[rmkit][fb] speed up draw_rect functions - #78

Merged
raisjn merged 2 commits into
masterfrom
faster_draw_rect
Feb 4, 2021
Merged

[rmkit][fb] speed up draw_rect functions#78
raisjn merged 2 commits into
masterfrom
faster_draw_rect

Conversation

@raisjn

Copy link
Copy Markdown
Member

No description provided.

@mrichards42

Copy link
Copy Markdown
Collaborator

Picking up where #73 (comment) left off

i am unsure of how you did your profiling cases above - is it just a single render? (or X renders?) of a game scene? or does it involve manual interaction with the game?

I did 3 "7x7 easy" lightup puzzles each basically, so manual interaction. I just added saves, so it might be possible to automate it by loading a save file and redrawing a couple times, or something like that.

I just tried running a perf build with these changes -- I'm building with -O2, so the biggest difference I'm seeing is that do_dithering isn't inlined with this change. Honestly I'm not totally sure how to interpret these results since the draw_rect time got split up b/c of the inlining change, but it looks like performance is similar, (or maybe a little worse?) based on the % time column.

without this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.67 1.13 1.13 1079395 0.00 0.00 framebuffer::FB::draw_rect(int, int, int, int, int, int, float)
27.80 1.75 0.62 27739995 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
6.28 2.04 0.14 139 1.01 1.04 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
4.04 2.13 0.09 32927523 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
1.35 2.16 0.03 2160376 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.90 2.18 0.02 75 0.27 0.27 PuzzleDrawer::draw_circle(int, int, int, int, int)
0.90 2.20 0.02 51 0.39 1.44 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.45 2.21 0.01 2132 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)
with this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.54 1.87 1.87 65088970 0.00 0.00 framebuffer::FB::do_dithering(unsigned short*, int, int, int, float)
22.16 2.69 0.82 1400926 0.00 0.00 framebuffer::FB::_draw_rect_fast(int, int, int, int, int, int, float)
20.27 3.44 0.75 32321456 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
3.51 3.57 0.13 155 0.84 0.84 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
1.62 3.63 0.06 32910037 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
0.27 3.64 0.01 106 0.09 0.09 framebuffer::FB::draw_circle_filled(int, int, int, int, int)
0.27 3.66 0.01 69 0.14 0.98 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.00 3.70 0.00 8743 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.00 3.70 0.00 2200 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +254 to +259
update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)

_draw_rect_fast(o_x, o_y, w, h, color, fill, dither)

inline void _draw_rect_fast(int o_x, o_y, w, h, color, fill=true, float dither=1.0):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I do see a huge reduction in the number of times update_dirty is called, which seems like a net benefit in any case, so this looks like a helpful part for sure.

Comment threadsrc/rmkit/fb/fb.cpy Outdated

update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)
if likely(fill):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like almost every function calls this with fill=true. I think the only place where fill=false would happen is in the original draw_rect itself right?

What about making draw_rect include something like this? (I haven't tested, just a thought)

if fill:
_draw_rect_fast(x, y, w, h, ...)
else:
_draw_rect_fast(x, y, w, 1, ...) // top
_draw_rect_fast(x, y+h-1, w, 1, ...) // bottom
_draw_rect_fast(x, y, 1, h, ...) // left
_draw_rect_fast(x+w-1, y, 1, h, ...) // right

The main difference I think is that do_dithering could still be inlined in _draw_rect_fast since it would only have one call site.

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

that looks good to me

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +274 to +275
if i+o_x >= self.width:
break

@mrichards42mrichards42Feb 3, 2021

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I wonder how expensive these comparisons are (they might not be at all) compared to:

w = min(w, self.width-x)
h = min(h, self.height-y)
for j 0 h:
for i 0 w:
do_dithering(self.fbmem, i+o_x, j+o_y, color, dither)

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

i had a little trouble with this just now (and had trouble the first couple times i tried it a while back)

@mrichards42mrichards42 left a comment

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Cool, I'm seeing a modest speedup with this now. I switched my profiling build to -O1 since -O2 was giving me gibberish, idk if it's from inlining or arm branch prediction or what.

In any case, I'm seeing that update_dirty has dropped off from about 3% total time to 0% since it's called over 2 orders of magnitude less. And I'm seeing about a 20-25% speedup in draw_rect which is pretty good!

FWIW I also tried a build where I replaced the do_dithering call with _set_pixel directly, and that saved another 50% or so. We probably aren't at a point where we can do that just yet, but since draw_rect is still by far the most expensive function, it might be worth seeing if the dithering code could be adapted to support more generic patterns/brushes. I've thought more about that and I think I have a decent plan in mind.

@raisjn
raisjn merged commit 3bceb7d into masterFeb 4, 2021
@raisjn
raisjn deleted the faster_draw_rect branch February 7, 2021 13:45
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@raisjn@mrichards42
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

[rmkit][fb] speed up draw_rect functions - #78

Merged
raisjn merged 2 commits into
masterfrom
faster_draw_rect
Feb 4, 2021
Merged

[rmkit][fb] speed up draw_rect functions#78
raisjn merged 2 commits into
masterfrom
faster_draw_rect

Conversation

@raisjn

Copy link
Copy Markdown
Member

No description provided.

