Home » U++ Library support » Draw, Display, Images, Bitmaps, Icons » Font and Image rendering slow
| Font and Image rendering slow [message #59968] |
Wed, 28 June 2023 17:36  |
devilsclaw
Messages: 76 Registered: August 2022
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So I have been porting a app that I created in java to U++.
When I render a image with DrawImage and have 108 instances of it on the screen it is way slower then in java. So I decided to manually draw what the image is with line and rectangle since its a simple image and its performance was on par with java.
The item I am drawing also has text and with the text enable it renders much slower than java also.
So it seems that both the text and image rasterizer are highly inefficient at least compared to java.
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| Re: Font and Image rendering slow [message #59970 is a reply to message #59968] |
Thu, 29 June 2023 04:57   |
devilsclaw
Messages: 76 Registered: August 2022
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Currently the image is an element of the the object and is in the paint member of that object, which I currently no longer use the image and just manually draw what the image looks like during the paint which has increase performance greatly. The being said I don't know how to cache an image so that would be useful in the future. so if you could explain how or give an example.
But that does not solve the Font problem since that is different for the 108 items and it has a similar slow down.
If I click and hold on the object it allows me to move it on the screen which of course causes a repaint/refresh and its performance it much lower than the java version.
[Updated on: Thu, 29 June 2023 05:20] Report message to a moderator
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| Re: Font and Image rendering slow [message #59971 is a reply to message #59970] |
Thu, 29 June 2023 07:43   |
Oblivion
Messages: 1266 Registered: August 2007
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Senior Contributor |
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Hello devilsclaw
Quote:Currently the image is an element of the the object and is in the paint member of that object, which I currently no longer use the image and just manually draw what the image looks like during the paint which has increase performance greatly. The being said I don't know how to cache an image so that would be useful in the future. so if you could explain how or give an example.
But that does not solve the Font problem since that is different for the 108 items and it has a similar slow down.
If I click and hold on the object it allows me to move it on the screen which of course causes a repaint/refresh and its performance it much lower than the java version.
Image tutorials (check 6 for image caching)
If you can provide a bare minimum U++ example code (preferably in Java too) that replicates the problem we can look into it.
Also platform/OS/hardware information and specs would be very useful.
Best regards,
Oblivion.
Github page: https://github.com/ismail-yilmaz
Bobcat the terminal emulator: https://github.com/ismail-yilmaz/Bobcat
[Updated on: Thu, 29 June 2023 08:10] Report message to a moderator
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| Re: Font and Image rendering slow [message #59979 is a reply to message #59968] |
Thu, 29 June 2023 23:28   |
devilsclaw
Messages: 76 Registered: August 2022
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The java project is too big to upload here since it has everything except the JRE and JDK to build it.
So here is a link:
http://devilsclaws.net/downloads/javademo.zip
in the fatjar directory there is either the jar file or a window exe.
This is a netbeans project so if you want to compile it with that you can I also have script directories that let you build but you will still need to open it in netbeans at least once on your system so it can get the java pathing correct.
You can scroll with the mouse wheel and shift+scroll does the other scroll axis.
The icons are clipped to only drawing what is visible also but there is like 1089 total there. only about 108 on screen at a time on a 1920x1080 resolution.
I will be working on the U++ version tomorrow.
[Updated on: Thu, 29 June 2023 23:31] Report message to a moderator
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| Re: Font and Image rendering slow [message #59987 is a reply to message #59986] |
Sat, 01 July 2023 21:40   |
Oblivion
Messages: 1266 Registered: August 2007
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Senior Contributor |
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Hi,
Thanks for the code.
Yesterday I have looked into the Java code and it seems fine and works well.
A quick tour through its U++ counterpart (I will dive deep, later), and here's some "odd" things (for U++ land, of course) I've seen so far (All understandable, as Upp can sometimes look alien even to regular C++ developers):
1) You seem to have duplicated code that is already in Upp: (Rectf, Sizef, Pointf, their operators, etc.)
