yes.
>>> 
 On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
 
 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 
> :
> 
> 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 
>>  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"  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 
 :
 
 (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 perfo

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-28 Thread Michael Paus

Am 28.11.16 um 08:51 schrieb Felix Bembrick:

Great - good to see interest growing.

Especially given that you work for Oracle, right?

Sorry, if I have to disappoint you on that but I do not work for Oracle.
I run my own little company and are the head of the Java User Group 
Stuttgart.





On 28 Nov. 2016, at 18:10, Michael Paus  wrote:

I am interested too although I have only been listening quietly so far due to 
lack of time.
Cheers
Michael


Am 28.11.16 um 06:54 schrieb Felix Bembrick:
Sorry Gerrit - you did indeed.

Maybe you'd also like to participate in the offline discussion (especially now 
that you don't work for Oracle)?


On 28 Nov. 2016, at 16:07, han.s...@icloud.com wrote:

Well I mentioned before that I'm interested too :)

Cheers,

Gerrit


Am 27. Nov. 2016, 22:58 +0100 schrieb Felix Bembrick :

Well, given that you and Benjamin seem to be the only people interested in it, 
perhaps we should discuss it offline (so as not to bother Oracle or spam list 
this)...


On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:

Where can we read more about your HPR renderer?





Am 25.11.2016 um 16:45 schrieb Felix Bembrick :

Short answer? Maybe.

But exactly one more word than any from Oracle ;-)


On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:

A very short answer ;) ….

Do you have any URL?






Am 25.11.2016 um 12:19 schrieb Felix Bembrick :

Yes.


On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:

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 :

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  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"  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 :

(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 

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-27 Thread Felix Bembrick
Great - good to see interest growing.

Especially given that you work for Oracle, right?

> On 28 Nov. 2016, at 18:10, Michael Paus  wrote:
> 
> I am interested too although I have only been listening quietly so far due to 
> lack of time.
> Cheers
> Michael
> 
>> Am 28.11.16 um 06:54 schrieb Felix Bembrick:
>> Sorry Gerrit - you did indeed.
>> 
>> Maybe you'd also like to participate in the offline discussion (especially 
>> now that you don't work for Oracle)?
>> 
>>> On 28 Nov. 2016, at 16:07, han.s...@icloud.com wrote:
>>> 
>>> Well I mentioned before that I'm interested too :)
>>> 
>>> Cheers,
>>> 
>>> Gerrit
>>> 
>>> 
>>> Am 27. Nov. 2016, 22:58 +0100 schrieb Felix Bembrick 
>>> :
 Well, given that you and Benjamin seem to be the only people interested in 
 it, perhaps we should discuss it offline (so as not to bother Oracle or 
 spam list this)...
 
> On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:
> 
> Where can we read more about your HPR renderer?
> 
> 
> 
> 
>> Am 25.11.2016 um 16:45 schrieb Felix Bembrick :
>> 
>> Short answer? Maybe.
>> 
>> But exactly one more word than any from Oracle ;-)
>> 
>>> On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:
>>> 
>>> A very short answer ;) ….
>>> 
>>> Do you have any URL?
>>> 
>>> 
>>> 
>>> 
>>> 
 Am 25.11.2016 um 12:19 schrieb Felix Bembrick 
 :
 
 Yes.
 
> On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
> 
> 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 
>> :
>> 
>> 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 
>>>  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"  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 
> :
> 
> (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 r

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-27 Thread Michael Paus
I am interested too although I have only been listening quietly so far 
due to lack of time.

Cheers
Michael

Am 28.11.16 um 06:54 schrieb Felix Bembrick:

Sorry Gerrit - you did indeed.

Maybe you'd also like to participate in the offline discussion (especially now 
that you don't work for Oracle)?


On 28 Nov. 2016, at 16:07, han.s...@icloud.com wrote:

Well I mentioned before that I'm interested too :)

Cheers,

Gerrit


Am 27. Nov. 2016, 22:58 +0100 schrieb Felix Bembrick :

Well, given that you and Benjamin seem to be the only people interested in it, 
perhaps we should discuss it offline (so as not to bother Oracle or spam list 
this)...


