| Commit message (Collapse) | Author | Age | Files | Lines |
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animation etc
Implementation borrowed my 'gfxbox2' C++ project
<https://jausoft.com/cgit/cs_class/gfxbox2.git/tree/include/pixel/pixel3f.hpp#n29>
and its layout from OpenAL's Vec3f.
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(We may ressurect them if needed for a future use case)
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OutlineShape.Visitor, allowing to use the Glyph (information).
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GLAutoDrawable.invoke(..) API doc: Add semantics about GLRunnable return value.
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its default. GraphUI: Always use default.
Graph RegionRenderer, its RenderState as well as GraphUI's Scene don't need to have knowledge of Vertex.Factory,
which is only used within OutlineShape and its 'inner geom workings'.
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90a95e6f689b479f3c3ae3caf4e30447030c7682
A null buffer is possible in case initialElementCount at ctor is <= 0
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GLCallback
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-1 = glSelect } (Experimental not working fully)
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switch by sampleCount; Don't use any resource not requested by curRenderModes
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left over from f8584748e33aab56780eca5cf7009a5a0d11991d
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API doc
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and destroys it. Dropping this also from user (complexity).
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useProgram() only throw exception if 'on==true' is requested (disabling after delettion is OK)
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dump{Shader->}Source(), refine string output.
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67a723477ecd818fbc5859fe20ee536a3b4efae5 (reverting and clarifying)
All Graph ShaderPrograms used are owned by RegionRenderer, not RenderState nor [GL]Region*,
hence [GL]Region* shall only nullify the resources but not destroy the shader currently in use.
One RegionRenderer maybe used for multuple Regions.
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GraphUI.Scene using RegionRenderer's viewport (no duplicate)
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setTextureLookupFunctionName(..) before using hash and/or code.
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infinite dimension
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explicitly to set the name upfront, clarifying workflow. Impl: ImageSequence + GLMediaPlayerImpl
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and is references.
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TextRegionUtil: Use pre-calc'ing buffer sizes for GLRegion;
TextRendererGLELBase: Fix temp AffineTransform usage
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showing test-texture. Adding stop(); (API Change)
- allow multiple initGL(..) @ uninitialized and initialized
- allows usage before stream is ready
- using a test-texture @ uninitialized
- adding stop()
API change
- initStream() -> playStream()
- play() -> resume()
FFMPEG: Added 'ready' check for robustness
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RegionRenderer.init(..) renderModes argument
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Fix for AWT GLCcanvas DPI scaling. Forum thread https://forum.jogamp…
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https://forum.jogamp.org/DPI-scaling-not-working-td4042206.html
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Consider applying it in default chooser?
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modify values if text and/or font differs, skipping markShapeDirty() saves performance.
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undesired (Graph VBAA + MSAA); Add NonFSAAGLCapabilitiesChooser
Notable: On RaspiPi4b w/ Mesa3D's Broadcom/VC driver,
the chosen capabilities is a multisamnple one even though not requested.
This causes
- extra performance overhead
- doubled AA: 1st our VBAA, then the FSAA (multisample) -> loss of sharpness
Simply dropping the undersired FSAA helps and ups performance
on the Raspi board (22 -> 35 fps).
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selected commits)
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TextRegionUtil.countStringRegion() allowing to use Region.setBufferCapacity()
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than enough
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early if not needed (track capacity); Align all VBORegion* buffer init/set/grow impl.
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addOutlineShape1() (slow perf+debug), rename growBufferSize() -> growBuffer()
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buffer data-type to directly put[34][sif](..) skipping GLArrayDataClient/Buffers buffer-growth and validations
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used for getElemCount() instead of 0==position, ... (API change)
API Change
- sealed() moved up from GLArrayDataEditable -> GLArrayData
- GLArrayDataWrapper is sealed by default
- getSizeInBytes() -> getByteCount()
- Semantics of getElemCount() and getByteCount()
- Correctly use sealed() to switch from position to limit - instead of 0==position
Aligned method names:
- getElemCount()
- elemPosition()
- remainingElems()
- getElemCapacity()
to corresponding byte counts:
- getByteCount()
- bytePosition()
- remainingBytes()
- getByteCapacity()
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but recommended)
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performance-hit measuring performance.