@mrichards42

Copy link
Copy Markdown
Collaborator

Picking up where #73 (comment) left off

i am unsure of how you did your profiling cases above - is it just a single render? (or X renders?) of a game scene? or does it involve manual interaction with the game?

I did 3 "7x7 easy" lightup puzzles each basically, so manual interaction. I just added saves, so it might be possible to automate it by loading a save file and redrawing a couple times, or something like that.

I just tried running a perf build with these changes -- I'm building with -O2, so the biggest difference I'm seeing is that do_dithering isn't inlined with this change. Honestly I'm not totally sure how to interpret these results since the draw_rect time got split up b/c of the inlining change, but it looks like performance is similar, (or maybe a little worse?) based on the % time column.

without this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.67 1.13 1.13 1079395 0.00 0.00 framebuffer::FB::draw_rect(int, int, int, int, int, int, float)
27.80 1.75 0.62 27739995 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
6.28 2.04 0.14 139 1.01 1.04 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
4.04 2.13 0.09 32927523 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
1.35 2.16 0.03 2160376 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.90 2.18 0.02 75 0.27 0.27 PuzzleDrawer::draw_circle(int, int, int, int, int)
0.90 2.20 0.02 51 0.39 1.44 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.45 2.21 0.01 2132 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)
with this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.54 1.87 1.87 65088970 0.00 0.00 framebuffer::FB::do_dithering(unsigned short*, int, int, int, float)
22.16 2.69 0.82 1400926 0.00 0.00 framebuffer::FB::_draw_rect_fast(int, int, int, int, int, int, float)
20.27 3.44 0.75 32321456 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
3.51 3.57 0.13 155 0.84 0.84 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
1.62 3.63 0.06 32910037 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
0.27 3.64 0.01 106 0.09 0.09 framebuffer::FB::draw_circle_filled(int, int, int, int, int)
0.27 3.66 0.01 69 0.14 0.98 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.00 3.70 0.00 8743 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.00 3.70 0.00 2200 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +254 to +259
update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)

_draw_rect_fast(o_x, o_y, w, h, color, fill, dither)

inline void _draw_rect_fast(int o_x, o_y, w, h, color, fill=true, float dither=1.0):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I do see a huge reduction in the number of times update_dirty is called, which seems like a net benefit in any case, so this looks like a helpful part for sure.

Comment threadsrc/rmkit/fb/fb.cpy Outdated

update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)
if likely(fill):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like almost every function calls this with fill=true. I think the only place where fill=false would happen is in the original draw_rect itself right?

What about making draw_rect include something like this? (I haven't tested, just a thought)

if fill:
_draw_rect_fast(x, y, w, h, ...)
else:
_draw_rect_fast(x, y, w, 1, ...) // top
_draw_rect_fast(x, y+h-1, w, 1, ...) // bottom
_draw_rect_fast(x, y, 1, h, ...) // left
_draw_rect_fast(x+w-1, y, 1, h, ...) // right

The main difference I think is that do_dithering could still be inlined in _draw_rect_fast since it would only have one call site.

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

that looks good to me

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +274 to +275
if i+o_x >= self.width:
break

@mrichards42mrichards42Feb 3, 2021

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I wonder how expensive these comparisons are (they might not be at all) compared to:

w = min(w, self.width-x)
h = min(h, self.height-y)
for j 0 h:
for i 0 w:
do_dithering(self.fbmem, i+o_x, j+o_y, color, dither)

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

i had a little trouble with this just now (and had trouble the first couple times i tried it a while back)

@mrichards42mrichards42 left a comment

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Cool, I'm seeing a modest speedup with this now. I switched my profiling build to -O1 since -O2 was giving me gibberish, idk if it's from inlining or arm branch prediction or what.

In any case, I'm seeing that update_dirty has dropped off from about 3% total time to 0% since it's called over 2 orders of magnitude less. And I'm seeing about a 20-25% speedup in draw_rect which is pretty good!

FWIW I also tried a build where I replaced the do_dithering call with _set_pixel directly, and that saved another 50% or so. We probably aren't at a point where we can do that just yet, but since draw_rect is still by far the most expensive function, it might be worth seeing if the dithering code could be adapted to support more generic patterns/brushes. I've thought more about that and I think I have a decent plan in mind.

@raisjn
raisjn merged commit 3bceb7d into masterFeb 4, 2021
@raisjn
raisjn deleted the faster_draw_rect branch February 7, 2021 13:45
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@raisjn@mrichards42
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

[rmkit][fb] speed up draw_rect functions - #78

Merged
raisjn merged 2 commits into
masterfrom
faster_draw_rect
Feb 4, 2021
Merged

[rmkit][fb] speed up draw_rect functions#78
raisjn merged 2 commits into
masterfrom
faster_draw_rect

Conversation

@raisjn

Copy link
Copy Markdown
Member

No description provided.