On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:

Where can we read more about your HPR renderer?





Am 25.11.2016 um 16:45 schrieb Felix Bembrick :

Short answer? Maybe.

But exactly one more word than any from Oracle ;-)


On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:

A very short answer ;) ….

Do you have any URL?






Am 25.11.2016 um 12:19 schrieb Felix Bembrick :

Yes.


On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:

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 :

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  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"  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 :

(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 ca

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-27 Thread Felix Bembrick
Sorry Gerrit - you did indeed.

Maybe you'd also like to participate in the offline discussion (especially now 
that you don't work for Oracle)?

> On 28 Nov. 2016, at 16:07, han.s...@icloud.com wrote:
> 
> Well I mentioned before that I'm interested too :)
> 
> Cheers,
> 
> Gerrit
> 
> 
> Am 27. Nov. 2016, 22:58 +0100 schrieb Felix Bembrick 
> :
>> Well, given that you and Benjamin seem to be the only people interested in 
>> it, perhaps we should discuss it offline (so as not to bother Oracle or spam 
>> list this)...
>> 
>>> On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:
>>> 
>>> Where can we read more about your HPR renderer?
>>> 
>>> 
>>> 
>>> 
 Am 25.11.2016 um 16:45 schrieb Felix Bembrick :
 
 Short answer? Maybe.
 
 But exactly one more word than any from Oracle ;-)
 
> On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:
> 
> A very short answer ;) ….
> 
> Do you have any URL?
> 
> 
> 
> 
> 
>> Am 25.11.2016 um 12:19 schrieb Felix Bembrick :
>> 
>> Yes.
>> 
>>> On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
>>> 
>>> 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 
 :
 
 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 
>  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"  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 
>>> :
>>> 
>>> (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 

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-27 Thread Felix Bembrick
Well, given that you and Benjamin seem to be the only people interested in it, 
perhaps we should discuss it offline (so as not to bother Oracle or spam list 
this)...

> On 28 Nov. 2016, at 06:57, Tobias Bley  wrote:
> 
> Where can we read more about your HPR renderer?
> 
> 
> 
> 
>> Am 25.11.2016 um 16:45 schrieb Felix Bembrick :
>> 
>> Short answer? Maybe.
>> 
>> But exactly one more word than any from Oracle ;-)
>> 
>>> On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:
>>> 
>>> A very short answer ;) ….
>>> 
>>> Do you have any URL?
>>> 
>>> 
>>> 
>>> 
>>> 
 Am 25.11.2016 um 12:19 schrieb Felix Bembrick :
 
 Yes.
 
> On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
> 
> 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 :
>> 
>> 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  
>>> 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"  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 
> :
> 
> (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 don

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-27 Thread Tobias Bley
Where can we read more about your HPR renderer?




> Am 25.11.2016 um 16:45 schrieb Felix Bembrick :
> 
> Short answer? Maybe.
> 
> But exactly one more word than any from Oracle ;-)
> 
>> On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:
>> 
>> A very short answer ;) ….
>> 
>> Do you have any URL?
>> 
>> 
>> 
>> 
>> 
>>> Am 25.11.2016 um 12:19 schrieb Felix Bembrick :
>>> 
>>> Yes.
>>> 
 On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
 
 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 :
> 
> 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  
>> 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"  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 
 :
 
 (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

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-25 Thread Felix Bembrick
Short answer? Maybe.

But exactly one more word than any from Oracle ;-)

> On 26 Nov. 2016, at 00:07, Tobias Bley  wrote:
> 
> A very short answer ;) ….
> 
> Do you have any URL?
> 
> 
> 
> 
> 
>> Am 25.11.2016 um 12:19 schrieb Felix Bembrick :
>> 
>> Yes.
>> 
>>> On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
>>> 
>>> 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 :
 
 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  
> 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"  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 
>>> :
>>> 
>>> (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
>>> Jav

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-25 Thread Felix Bembrick
Thanks Benjamin,

We studied those products you mentioned when designing HPR and, yes, there is 
extensive use of shaders and much more utilisation of the GPU in general.