2) Mixing std::string with Upp code: Not inherently bad, it is possible and sometimes necessary but Upp::String is more optimized and has a lot of optimized functionality you can utilize. Rule of thumb: Use Upp::String with Upp infrastructure whenever possible. Convert to Std only for glue code.
3) You are using BufferPainter, which is a pdf/print quality (subpixel) 2d graphics library for U++. It is great for a lot of things, but it is also very CPU-intesinve.It does not (AFAIK) utilize GPU's 2D hardware acceleration. But it can take advantage of multithreading. Try the below code, and you'll see the difference:
4) (post-post:) You also seem to use iterators a lot. Avoid them where possible. Upp's containers are designed to work with indices. In a wide range of use-cases they are lot faster & easier to use.
void frm_main::Paint(Draw& w) {
Size sz = GetSize();
ImageBuffer ib(scroll.GetViewSize());
BufferPainter sw(ib, MODE_ANTIALIASED);
sw.Co(); // Enable MT.
sw.Clear(White());
_icons_paint(sw, scroll.Get().x, scroll.Get().y, render_everything);
sw.Finish(); // Join.
w.DrawImage(0, 0, ib);
}
Now, of course the above code doesn't really fix the problem.
I am going study your code and try to come up with a diagnosis at least.
Best regards,
Oblivion
Github page: https://github.com/ismail-yilmaz
Bobcat the terminal emulator: https://github.com/ismail-yilmaz/Bobcat
[Updated on: Sat, 01 July 2023 21:43] Report message to a moderator
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| Re: Font and Image rendering slow [message #59988 is a reply to message #59968] |
Sat, 01 July 2023 21:49   |
devilsclaw
Messages: 76 Registered: August 2022
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The replicated code is actually to make the code work more like java and I also have a hard time with cx and cy as width and height.
I also have more standard C++ code in the project then U++ since I am only using U++ for the UI elements.
I will look to see where the code only needs U++ and where C++ STD is needed and try to optimize it.
One of the reasons I used that Draw function is due to sub-pixel bleeding looking bad in integer based drawing. So I use sub pixels to make it look clean.
indices I think I might do that for code standardization to make the code work similar in all areas and maybe for deleting or its just me being used to C++ STD since it does not make it easy to delete element with out iterators. I will look to see what I can do to clean that up.
I will try you example today. Thanks.
[Updated on: Sat, 01 July 2023 21:52] Report message to a moderator
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| Re: Font and Image rendering slow [message #59999 is a reply to message #59996] |
Mon, 03 July 2023 22:55   |
Oblivion
Messages: 1266 Registered: August 2007
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Senior Contributor |
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One cap is in the EventLoop(). By default it lets the gui sleep for 20 ms (in order to process (key, mouse, etc.) events.);
You can override the Run() method and implement your own. The other cap is in the backends. Compiling the code in NOGTK (X11) mode lets the app jumpt to 90+ fps on my machine (ryzen 5 5600g (no discrete gfx card), 16 GB ram, linux 6.3.9, GNOME 44.1)
Overriden Run example:
void frm_main::Run()
{
OpenMain();
while(IsOpen()) {
Ctrl::ProcessEvents();
Sleep(1); // can be dynamically set to adapt to workload...
}
}
Best regards,
Oblivion
Github page: https://github.com/ismail-yilmaz
Bobcat the terminal emulator: https://github.com/ismail-yilmaz/Bobcat
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| Re: Font and Image rendering slow [message #60001 is a reply to message #59968] |
Mon, 03 July 2023 23:00   |
Oblivion
Messages: 1266 Registered: August 2007
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Senior Contributor |
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As for the Draw::IsPainting(),
First you select the area to refresh, using the Refrest(Rect) method, not the Refresh() method.
Then, in the Paint() method, you check for the rectangle, using the Draw::IsPainting() method, and if it is true, only then you paint.