@mrichards42

Copy link
Copy Markdown
Collaborator

Picking up where #73 (comment) left off

i am unsure of how you did your profiling cases above - is it just a single render? (or X renders?) of a game scene? or does it involve manual interaction with the game?

I did 3 "7x7 easy" lightup puzzles each basically, so manual interaction. I just added saves, so it might be possible to automate it by loading a save file and redrawing a couple times, or something like that.

I just tried running a perf build with these changes -- I'm building with -O2, so the biggest difference I'm seeing is that do_dithering isn't inlined with this change. Honestly I'm not totally sure how to interpret these results since the draw_rect time got split up b/c of the inlining change, but it looks like performance is similar, (or maybe a little worse?) based on the % time column.

without this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.67 1.13 1.13 1079395 0.00 0.00 framebuffer::FB::draw_rect(int, int, int, int, int, int, float)
27.80 1.75 0.62 27739995 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
6.28 2.04 0.14 139 1.01 1.04 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
4.04 2.13 0.09 32927523 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
1.35 2.16 0.03 2160376 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.90 2.18 0.02 75 0.27 0.27 PuzzleDrawer::draw_circle(int, int, int, int, int)
0.90 2.20 0.02 51 0.39 1.44 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.45 2.21 0.01 2132 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)
with this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.54 1.87 1.87 65088970 0.00 0.00 framebuffer::FB::do_dithering(unsigned short*, int, int, int, float)
22.16 2.69 0.82 1400926 0.00 0.00 framebuffer::FB::_draw_rect_fast(int, int, int, int, int, int, float)
20.27 3.44 0.75 32321456 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
3.51 3.57 0.13 155 0.84 0.84 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
1.62 3.63 0.06 32910037 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
0.27 3.64 0.01 106 0.09 0.09 framebuffer::FB::draw_circle_filled(int, int, int, int, int)
0.27 3.66 0.01 69 0.14 0.98 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.00 3.70 0.00 8743 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.00 3.70 0.00 2200 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +254 to +259
update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)

_draw_rect_fast(o_x, o_y, w, h, color, fill, dither)

inline void _draw_rect_fast(int o_x, o_y, w, h, color, fill=true, float dither=1.0):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I do see a huge reduction in the number of times update_dirty is called, which seems like a net benefit in any case, so this looks like a helpful part for sure.

Comment threadsrc/rmkit/fb/fb.cpy Outdated

update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)
if likely(fill):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like almost every function calls this with fill=true. I think the only place where fill=false would happen is in the original draw_rect itself right?

What about making draw_rect include something like this? (I haven't tested, just a thought)

if fill:
_draw_rect_fast(x, y, w, h, ...)
else:
_draw_rect_fast(x, y, w, 1, ...) // top
_draw_rect_fast(x, y+h-1, w, 1, ...) // bottom
_draw_rect_fast(x, y, 1, h, ...) // left
_draw_rect_fast(x+w-1, y, 1, h, ...) // right

The main difference I think is that do_dithering could still be inlined in _draw_rect_fast since it would only have one call site.

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

that looks good to me

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +274 to +275
if i+o_x >= self.width:
break

@mrichards42mrichards42Feb 3, 2021

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I wonder how expensive these comparisons are (they might not be at all) compared to:

w = min(w, self.width-x)
h = min(h, self.height-y)
for j 0 h:
for i 0 w:
do_dithering(self.fbmem, i+o_x, j+o_y, color, dither)

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

i had a little trouble with this just now (and had trouble the first couple times i tried it a while back)

@mrichards42mrichards42 left a comment

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Cool, I'm seeing a modest speedup with this now. I switched my profiling build to -O1 since -O2 was giving me gibberish, idk if it's from inlining or arm branch prediction or what.

In any case, I'm seeing that update_dirty has dropped off from about 3% total time to 0% since it's called over 2 orders of magnitude less. And I'm seeing about a 20-25% speedup in draw_rect which is pretty good!

FWIW I also tried a build where I replaced the do_dithering call with _set_pixel directly, and that saved another 50% or so. We probably aren't at a point where we can do that just yet, but since draw_rect is still by far the most expensive function, it might be worth seeing if the dithering code could be adapted to support more generic patterns/brushes. I've thought more about that and I think I have a decent plan in mind.

@raisjn
raisjn merged commit 3bceb7d into masterFeb 4, 2021
@raisjn
raisjn deleted the faster_draw_rect branch February 7, 2021 13:45
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@raisjn@mrichards42
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

[rmkit][fb] speed up draw_rect functions - #78

Merged
raisjn merged 2 commits into
masterfrom
faster_draw_rect
Feb 4, 2021
Merged

[rmkit][fb] speed up draw_rect functions#78
raisjn merged 2 commits into
masterfrom
faster_draw_rect

Conversation

@raisjn

Copy link
Copy Markdown
Member

No description provided.

