| Commit message (Collapse) | Author | Age | Files | Lines |
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GraphUI.Shape: Efficiently reuse matPMv and temporary PMVMatrix storage
Reuse PMv in Shape.getSurfaceSize() and Shape.winToShapeCoord(),
for the latter we invert the reused PMv for mapWinToObj (i.e. UnProject).
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as well as getSurfaceSize(..) (use absolute size)
Tested w/ UISceneDemo01b and UISceneDemo03, where you now can pick any moving glyph at any rotation and drag it.
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w/ Doxygen. Doxygen uses markdown
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Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
Big Easter Cleanup
- Net -214 lines of code, despite new classes.
- GLUniformData buffer can be synced w/ underlying data via SyncAction/SyncBuffer, e.g. SyncMatrix4f + SyncMatrices4f
- PMVMatrix rewrite using Matrix4f and providing SyncMatrix4f/Matrices4f to sync w/ GLUniformData
- Additional SyncMatrix4f16 + SyncMatrices4f16 covering Matrix4f sync w/ GLUniformData w/o PMVMatrix
- Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
- Moved FloatUtil -> Matrix4f, kept a few basic matrix ops for ProjectFloat
- Most, if not all, float[] and int[] should have been moved to proper classes
- int[] -> Recti for viewport rectangle
- Matrix4f and PMVMatrix is covered by math unit tests (as was FloatUtil before) -> save
Passed all unit tests on AMD64 GNU/Linux
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for fair and realistic numbers - Both mul() ops faster than FloatUtil
Enhanced invert() of Matrix4f* and FloatUtil: Use 1f/det factor for burst scale.
Enhanced Matrix4f.invert(..): Use factored-out mulScale() to deliver the scale,
giving a good 10% advantage on aarch64 and amd64.
Brings Matrix4f.invert(..) on par w/ FloatUtil, on aarch64 even a 14% advantage.
+++
TestMatrix4f02MulNOUI added an additional Matrix4f.load() to the mul(Matrix4f) loop test,
which surely is an extra burden and not realistic as the mul(Matrix4f, Matrix4f) and FloatUtil
pendants also don't count loading a value.
Matrix4f.mul(Matrix4f) shall be used to utilize an already stored value anyways.
Matrix4f.mul(Matrix4f) didn't really exist in FloatUtil.
Same is true for Matrix4f.invert(), re-grouped order, i.e. pushing the non-arg variant last.
+++
Revised performance numbers from commit 15e60161787224e85172685f74dc0ac195969b51
AMD64 + OpenJDK17
- FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all
- Matrix4f.mul(a, b) roughly ~10% faster than FloatUtil.multMatrix(a, b, dest)
- Matrix4f.mul(b) roughly ~18% faster than FloatUtil.multMatrix(a, b, dest) (*)
- Matrix4f.invert(a) roughly ~ 2% faster than FloatUtil.invertMatrix(..)
- Matrix4f.invert() roughly ~ 4% slower than FloatUtil.invertMatrix(..) (*)
- Launched: nice -19 scripts/tests-x64.sh
RaspberryPi 4b aarch64 + OpenJDK17
- FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all
- Matrix4f.mul(a, b) roughly ~ 9% faster than FloatUtil.multMatrix(a, b, dest)
- Matrix4f.mul(b) roughly ~14% faster than FloatUtil.multMatrix(a, b, dest) (*)
- Matrix4f.invert(a) roughly ~14% faster than FloatUtil.invertMatrix(..)
- Matrix4f.invert() roughly ~12% faster than FloatUtil.invertMatrix(..) (*)
- Launched: nice -19 scripts/tests-linux-aarch64.sh
(*) not a true comparison in feature, as operating on 'this' matrix values
for one argument, unavailable to FloatUtil.
Conclusion
- Matrix4f.mul(..) is considerable faster!
- Matrix4f.invert(..) faster, esp on aarch64
And additional Matrix4fb tests using float[16] similar to FloatUtil
also demonstrates less performance compared to Matrix4f using
dedicated float fields.