We also have the beginnings of a Vulkan-only version written in 
(coincidentally) Rust which is showing amazing promise. Vulkan is something we 
are investing a lot of research and effort into.

Felix

> On 25 Nov. 2016, at 22:25, Benjamin Gudehus  wrote:
> 
> Wow, thanks for all the great work (Felix and Laurent)! Marlin and HPR seem 
> to really fit into what needs to be done to improve the performance.
> 
> Speaking of the Vulkan API: Does HPR use shaders to optimize the rendering or 
> does this only apply to rasterization (i.e. Marlin)? 
> 
> Webrender and Servo (by Mozilla written in Rust) use GPU shaders a lot, along 
> with parallelized DOM (scene graph) access, aggressive culling and caching 
> and batching.
> 
> --Benjamin
> 
>> On Fri, Nov 25, 2016 at 11:45 AM, Tobias Bley  wrote:
>> 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 :
>> >
>> > 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  
>> >> 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"  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 
>>  :
>> 
>>  (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.
>> 
>

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-25 Thread Tobias Bley
A very short answer ;) ….

Do you have any URL?





> Am 25.11.2016 um 12:19 schrieb Felix Bembrick :
> 
> Yes.
> 
>> On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
>> 
>> 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 :
>>> 
>>> 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  
 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"  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 :
>> 
>> (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
>

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-25 Thread Benjamin Gudehus
Wow, thanks for all the great work (Felix and Laurent)! Marlin and HPR seem
to really fit into what needs to be done to improve the performance.

Speaking of the Vulkan API: Does HPR use shaders to optimize the rendering
or does this only apply to rasterization (i.e. Marlin)?

Webrender and Servo (by Mozilla written in Rust) use GPU shaders a lot,
along with parallelized DOM (scene graph) access, aggressive culling and
caching and batching.

--Benjamin

On Fri, Nov 25, 2016 at 11:45 AM, Tobias Bley  wrote:

> 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  >:
> >
> > 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 
> 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"  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
>  t

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-25 Thread Felix Bembrick
Yes.

> On 25 Nov. 2016, at 21:45, Tobias Bley  wrote:
> 
> 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 :
>> 
>> 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  
>>> 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"  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 :
> 
> (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
> p

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-25 Thread Tobias Bley
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 :
> 
> 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  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"  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 :
 
 (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 analyse

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-11 Thread Felix Bembrick
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  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"  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 :
> > >
> > > (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

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-11 Thread Felix Bembrick
Hi Tobi,

Thanks for the input.

In answer to your first question, not all toolkits use as much parallelisation 
as HPR but are indeed more performant than JavaFX for a few reasons:

1. They are "closer to the metal". The more layers of architecture you add, 
there is almost an inevitable performance hit associated with them. There's an 
OpenGL toolkit named Visualization Library which is very low-level and  the 
performance is outstanding (and is basically single threaded).

2. The structure of the scene graph. The more cumbersome or memory-hogging the 
scene graph along with the actual "scene graph model" used can seriously impair 
the ability to optimise the rendering  pipeline. That's why it was necessary 
for us to restructure the JavaFX scene graph itself.

3. Significant performance improvements can be achieved (even in a single 
threaded pipeline) simply by batching GPU commands or using various forms of 
"caching" them on the GPU (as both OpenGL and Direct3D support). JavaFX is 
particularly poor in this area of CPU-to-GPU communication.

Now, as for testing HPR with DemoFX, the answer is no.

There are 2 main reasons:

1. HPR currently only works with Java/JavaFX 9 (and that is unlikely to change).

2. Given that DemoFX is mostly Canvas based (along with some 3D scene 
overlays), I doubt it would have much impact (although I expect the 3D parts 
would perform better).

I hope these answers are helpful.

Blessings,

Felix

> On 11 Nov. 2016, at 21:27, Tobi  wrote:
> 
> 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 :
>> 
>> (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 G

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-11 Thread Laurent Bourgès
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"  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 :
> >
> > (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 resu

Re: Optimised, high-performance, multi-threaded rendering pipeline

2016-11-11 Thread Tobi
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 :
> 
> (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

Optimised, high-performance, multi-threaded rendering pipeline

2016-11-10 Thread Felix Bembrick
(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