@mrichards42

Copy link
Copy Markdown
Collaborator

Picking up where #73 (comment) left off

i am unsure of how you did your profiling cases above - is it just a single render? (or X renders?) of a game scene? or does it involve manual interaction with the game?

I did 3 "7x7 easy" lightup puzzles each basically, so manual interaction. I just added saves, so it might be possible to automate it by loading a save file and redrawing a couple times, or something like that.

I just tried running a perf build with these changes -- I'm building with -O2, so the biggest difference I'm seeing is that do_dithering isn't inlined with this change. Honestly I'm not totally sure how to interpret these results since the draw_rect time got split up b/c of the inlining change, but it looks like performance is similar, (or maybe a little worse?) based on the % time column.

without this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.67 1.13 1.13 1079395 0.00 0.00 framebuffer::FB::draw_rect(int, int, int, int, int, int, float)
27.80 1.75 0.62 27739995 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
6.28 2.04 0.14 139 1.01 1.04 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
4.04 2.13 0.09 32927523 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
1.35 2.16 0.03 2160376 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.90 2.18 0.02 75 0.27 0.27 PuzzleDrawer::draw_circle(int, int, int, int, int)
0.90 2.20 0.02 51 0.39 1.44 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.45 2.21 0.01 2132 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)
with this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.54 1.87 1.87 65088970 0.00 0.00 framebuffer::FB::do_dithering(unsigned short*, int, int, int, float)
22.16 2.69 0.82 1400926 0.00 0.00 framebuffer::FB::_draw_rect_fast(int, int, int, int, int, int, float)
20.27 3.44 0.75 32321456 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
3.51 3.57 0.13 155 0.84 0.84 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
1.62 3.63 0.06 32910037 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
0.27 3.64 0.01 106 0.09 0.09 framebuffer::FB::draw_circle_filled(int, int, int, int, int)
0.27 3.66 0.01 69 0.14 0.98 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.00 3.70 0.00 8743 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.00 3.70 0.00 2200 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +254 to +259
update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)

_draw_rect_fast(o_x, o_y, w, h, color, fill, dither)

inline void _draw_rect_fast(int o_x, o_y, w, h, color, fill=true, float dither=1.0):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I do see a huge reduction in the number of times update_dirty is called, which seems like a net benefit in any case, so this looks like a helpful part for sure.

Comment threadsrc/rmkit/fb/fb.cpy Outdated

update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)
if likely(fill):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like almost every function calls this with fill=true. I think the only place where fill=false would happen is in the original draw_rect itself right?

What about making draw_rect include something like this? (I haven't tested, just a thought)

if fill:
_draw_rect_fast(x, y, w, h, ...)
else:
_draw_rect_fast(x, y, w, 1, ...) // top
_draw_rect_fast(x, y+h-1, w, 1, ...) // bottom
_draw_rect_fast(x, y, 1, h, ...) // left
_draw_rect_fast(x+w-1, y, 1, h, ...) // right

The main difference I think is that do_dithering could still be inlined in _draw_rect_fast since it would only have one call site.

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

that looks good to me

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +274 to +275
if i+o_x >= self.width:
break

@mrichards42mrichards42Feb 3, 2021

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I wonder how expensive these comparisons are (they might not be at all) compared to:

w = min(w, self.width-x)
h = min(h, self.height-y)
for j 0 h:
for i 0 w:
do_dithering(self.fbmem, i+o_x, j+o_y, color, dither)

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

i had a little trouble with this just now (and had trouble the first couple times i tried it a while back)

@mrichards42mrichards42 left a comment

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Cool, I'm seeing a modest speedup with this now. I switched my profiling build to -O1 since -O2 was giving me gibberish, idk if it's from inlining or arm branch prediction or what.

In any case, I'm seeing that update_dirty has dropped off from about 3% total time to 0% since it's called over 2 orders of magnitude less. And I'm seeing about a 20-25% speedup in draw_rect which is pretty good!

FWIW I also tried a build where I replaced the do_dithering call with _set_pixel directly, and that saved another 50% or so. We probably aren't at a point where we can do that just yet, but since draw_rect is still by far the most expensive function, it might be worth seeing if the dithering code could be adapted to support more generic patterns/brushes. I've thought more about that and I think I have a decent plan in mind.

@raisjn
raisjn merged commit 3bceb7d into masterFeb 4, 2021
@raisjn
raisjn deleted the faster_draw_rect branch February 7, 2021 13:45
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@raisjn@mrichards42
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

[rmkit][fb] speed up draw_rect functions - #78

Merged
raisjn merged 2 commits into
masterfrom
faster_draw_rect
Feb 4, 2021
Merged

[rmkit][fb] speed up draw_rect functions#78
raisjn merged 2 commits into
masterfrom
faster_draw_rect

Conversation

@raisjn

Copy link
Copy Markdown
Member

No description provided.