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15e60161787224e85172685f74dc0ac195969b51
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traversing the PMVMatrix throughout childs (-> see TreeTool).
Utilizing the Vec*f (and Matrix4f) API w/ AABBox et al renders our code more clean & safe,
see commit 15e60161787224e85172685f74dc0ac195969b51.
A Group allows to contain multiple Shapes,
hence the PMVMatrix must be traversed accordingly using TreeTool
for all operations (draw, picking, win->obj coordinates, ..).
Hence Scene + Group are now implementing Container
and reuse code via TreeTool and a Shape.Visitor*.
This will allow further simplification of user code.
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Ray, AABBox, Frustum, Stereo*, ... adding hook to PMVMatrix
Motivation was to simplify matrix + vector math usage, ease review and avoid usage bugs.
Matrix4f implementation uses dedicated float fields instead of an array.
Performance didn't increase much,
as JVM >= 11(?) has some optimizations to drop the array bounds check.
AMD64 + OpenJDK17
- Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest)
- Matrix4f.mul(b) roughly ~3% slower than FloatUtil.multMatrix(a, b, dest)
- FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all
- Matrix4f.invert(..) roughly ~3% slower than FloatUtil.invertMatrix(..)
RaspberryPi 4b aarch64 + OpenJDK17
- Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest)
- Matrix4f.mul(b) roughly ~20% slower than FloatUtil.multMatrix(a, b)
- FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all
- Matrix4f.invert(..) roughly ~4% slower than FloatUtil.invertMatrix(..)
Conclusion
- Matrix4f.mul(b) needs to be revised (esp for aarch64)
- Matrix4f.invert(..) should also not be slower ..
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GL/VK abstraction at a later time differently
Actual GPU rendering toolkit dependency can be abstracted differently, i.e. GPU <- { GL, VK } etc.
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discard, even though technically allowed (ignored after discard)
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good way to auto-deteminate this one (dpi, ..)
Type animation UISceneDemo03 requires this to resize a single glyph, i.e. 0.03f was too big.
1% might be OK, but then .. maybe not.
In general, a dpi autodetermination of a minimal scale/size might be OK,
assuming user sits in front of a screen and not having a multi-screen circus arena setup ;-)
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fractional to box size) and Scene for all Shapes.
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GLRendererQuirks.GLSLBuggyDiscard to avoid overdraw of such regions.
Historically we disabled `discard` due to an old NV tegra2 compiler bug,
which caused the compiler to freeze.
Today we no more seem to have this GLSL compiler issue, i.e. GLRendererQuirks.GLSLBuggyDiscard never gets set.
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screenshots, add launch screen (visible @ '-wait')
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Use w/ UISceneDemo03 Type Animation...
A list of GlyphShape can be created via GlyphShape.processString(..),
which preserves all details incl. intended original unscaled position and its kerning.
Whitespace or contourless Glyphs are dropped.
A GlyphShape is represented in font em-size [0..1] unscaled.
+++
UISceneDemo03 Type Animation
- Using GlyphShape and apply scaling via its Shape.setScale()
- Recalc fontScale per used text
- Refined 'arrival' criteria and smoothing out near target w/ speed-up rotation
- Using GraphUIDemoArgs to parse common commandline demo options
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in rotation
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!hasRotPivot: Don't scale pivot back from center-pivot, same as w/ hasRotPivot
A copy & paste bug ..
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isWhitespace() continue w/ AABBox resize, but don't earmark this (whitespace) glyph for next left_glyph (kerning).
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using Glyph bounds minY()
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Graph/GLRegion
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only act and markDirty() on change
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experience (working sticky edge)
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pivot-point or center; Assume Shape origin to be bottom-left for drag-zoom. Removes questionable scale-hack.
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denominate whole scale-factor, not their delta
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text-processing information
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Regression from commit a5d593478afa2298282a0624b2490fde84c3a292
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used in our window dtor event handler)
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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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