[OpenJDK 2D-Dev] [9] Review Request: 8041129 [OGL] surface->sw blit is extremely slow

Sergey Bylokhov Sergey.Bylokhov at oracle.com
Mon Apr 21 16:36:57 UTC 2014


Hi, Andrew.
You are right! Actually I didn't catch this issue since I test on the 
retina where all Volatile->Buffered was done via an intermediate image, 
and the native blit get a zero dstX/Y.
I'll send the new version of the fix soon.

On 21.04.2014 18:52, Andrew Brygin wrote:
> Hello Sergey,
>
>  the fast path skips j2d_glPixelStorei(GL_PACK_SKIP_ROWS, dsty).
>
>  Could you please clarify why? I think that initial value of dsty
>  (dstInfo.bounds.y1) can be non-zero, and this operation
>  seem to be required...
>
> Thanks,
> Andrew
>
> On 4/21/2014 6:17 PM, Sergey Bylokhov wrote:
>> Hello.
>> Please review the fix for jdk 9.
>> This issue initially was found in FX[1], and there is description of 
>> this problem.
>> In the fix the flip operation is done using memcpy after the whole 
>> image was moved from gpu to cpu.
>>
>> [1] https://javafx-jira.kenai.com/browse/RT-30035
>> Bug: https://bugs.openjdk.java.net/browse/JDK-8041129
>> Webrev can be found at: 
>> http://cr.openjdk.java.net/~serb/8041129/webrev.01
>>
>> Benchmarks:
>> ==========================================================
>> Windows 7 x64, lenovo T410, nvidia NVS 3100M
>> http://cr.openjdk.java.net/~serb/8041129/J2DBench/results
>> base ogl vs base d3d vs fixed ogl
>> Summary:
>>   OGL-base-nvidia-windows:
>>     Number of tests:  10
>>     Overall average:  2239.9261323744704
>>     Best spread:      1.72% variance
>>     Worst spread:     88.61% variance
>>     (Basis for results comparison)
>>
>>   OGL-fix-nvidia-windows:
>>     Number of tests:  10
>>     Overall average:  166667.93024226945
>>     Best spread:      1.23% variance
>>     Worst spread:     66.19% variance
>>     Comparison to basis:
>>       Best result:      13719.74% of basis
>>       Worst result:     97.17% of basis
>>       Number of wins:   8
>>       Number of ties:   1
>>       Number of losses: 1
>>
>>   D3D-base-nvidia-windows:
>>     Number of tests:  10
>>     Overall average:  29755.21747098
>>     Best spread:      0.34% variance
>>     Worst spread:     61.12% variance
>>     Comparison to basis:
>>       Best result:      12068.41% of basis
>>       Worst result:     8.05% of basis
>>       Number of wins:   6
>>       Number of ties:   0
>>       Number of losses: 4
>>
>> ==========================================================
>> OSX 10.8.5, macbook pro retina, nvidia GeForce GT 650M 1024 MB
>> http://cr.openjdk.java.net/~serb/8041129/J2DBench-osx/results-nvidia-osx.txt 
>>
>> Summary:
>>   OGL-base-nvidia-osx:
>>     Number of tests:  10
>>     Overall average:  710.7070782394075
>>     Best spread:      0.73% variance
>>     Worst spread:     5.72% variance
>>     (Basis for results comparison)
>>
>>   OGL-fix-nvidia-osx:
>>     Number of tests:  10
>>     Overall average:  11032.674771293528
>>     Best spread:      0.62% variance
>>     Worst spread:     8.14% variance
>>     Comparison to basis:
>>       Best result:      4659.95% of basis
>>       Worst result:     169.66% of basis
>>       Number of wins:   10
>>       Number of ties:   0
>>       Number of losses: 0
>>
>> ==========================================================
>> OSX 10.8.5, macbook pro retina, Intel HD Graphics 4000
>> http://cr.openjdk.java.net/~serb/8041129/J2DBench-osx/results-intel-osx.txt 
>>
>> Summary:
>>   OGL-base-intel-osx:
>>     Number of tests:  10
>>     Overall average:  3993.5366388495613
>>     Best spread:      0.65% variance
>>     Worst spread:     20.91% variance
>>     (Basis for results comparison)
>>
>>   OGL-fix-intel-osx:
>>     Number of tests:  10
>>     Overall average:  10197.361705976433
>>     Best spread:      0.72% variance
>>     Worst spread:     38.4% variance
>>     Comparison to basis:
>>       Best result:      491.0% of basis
>>       Worst result:     108.61% of basis
>>       Number of wins:   10
>>       Number of ties:   0
>>       Number of losses: 0
>>
>> Thanks to Anton for the initial version of the fix.
>>
>


-- 
Best regards, Sergey.




More information about the 2d-dev mailing list