@mrichards42

Copy link
Copy Markdown
Collaborator

Picking up where #73 (comment) left off

i am unsure of how you did your profiling cases above - is it just a single render? (or X renders?) of a game scene? or does it involve manual interaction with the game?

I did 3 "7x7 easy" lightup puzzles each basically, so manual interaction. I just added saves, so it might be possible to automate it by loading a save file and redrawing a couple times, or something like that.

I just tried running a perf build with these changes -- I'm building with -O2, so the biggest difference I'm seeing is that do_dithering isn't inlined with this change. Honestly I'm not totally sure how to interpret these results since the draw_rect time got split up b/c of the inlining change, but it looks like performance is similar, (or maybe a little worse?) based on the % time column.

without this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.67 1.13 1.13 1079395 0.00 0.00 framebuffer::FB::draw_rect(int, int, int, int, int, int, float)
27.80 1.75 0.62 27739995 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
6.28 2.04 0.14 139 1.01 1.04 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
4.04 2.13 0.09 32927523 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
1.35 2.16 0.03 2160376 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.90 2.18 0.02 75 0.27 0.27 PuzzleDrawer::draw_circle(int, int, int, int, int)
0.90 2.20 0.02 51 0.39 1.44 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.45 2.21 0.01 2132 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)
with this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.54 1.87 1.87 65088970 0.00 0.00 framebuffer::FB::do_dithering(unsigned short*, int, int, int, float)
22.16 2.69 0.82 1400926 0.00 0.00 framebuffer::FB::_draw_rect_fast(int, int, int, int, int, int, float)
20.27 3.44 0.75 32321456 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
3.51 3.57 0.13 155 0.84 0.84 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
1.62 3.63 0.06 32910037 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
0.27 3.64 0.01 106 0.09 0.09 framebuffer::FB::draw_circle_filled(int, int, int, int, int)
0.27 3.66 0.01 69 0.14 0.98 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.00 3.70 0.00 8743 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.00 3.70 0.00 2200 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +254 to +259
update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)

_draw_rect_fast(o_x, o_y, w, h, color, fill, dither)

inline void _draw_rect_fast(int o_x, o_y, w, h, color, fill=true, float dither=1.0):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I do see a huge reduction in the number of times update_dirty is called, which seems like a net benefit in any case, so this looks like a helpful part for sure.

Comment threadsrc/rmkit/fb/fb.cpy Outdated

update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)
if likely(fill):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like almost every function calls this with fill=true. I think the only place where fill=false would happen is in the original draw_rect itself right?

What about making draw_rect include something like this? (I haven't tested, just a thought)

if fill:
_draw_rect_fast(x, y, w, h, ...)
else:
_draw_rect_fast(x, y, w, 1, ...) // top
_draw_rect_fast(x, y+h-1, w, 1, ...) // bottom
_draw_rect_fast(x, y, 1, h, ...) // left
_draw_rect_fast(x+w-1, y, 1, h, ...) // right

The main difference I think is that do_dithering could still be inlined in _draw_rect_fast since it would only have one call site.

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

that looks good to me

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +274 to +275
if i+o_x >= self.width:
break

@mrichards42mrichards42Feb 3, 2021

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I wonder how expensive these comparisons are (they might not be at all) compared to:

w = min(w, self.width-x)
h = min(h, self.height-y)
for j 0 h:
for i 0 w:
do_dithering(self.fbmem, i+o_x, j+o_y, color, dither)

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

i had a little trouble with this just now (and had trouble the first couple times i tried it a while back)

@mrichards42mrichards42 left a comment

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Cool, I'm seeing a modest speedup with this now. I switched my profiling build to -O1 since -O2 was giving me gibberish, idk if it's from inlining or arm branch prediction or what.

In any case, I'm seeing that update_dirty has dropped off from about 3% total time to 0% since it's called over 2 orders of magnitude less. And I'm seeing about a 20-25% speedup in draw_rect which is pretty good!

FWIW I also tried a build where I replaced the do_dithering call with _set_pixel directly, and that saved another 50% or so. We probably aren't at a point where we can do that just yet, but since draw_rect is still by far the most expensive function, it might be worth seeing if the dithering code could be adapted to support more generic patterns/brushes. I've thought more about that and I think I have a decent plan in mind.

@raisjn
raisjn merged commit 3bceb7d into masterFeb 4, 2021
@raisjn
raisjn deleted the faster_draw_rect branch February 7, 2021 13:45
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@raisjn@mrichards42
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

[rmkit][fb] speed up draw_rect functions - #78

Merged
raisjn merged 2 commits into
masterfrom
faster_draw_rect
Feb 4, 2021
Merged

[rmkit][fb] speed up draw_rect functions#78
raisjn merged 2 commits into
masterfrom
faster_draw_rect

Conversation

@raisjn

Copy link
Copy Markdown
Member

No description provided.

@mrichards42

Copy link
Copy Markdown
Collaborator

Picking up where #73 (comment) left off

i am unsure of how you did your profiling cases above - is it just a single render? (or X renders?) of a game scene? or does it involve manual interaction with the game?