Two -different- examples, using this method to boost the speed:
1) see: CtrlLib/LineEdit.cpp,ln. 468
2) see: UppHub/TerminalCtrl/Renderer.cpp, ln. 196
Best regards,
Oblivion
Github page: https://github.com/ismail-yilmaz
Bobcat the terminal emulator: https://github.com/ismail-yilmaz/Bobcat
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| Re: Font and Image rendering slow [message #60006 is a reply to message #60004] |
Thu, 06 July 2023 20:44   |
devilsclaw
Messages: 76 Registered: August 2022
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I have been looking at what you have suggested but I don't see how it can help me. If we are drawing directly to Paint(Upp::Draw& w) which is where we get the speed boost, but then we switch back to ImageBuffer which does not have any function its self to draw lines and rectangle and other things. Then I looked at the Image utility functions and I also don't see any functions that allow drawing lines I only see rectangles, so I am not seeing anyway to do this with out some sort of Painter.
I have tried PaintingPainter, BufferPainter, ImagePainter, DrawingDraw and then used PaintImageBuffer to get that into the ImageBuffer and it is all slow, like 5 FPS.
So I am not sure how to do everything I need. The main Application Has Rectangles, Rectangles with Dashes, Lines, Lines with Dashes, Images, an overlay with transparency and scaling when zoomed in and out with ctrl + scroll wheel.
I figured out the dashes and rectangles and lines but the scaling and overlay with Draw is not possible and the only option after that is to render everything into a ImageBuffer and all the methods I have seen are really slow.
Oblivion wrote on Wed, 05 July 2023 14:18For such operations, you can directly use ImageBuffer & Image utility functions. They are cheaper.
Best regards,
Oblivion
[Updated on: Thu, 06 July 2023 20:47] Report message to a moderator
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| Re: Font and Image rendering slow [message #60007 is a reply to message #60006] |
Fri, 07 July 2023 01:54   |
Oblivion
Messages: 1266 Registered: August 2007
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Senior Contributor |
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But you can use the painter efficiently. What you need to consider is not using it in a hot path such as Paint, if possible (if you need high FPS, I mean). A basic but very effective strategy: draw the image elsewhere, and only paint it to system draw in Paint. Also, an image cache will help here significantly.
I have attached a simple code that uses an image cache to draw 100x100 icons.
The example code draws the icon to a ImagePainter object and can manipulate (rotate) it on-the-fly, without a significant performance hit. Only 8 slots of the cache will be filled in this code (rotation is in 4 directions * left and right, so 8 images total). Images have alpha channel enabled.
The result of consecutive 305 rotations (window maximized, GTK, 1920x1080), calls to Paint (RELEASE MODE), no explicit clip:
TIMING Paint : 834.63 ms - 2.74 ms (835.00 ms / 305 ), min: 2.00 ms, max: 4.00 ms, nesting: 0 - 305
Edit: Code updated.
Best regards,
Oblivion
Github page: https://github.com/ismail-yilmaz
Bobcat the terminal emulator: https://github.com/ismail-yilmaz/Bobcat
[Updated on: Fri, 07 July 2023 02:18] Report message to a moderator
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| Re: Font and Image rendering slow [message #60010 is a reply to message #59968] |
Fri, 07 July 2023 22:21   |
devilsclaw
Messages: 76 Registered: August 2022
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I don't only run on windows. I primarily run on linux and its building against the Gtk libs and not X11. It seems to behave differently than windows.
Also my work machine is old. I am sure my home computer that has a AMD 5950X, with 128Gigs of ram and a 3080TI 12Gig would run just find with out any problems.
But since the software I am making will go into an industrial setting I can't expect them to be running a high end machine to run something as simple as this.
The test I am running is. I add a Refresh directly to the end of the Paint code, so that once its done painting it will draw it again. Then I measure the number of frames it has drawn in a second. The reason for this is that when I Drag and Icon across the screen this is essentially what is happening which is when I see the performance hit.
The example you just gave me gets 51 FPS on my work machine under linux with a 1920x1080 full screen, and the fact that it does not even do any form of clipping and still manages 51 FPS on my machine is better then what I have seen so far. I will get this implemented on my setup.
I believe I can even do scaling in the cache section of the code since you were able to do a rotate.
Now the final problem I am not seeing how to fix though since everything is direct to the Upp::Draw in the main paint section is how to do a full screen transparency effect.
