On Tue, 28 Jan 2020 16:00:35 GMT, Frederic Thevenet
wrote:
>> I have tested using a recipient WritableImage with an IntARGB pixel format
>> (so that is aligned with that of the tile), that I construct by supplying a
>> PixelBuffer, and as expected that performance of the tiled code is much
On Mon, 27 Jan 2020 18:45:17 GMT, Frederic Thevenet
wrote:
>> I thought of one possibility that might be worth looking into for a short
>> term fix (i.e., could still go into openjfx14). Rather than relying on
>> `PrismSettings.maxTextureSize` you could instead try to render the entire
>>
On Mon, 27 Jan 2020 15:30:27 GMT, Kevin Rushforth wrote:
>> I would be very cautious of using multi-threading here. In any case, I think
>> that the issues around absolute performance could be handled separately.
>>
>> Having said that, given my review comments, along with the concerns over
On Mon, 27 Jan 2020 13:47:43 GMT, Kevin Rushforth wrote:
>>>
>>>
>>> > profiling a run of the benchmark shows that a lot of time is spent into
>>> > `IntTo4ByteSameConverter::doConvert`
>>>
>>> This is a bit naive, but what if you parallelize the code there? I didn't
>>> test that this
On Sun, 26 Jan 2020 11:58:27 GMT, Frederic Thevenet
wrote:
>>>
>>>
>>> > the `WriteableImage` used to collate the tiles and the tiles returned
>>> > from the `RTTexture` have different pixel formats (`IntARGB` for the tile
>>> > and `byteBGRA` for the `WriteableImage`).
>>>
>>> Where did
On Sun, 26 Jan 2020 11:40:06 GMT, Frederic Thevenet
wrote:
>>> the `WriteableImage` used to collate the tiles and the tiles returned from
>>> the `RTTexture` have different pixel formats (`IntARGB` for the tile and
>>> `byteBGRA` for the `WriteableImage`).
>>
>> Where did you see these?
>>
On Sat, 25 Jan 2020 20:24:54 GMT, Nir Lisker wrote:
>>> profiling a run of the benchmark shows that a lot of time is spent into
>>> `IntTo4ByteSameConverter::doConvert`
>>
>> This is a bit naive, but what if you parallelize the code there? I didn't
>> test that this produces the correct
On Sat, 25 Jan 2020 19:55:23 GMT, Nir Lisker wrote:
>> With regard as to why the tiling version is significantly slower, though, I
>> do have a pretty good idea; as Kevin hinted, the pixel copy into a temporary
>> buffer before copying into the final image is where most the extra time is
>>
On Fri, 24 Jan 2020 17:16:13 GMT, Frederic Thevenet
wrote:
>> I don't, to be honest.
>> The results for some dimensions (not always the same) can vary pretty
>> widely from one run to another, despite all my effort to repeat results and
>> remove outliers.
>> Out of curiosity, I also tried
On Fri, 24 Jan 2020 16:55:47 GMT, Frederic Thevenet
wrote:
>>> Here are the results when running JavaFX 14-ea+7.
>>> The columns of the table correspond the width of the target snapshot, while
>>> the rows correspond to the height and the content of the cells is the
>>> average time* spent
On Fri, 24 Jan 2020 16:34:29 GMT, Nir Lisker wrote:
>> And here are the results with the change in this PR, on the same machine
>> under Windows 10:
>>
>> || 1024 |2048 |3072 |4096 |5120 |6144 |7168 |8192 |
>> |---|---|---|---|---|---|---|---|---|
>> | 1024 | 6.957774 | 10.461498 |
On Fri, 24 Jan 2020 16:26:38 GMT, Frederic Thevenet
wrote:
>> Here are the results when running JavaFX 14-ea+7.
>> The columns of the table correspond the width of the target snapshot, while
>> the rows correspond to the height and the content of the cells is the
>> average time* spent (in
On Fri, 24 Jan 2020 16:03:39 GMT, Frederic Thevenet
wrote:
>> I've put together a small benchmark to measure the time it takes to
>> snapshots into images of sizes varying from 1024*1024 to 8192*8192, by
>> increment of 1024 in each dimension, which you can find here:
>>
On Fri, 24 Jan 2020 15:55:50 GMT, Frederic Thevenet
wrote:
>> I haven't done any testing yet, but I have two comments on the patch:
>>
>> 1. Using the clamped texture size as the upper limit is the right thing to
>> do, but `Prism.maxTexture` isn't guaranteed to be that size. The
>>
On Tue, 21 Jan 2020 21:53:29 GMT, Kevin Rushforth wrote:
>>>
>>>
>>> Looks good to me.
>>> Below is just an observation about time taken by the API,
>>> Platform: Windows10, `maxTextureSize`: 4096
>>> For a snapshot of (4096 * n, 4096 * n): each call to `doSnapshotTile()`
>>> takes ~100 ms,
On Mon, 20 Jan 2020 11:24:05 GMT, Frederic Thevenet
wrote:
>> Looks good to me.
>> Below is just an observation about time taken by the API,
>> Platform: Windows10, `maxTextureSize`: 4096
>> For a snapshot of (4096 * n, 4096 * n): each call to `doSnapshotTile()`
>> takes ~100 ms, and each
On Mon, 20 Jan 2020 05:06:50 GMT, Ambarish Rapte wrote:
>> The pull request has been updated with 2 additional commits.
>
> Looks good to me.
> Below is just an observation about time taken by the API,
> Platform: Windows10, `maxTextureSize`: 4096
> For a snapshot of (4096 * n, 4096 * n): each
On Mon, 20 Jan 2020 05:07:11 GMT, Frederic Thevenet
wrote:
>> This PR aims to address the following issue: JDK-8088198 Exception thrown
>> from snapshot if dimensions are larger than max texture size
>>
>> In order to do that, it simply captures snapshots in multiple tiles of
>>
> This PR aims to address the following issue: JDK-8088198 Exception thrown
> from snapshot if dimensions are larger than max texture size
>
> In order to do that, it simply captures snapshots in multiple tiles of
> maxTextureSize^2 dimensions (or less, as needed), and then recomposes all the
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