I did 3 "7x7 easy" lightup puzzles each basically, so manual interaction. I just added saves, so it might be possible to automate it by loading a save file and redrawing a couple times, or something like that.

I just tried running a perf build with these changes -- I'm building with -O2, so the biggest difference I'm seeing is that do_dithering isn't inlined with this change. Honestly I'm not totally sure how to interpret these results since the draw_rect time got split up b/c of the inlining change, but it looks like performance is similar, (or maybe a little worse?) based on the % time column.

without this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.67 1.13 1.13 1079395 0.00 0.00 framebuffer::FB::draw_rect(int, int, int, int, int, int, float)
27.80 1.75 0.62 27739995 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
6.28 2.04 0.14 139 1.01 1.04 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
4.04 2.13 0.09 32927523 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
1.35 2.16 0.03 2160376 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.90 2.18 0.02 75 0.27 0.27 PuzzleDrawer::draw_circle(int, int, int, int, int)
0.90 2.20 0.02 51 0.39 1.44 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.45 2.21 0.01 2132 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)
with this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.54 1.87 1.87 65088970 0.00 0.00 framebuffer::FB::do_dithering(unsigned short*, int, int, int, float)
22.16 2.69 0.82 1400926 0.00 0.00 framebuffer::FB::_draw_rect_fast(int, int, int, int, int, int, float)
20.27 3.44 0.75 32321456 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
3.51 3.57 0.13 155 0.84 0.84 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
1.62 3.63 0.06 32910037 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
0.27 3.64 0.01 106 0.09 0.09 framebuffer::FB::draw_circle_filled(int, int, int, int, int)
0.27 3.66 0.01 69 0.14 0.98 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.00 3.70 0.00 8743 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.00 3.70 0.00 2200 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +254 to +259
update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)

_draw_rect_fast(o_x, o_y, w, h, color, fill, dither)

inline void _draw_rect_fast(int o_x, o_y, w, h, color, fill=true, float dither=1.0):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I do see a huge reduction in the number of times update_dirty is called, which seems like a net benefit in any case, so this looks like a helpful part for sure.

Comment threadsrc/rmkit/fb/fb.cpy Outdated

update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)
if likely(fill):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like almost every function calls this with fill=true. I think the only place where fill=false would happen is in the original draw_rect itself right?

What about making draw_rect include something like this? (I haven't tested, just a thought)

if fill:
_draw_rect_fast(x, y, w, h, ...)
else:
_draw_rect_fast(x, y, w, 1, ...) // top
_draw_rect_fast(x, y+h-1, w, 1, ...) // bottom
_draw_rect_fast(x, y, 1, h, ...) // left
_draw_rect_fast(x+w-1, y, 1, h, ...) // right

The main difference I think is that do_dithering could still be inlined in _draw_rect_fast since it would only have one call site.

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

that looks good to me

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +274 to +275
if i+o_x >= self.width:
break

@mrichards42mrichards42Feb 3, 2021

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I wonder how expensive these comparisons are (they might not be at all) compared to:

w = min(w, self.width-x)
h = min(h, self.height-y)
for j 0 h:
for i 0 w:
do_dithering(self.fbmem, i+o_x, j+o_y, color, dither)

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

i had a little trouble with this just now (and had trouble the first couple times i tried it a while back)

@mrichards42mrichards42 left a comment

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Cool, I'm seeing a modest speedup with this now. I switched my profiling build to -O1 since -O2 was giving me gibberish, idk if it's from inlining or arm branch prediction or what.

In any case, I'm seeing that update_dirty has dropped off from about 3% total time to 0% since it's called over 2 orders of magnitude less. And I'm seeing about a 20-25% speedup in draw_rect which is pretty good!

FWIW I also tried a build where I replaced the do_dithering call with _set_pixel directly, and that saved another 50% or so. We probably aren't at a point where we can do that just yet, but since draw_rect is still by far the most expensive function, it might be worth seeing if the dithering code could be adapted to support more generic patterns/brushes. I've thought more about that and I think I have a decent plan in mind.

@raisjn
raisjn merged commit 3bceb7d into masterFeb 4, 2021
@raisjn
raisjn deleted the faster_draw_rect branch February 7, 2021 13:45
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@raisjn@mrichards42
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

[rmkit][fb] speed up draw_rect functions - #78

Merged
raisjn merged 2 commits into
masterfrom
faster_draw_rect
Feb 4, 2021
Merged

[rmkit][fb] speed up draw_rect functions#78
raisjn merged 2 commits into
masterfrom
faster_draw_rect

Conversation

@raisjn

Copy link
Copy Markdown
Member

No description provided.

@mrichards42

Copy link
Copy Markdown
Collaborator

Picking up where #73 (comment) left off

i am unsure of how you did your profiling cases above - is it just a single render? (or X renders?) of a game scene? or does it involve manual interaction with the game?