This was mostly notable on a Raspberry-Pi 4 arm64, where perfromance degragated around 3x using high-freq counter.
Using our well determined Clock.currentNanos() removes this overhead,
back to 'easy measuring' and having a well defined 'currentNanos()' since module start.
TestTextRendererNEWT00 can enable Region and Font perf-counter w/ '-perf',
w/o it only uses its own counter and hence reduce the high-freq burden (64% perf win on raspi4).
+++
Below numbers show that Region.addOutlineShape() perhaps needs a little performance work
to allow long text to be processed in 'real time' on embedded platform.
Hower, usually we cache the Region for long text and can have at least one liner
to be renderer within 60fps fast, i.e. Region produced in ~26ms for a 81 char line
instead of ~130ms for 664 chars.
+++
Raspberry Pi 4b, OpenJDK17, Debian 11:
Using current medium sized text_1 w/ 664 chars, w/o '-perf'
and after having passed 40 frames, we have following durations:
- process the OutlineShape -> Region: 129ms (text)
- Render the Region: 53ms
Startup Times:
- loading GlueGen - loading test 0 [ms]
- loading GlueGen - start test 1,910 [ms]
- loading test - start test 1,910 [ms]
- loading test - gl 2,631 [ms]
- loading test - graph 2,636 [ms]
- loading test - txt 2,844 [ms]
- loading test - draw 3,062 [ms]
Perf ..
1 / 1: Perf Launch: Total: graph 5, txt 207, draw 218, txt+draw 425 [ms]
1 / 1: Perf Launch: PerLoop: graph 5,505,740, txt 207,530,736, draw 218,393,680, txt+draw 425,924,416 [ns]
20 / 20: Perf Frame20: Total: graph 16, txt 376, draw 281, txt+draw 657 [ms]
20 / 20: Perf Frame20: PerLoop: graph 807,055, txt 18,820,824, draw 14,075,146, txt+draw 32,895,970 [ns]
20 / 40: Perf Frame40: Total: graph 3, txt 129, draw 53, txt+draw 182 [ms]
20 / 40: Perf Frame40: PerLoop: graph 176,670, txt 6,451,330, draw 2,658,217, txt+draw 9,109,547 [ns]
+++
On a modern desktop (~2y old), GNU/Linux Debian 11, AMD GPU on Mesa3D:
Using current medium sized text_1 w/ 664 chars, w/o '-perf'
and after having passed 40 frames, we have following durations:
- process the OutlineShape -> Region: 42ms (text)
- Render the Region: 5ms
Startup Times:
- loading GlueGen - loading test 0 [ms]
- loading GlueGen - start test 310 [ms]
- loading test - start test 309 [ms]
- loading test - gl 459 [ms]
- loading test - graph 460 [ms]
- loading test - txt 490 [ms]
- loading test - draw 506 [ms]
Perf ..
1 / 1: Perf Launch: Total: graph 1, txt 29, draw 15, txt+draw 45 [ms]
1 / 1: Perf Launch: PerLoop: graph 1,191,096, txt 29,868,436, draw 15,519,445, txt+draw 45,387,881 [ns]
20 / 20: Perf Frame20: Total: graph 240, txt 68, draw 21, txt+draw 89 [ms]
20 / 20: Perf Frame20: PerLoop: graph 12,045,651, txt 3,415,402, draw 1,069,348, txt+draw 4,484,750 [ns]
20 / 40: Perf Frame40: Total: graph 283, txt 42, draw 5, txt+draw 47 [ms]
20 / 40: Perf Frame40: PerLoop: graph 14,152,395, txt 2,116,114, draw 265,292, txt+draw 2,381,406 [ns]
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Clock.getMonotonicTime() ...
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indices growBufferSize(); Add GLRegion.create(..) w/ initial vertices/indices count; Up default[VI]Count;
Following heuristcs were found, hence we might want to calculate these for each font (TODO):
/**
* Heuristics with TestTextRendererNEWT00 text_1 + text_2 = 1334 chars
* - FreeSans ~ vertices 64/char, indices 33/char
* - Ubuntu Light ~ vertices 100/char, indices 50/char
* - FreeSerif ~ vertices 115/char, indices 61/char
*
* Now let's assume a minimum of 10 chars will be rendered
*/
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