Marlin-Renderer and JavaFX
Felix Bembrick
felix.bembrick at gmail.com
Thu Nov 10 07:40:59 UTC 2016
Started? I have a fully working prototype!
And it's not just "parallelised" but it greatly improves the efficiency and utilisation of both the CPU (and cores) and the GPU(s).
> On 10 Nov. 2016, at 18:35, Tobias Bley <bley at jpro.io> wrote:
>
> Do you have started any parallelization?
>
>
>
>> Am 10.11.2016 um 01:02 schrieb Felix Bembrick <felix.bembrick at gmail.com>:
>>
>> If you want to know how to parallelise the JavaFX pipeline (or how it's already been done with amazing results) then talk to me.
>>
>> If, of course, this email gets moderated...
>>
>>> On 10 Nov. 2016, at 10:57, Felix Bembrick <felix.bembrick at gmail.com> wrote:
>>>
>>>
>>>
>>>> On 10 Nov. 2016, at 10:27, Jim Graham <james.graham at oracle.com> wrote:
>>>>
>>>> On 10/20/16 5:34 AM, Kevin Rushforth wrote:
>>>>>> For now the OpenPiscesRasterizer class uses a static Renderer (single
>>>>>> instance) so it is single-threaded.
>>>>>>
>>>>>> In MarlinFX I could prepare the multi-threading support by using 1
>>>>>> RendererContext per thread (ThreadLocal) as I did in Marlin for java2d.
>>>>>>
>>>>>> However it seems a complex task to enable parallelization in the javafx
>>>>>> pipeline but I could help there also...
>>>>>>
>>>>>
>>>>> Enabling parallel rasterization seems like a good follow-on task, but is out of scope for the short term given the
>>>>> limited amount of time. Also, the only way that MarlinFX even has a chance of getting approved for in JDK 9 is for the
>>>>> default OpenPisces path to be unaltered.
>>>>
>>>> Also, such a parallelization of the javafx pipelines would be a fairly large task.
>>>>
>>>> I would think an effort to parallelize a single shape rasterization would be much simpler in scope. Still outside the current JDK 9 timeline, but definitely something that could help in future releases. I believe that once we put the edges into the internal structures we could parallelize the rasterization of individual scanlines and maybe break a tall shape up into N horizontal bands for N threads. Other thoughts would be a thread to generate the crossings and N threads to populate the alphas...?
>>>>
>>>> ...jim
>
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