I did 3 "7x7 easy" lightup puzzles each basically, so manual interaction. I just added saves, so it might be possible to automate it by loading a save file and redrawing a couple times, or something like that.

I just tried running a perf build with these changes -- I'm building with -O2, so the biggest difference I'm seeing is that do_dithering isn't inlined with this change. Honestly I'm not totally sure how to interpret these results since the draw_rect time got split up b/c of the inlining change, but it looks like performance is similar, (or maybe a little worse?) based on the % time column.

without this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.67 1.13 1.13 1079395 0.00 0.00 framebuffer::FB::draw_rect(int, int, int, int, int, int, float)
27.80 1.75 0.62 27739995 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
6.28 2.04 0.14 139 1.01 1.04 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
4.04 2.13 0.09 32927523 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
1.35 2.16 0.03 2160376 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.90 2.18 0.02 75 0.27 0.27 PuzzleDrawer::draw_circle(int, int, int, int, int)
0.90 2.20 0.02 51 0.39 1.44 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.45 2.21 0.01 2132 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)
with this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.54 1.87 1.87 65088970 0.00 0.00 framebuffer::FB::do_dithering(unsigned short*, int, int, int, float)
22.16 2.69 0.82 1400926 0.00 0.00 framebuffer::FB::_draw_rect_fast(int, int, int, int, int, int, float)
20.27 3.44 0.75 32321456 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
3.51 3.57 0.13 155 0.84 0.84 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
1.62 3.63 0.06 32910037 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
0.27 3.64 0.01 106 0.09 0.09 framebuffer::FB::draw_circle_filled(int, int, int, int, int)
0.27 3.66 0.01 69 0.14 0.98 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.00 3.70 0.00 8743 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.00 3.70 0.00 2200 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +254 to +259
update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)

_draw_rect_fast(o_x, o_y, w, h, color, fill, dither)

inline void _draw_rect_fast(int o_x, o_y, w, h, color, fill=true, float dither=1.0):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I do see a huge reduction in the number of times update_dirty is called, which seems like a net benefit in any case, so this looks like a helpful part for sure.

Comment threadsrc/rmkit/fb/fb.cpy Outdated

update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)
if likely(fill):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like almost every function calls this with fill=true. I think the only place where fill=false would happen is in the original draw_rect itself right?

What about making draw_rect include something like this? (I haven't tested, just a thought)

if fill:
_draw_rect_fast(x, y, w, h, ...)
else:
_draw_rect_fast(x, y, w, 1, ...) // top
_draw_rect_fast(x, y+h-1, w, 1, ...) // bottom
_draw_rect_fast(x, y, 1, h, ...) // left
_draw_rect_fast(x+w-1, y, 1, h, ...) // right

The main difference I think is that do_dithering could still be inlined in _draw_rect_fast since it would only have one call site.

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

that looks good to me

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +274 to +275
if i+o_x >= self.width:
break

@mrichards42mrichards42Feb 3, 2021

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I wonder how expensive these comparisons are (they might not be at all) compared to:

w = min(w, self.width-x)
h = min(h, self.height-y)
for j 0 h:
for i 0 w:
do_dithering(self.fbmem, i+o_x, j+o_y, color, dither)

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

i had a little trouble with this just now (and had trouble the first couple times i tried it a while back)

@mrichards42mrichards42 left a comment

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Cool, I'm seeing a modest speedup with this now. I switched my profiling build to -O1 since -O2 was giving me gibberish, idk if it's from inlining or arm branch prediction or what.

In any case, I'm seeing that update_dirty has dropped off from about 3% total time to 0% since it's called over 2 orders of magnitude less. And I'm seeing about a 20-25% speedup in draw_rect which is pretty good!

FWIW I also tried a build where I replaced the do_dithering call with _set_pixel directly, and that saved another 50% or so. We probably aren't at a point where we can do that just yet, but since draw_rect is still by far the most expensive function, it might be worth seeing if the dithering code could be adapted to support more generic patterns/brushes. I've thought more about that and I think I have a decent plan in mind.

@raisjn
raisjn merged commit 3bceb7d into masterFeb 4, 2021
@raisjn
raisjn deleted the faster_draw_rect branch February 7, 2021 13:45
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@raisjn@mrichards42
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

[rmkit][fb] speed up draw_rect functions - #78

Merged
raisjn merged 2 commits into
masterfrom
faster_draw_rect
Feb 4, 2021
Merged

[rmkit][fb] speed up draw_rect functions#78
raisjn merged 2 commits into
masterfrom
faster_draw_rect

Conversation

@raisjn

Copy link
Copy Markdown
Member

No description provided.

@mrichards42

Copy link
Copy Markdown
Collaborator

Picking up where #73 (comment) left off

i am unsure of how you did your profiling cases above - is it just a single render? (or X renders?) of a game scene? or does it involve manual interaction with the game?

I did 3 "7x7 easy" lightup puzzles each basically, so manual interaction. I just added saves, so it might be possible to automate it by loading a save file and redrawing a couple times, or something like that.

