Optimised, high-performance, multi-threaded rendering pipeline
Laurent Bourgès
bourges.laurent at gmail.com
Fri Nov 11 10:55:54 UTC 2016
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" <tobi at ultramixer.com> 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.bembrick at 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
> > 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
>
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