[Rev 03] RFR: 8088198: Exception thrown from snapshot if dimensions are larger than max texture size

Frederic Thevenet github.com+7450507+fthevenet at openjdk.java.net
Fri Jan 24 17:16:33 UTC 2020


On Fri, 24 Jan 2020 16:55:47 GMT, Frederic Thevenet <github.com+7450507+fthevenet at openjdk.org> 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 ms) in `Node::snapshot`
>>> (*) each test is ran 10 times and the elapsed time is averaged after pruning outliers, using Grubbs' test.
>>> 
>>> 1024	2048	3072	4096	5120	6144	7168	8192
>>> 1024	6.304272	10.303935	15.052336	35.929304	23.860095	28.828812	35.315288	27.867205
>>> 2048	11.544367	21.156326	28.368750	28.887164	47.134738	54.354708	55.480251	56.722649
>>> 3072	15.503187	30.215269	41.304645	39.789648	82.255091	82.576379	96.618722	106.586547
>>> 4096	20.928336	38.768648	64.255423	52.608217	101.797347	132.516816	158.525192	166.872889
>>> 5120	28.693431	67.275306	68.090280	76.208412	133.974510	157.120373	182.329784	210.069066
>>> 6144	29.972591	54.751002	88.171906	104.489291	147.788597	185.185643	213.562819	228.643761
>>> 7168	33.668398	63.088490	98.756212	130.502678	196.367121	225.166481	239.328794	260.162501
>>> 8192	40.961901	87.067460	128.230351	178.127225	198.479068	225.806211	266.170239	325.967840
>> 
>> Any idea why 4096x1024 and 1024x4096 are so different? Same for 8192x1024 and 1024x8192.
> 
> 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 to eliminate the GC as possible culprit by running it with epsilon, but it seems to make a significant difference.
> I ran that test on a laptop with Integrated Intel graphics and no dedicated vram (Intel UHD Graphics 620), though, so this might be why. 
> Maybe someone could try and run the bench on hardware with a discreet GPU?

With regard 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 spent.
The reason why is is some much slower is a little bit of a pity, though; profiling a run of the benchmark shows that a lot of time is spent into `IntTo4ByteSameConverter::doConvert` and the reason for this turns out that this is due to the fact that, under Windows and the D3D pipeline anyway, 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`).
So if we could use a `WriteableImage` with an IntARGB pixel format as the recipient for the snapshot (at least as long as no image was provided by the caller), I suspect that the copy would be much faster.
Unfortunately it seems the only way to choose the pixel format for a `WritableImage` is to initialize it with a `PixelBuffer`, but then one can no longer use a `PixelWriter` to update it and it desn't seems to me that there is a way to safely access the `PixelBuffer` from an image's reference alone.
I'm pretty new to this code base though (which is quite large; I haven't read it all quite yet... ;-), so hopefully there's a way to do that that has eluded me so far.

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PR: https://git.openjdk.java.net/jfx/pull/68


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