I just tried running a perf build with these changes -- I'm building with -O2, so the biggest difference I'm seeing is that do_dithering isn't inlined with this change. Honestly I'm not totally sure how to interpret these results since the draw_rect time got split up b/c of the inlining change, but it looks like performance is similar, (or maybe a little worse?) based on the % time column.

without this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.67 1.13 1.13 1079395 0.00 0.00 framebuffer::FB::draw_rect(int, int, int, int, int, int, float)
27.80 1.75 0.62 27739995 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
6.28 2.04 0.14 139 1.01 1.04 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
4.04 2.13 0.09 32927523 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
1.35 2.16 0.03 2160376 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.90 2.18 0.02 75 0.27 0.27 PuzzleDrawer::draw_circle(int, int, int, int, int)
0.90 2.20 0.02 51 0.39 1.44 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.45 2.21 0.01 2132 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)
with this diff
Each sample counts as 0.01 seconds.
% cumulative self self total time seconds seconds calls ms/call ms/call name 50.54 1.87 1.87 65088970 0.00 0.00 framebuffer::FB::do_dithering(unsigned short*, int, int, int, float)
22.16 2.69 0.82 1400926 0.00 0.00 framebuffer::FB::_draw_rect_fast(int, int, int, int, int, int, float)
20.27 3.44 0.75 32321456 0.00 0.00 framebuffer::DITHER::BAYER_2(int, int, unsigned short)
3.51 3.57 0.13 155 0.84 0.84 stbtext::render_text(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >&, image_data&, int)
1.62 3.63 0.06 32910037 0.00 0.00 framebuffer::DITHER::NONE(int, int, unsigned short)
0.27 3.64 0.01 106 0.09 0.09 framebuffer::FB::draw_circle_filled(int, int, int, int, int)
0.27 3.66 0.01 69 0.14 0.98 PuzzleDrawer::draw_text(int, int, int, int, int, int, char const*)
0.00 3.70 0.00 8743 0.00 0.00 framebuffer::FB::update_dirty(framebuffer::FBRect&, int, int)
0.00 3.70 0.00 2200 0.00 0.00 framebuffer::FB::draw_line(int, int, int, int, int, int, float)

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +254 to +259
update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)

_draw_rect_fast(o_x, o_y, w, h, color, fill, dither)

inline void _draw_rect_fast(int o_x, o_y, w, h, color, fill=true, float dither=1.0):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I do see a huge reduction in the number of times update_dirty is called, which seems like a net benefit in any case, so this looks like a helpful part for sure.

Comment threadsrc/rmkit/fb/fb.cpy Outdated

update_dirty(dirty_area, o_x, o_y)
update_dirty(dirty_area, o_x+w, o_y+h)
if likely(fill):

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like almost every function calls this with fill=true. I think the only place where fill=false would happen is in the original draw_rect itself right?

What about making draw_rect include something like this? (I haven't tested, just a thought)

if fill:
_draw_rect_fast(x, y, w, h, ...)
else:
_draw_rect_fast(x, y, w, 1, ...) // top
_draw_rect_fast(x, y+h-1, w, 1, ...) // bottom
_draw_rect_fast(x, y, 1, h, ...) // left
_draw_rect_fast(x+w-1, y, 1, h, ...) // right

The main difference I think is that do_dithering could still be inlined in _draw_rect_fast since it would only have one call site.

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

that looks good to me

Comment threadsrc/rmkit/fb/fb.cpy Outdated
Comment on lines +274 to +275
if i+o_x >= self.width:
break

@mrichards42mrichards42Feb 3, 2021

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I wonder how expensive these comparisons are (they might not be at all) compared to:

w = min(w, self.width-x)
h = min(h, self.height-y)
for j 0 h:
for i 0 w:
do_dithering(self.fbmem, i+o_x, j+o_y, color, dither)

Copy link
Copy Markdown
MemberAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

i had a little trouble with this just now (and had trouble the first couple times i tried it a while back)

@mrichards42mrichards42 left a comment

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Cool, I'm seeing a modest speedup with this now. I switched my profiling build to -O1 since -O2 was giving me gibberish, idk if it's from inlining or arm branch prediction or what.

In any case, I'm seeing that update_dirty has dropped off from about 3% total time to 0% since it's called over 2 orders of magnitude less. And I'm seeing about a 20-25% speedup in draw_rect which is pretty good!

FWIW I also tried a build where I replaced the do_dithering call with _set_pixel directly, and that saved another 50% or so. We probably aren't at a point where we can do that just yet, but since draw_rect is still by far the most expensive function, it might be worth seeing if the dithering code could be adapted to support more generic patterns/brushes. I've thought more about that and I think I have a decent plan in mind.

@raisjn
raisjn merged commit 3bceb7d into masterFeb 4, 2021
@raisjn
raisjn deleted the faster_draw_rect branch February 7, 2021 13:45
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@raisjn@mrichards42