Here is a complete demo:
Zoom In and Out: Ctrl+Scroll
Select Icon: Left Mouse
Toggle Select Multiple: Ctrl+Left Mouse
Group Select: Shift+Left Mouse Drag on blank space and no selected icon
Create Link: Click and drag between icon from there small box handles
Delete Link: Click a link and then press the delete key
Show Link Details: F1 when links are present
Mouse over Summary: Move the cursor over icon and half a second later a summary should pop up
Show Overlay: F2
Show FPS: F3
Scroll Left/Right: Shift+Scroll Wheel
Scroll Up/Down: ScollWheel
This cover all of the Drawing elements that my program currently used.
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Attachment: upp_demo.zip
(Size: 19.13KB, Downloaded 181 times)
[Updated on: Fri, 07 July 2023 22:25] Report message to a moderator
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| Re: Font and Image rendering slow [message #60011 is a reply to message #60010] |
Sat, 08 July 2023 11:44   |
Oblivion
Messages: 1266 Registered: August 2007
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Senior Contributor |
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Quote:Now the final problem I am not seeing how to fix though since everything is direct to the Upp::Draw in the main paint section is how to do a full screen transparency effect.
I might be getting you wrong here, but do you mean this? (If you mean window background transparency effect, there is no direct method for that in Upp, not that I know of, at least)
void frm_main::Paint(Draw& w) {
Size sz = GetSize();
w.DrawRect(sz, Yellow()); // System draw, background = yellow.
ImageBuffer ib(sz);
BufferPainter bp(ib, MODE_ANTIALIASED);
bp.Clear(RGBAZero()); // Buffer now has transparent background.
_icons_paint(bp, scroll.Get().x, scroll.Get().y, allow_scaling, render_everything);
if(show_overlay) {
_paint_overlay(bp);
}
SetSurface(w, 0, 0, sz.cx, sz.cy, ~ib); // You need to use SetSurface to directly paint buffer content here (this is optimized for systemdraw (possibly faster than usual image drawing) ...
}
Also, IMO, the optimized way of painting a large painter object is, drawing it in another thread, in parallel -if possible- and only update the system draw -using SetSurface- as needed. (If there is no strict requirement on doing all the work in single-threaded environment, I mean.)
Further note: You can use also use ImagePainter class instead of using a ImageBuffer + BufferPainter. ImagePainter is basically a wrapper for BufferPainter + ImageBuffer.
Best regards,
Oblivion
Github page: https://github.com/ismail-yilmaz
Bobcat the terminal emulator: https://github.com/ismail-yilmaz/Bobcat
[Updated on: Sat, 08 July 2023 12:10] Report message to a moderator
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| Re: Font and Image rendering slow [message #60040 is a reply to message #59968] |
Fri, 14 July 2023 17:18   |
devilsclaw
Messages: 76 Registered: August 2022
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Member |
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So here is a new full demo.
I added a new hot key which is F4 which will draw lines from the first icon to the rest. with that on and with F1 on the FPS for me drops to 3 FPS
I have implemented some of the things suggest but I decided to not do the image cache since once you have a bunch of images cached it actually hurts performance trying to get the correct image.
I did implement a simple cache which is if there is no change the keep current rendered image if there is a change then draw a new one.
I also faked the transparency effect which helped the speed a a lot.
I also switched away from iterators in the draw code.
I also changed how the scaling works.
The performance is much better then it used to be. If you happen to have anymore suggestions on how to get more speed that would be awesome.
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Attachment: upp_demo.zip
(Size: 19.77KB, Downloaded 169 times)
[Updated on: Fri, 14 July 2023 17:18] Report message to a moderator
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| Re: Font and Image rendering slow [message #60042 is a reply to message #59968] |
Fri, 14 July 2023 17:47   |
devilsclaw
Messages: 76 Registered: August 2022
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Well the new demo does not work correctly in Windows. It looks fine in linux but not windows. It look like the ImageBuffer which is used for drawing the lines and is 100% transparent every where except the lines and the summary icon is drawing as black. also the randint which is in experimental random does not exist in the windows version it seems.
[Updated on: Fri, 14 July 2023 17:47] Report message to a moderator
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