[Marble-devel] Review Request: Multi-threaded texture mapping in Marble
Bernhard Beschow
bbeschow at cs.tu-berlin.de
Tue May 17 17:38:57 CEST 2011
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http://git.reviewboard.kde.org/r/101378/
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Review request for Marble.
Summary
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This patch changes the scanline texture mappers to render textures with multiple threads.
The number of threads is determined using QThread::idealThreadCount().
The patch consists of two commits [1], where the first one refactors and cleans up the texture mappers, whereas the second one introduces the threading.
In the first commit, a class named ScanlineTextureMapperContext is introduced, which holds the state for performing scanline texture mapping. It was factored out of the AbstractScanlineTextureMapper class, which is now named "TextureMapperInterface". Fresh ScanlineTextureMapperContexts are created upon every rendering action, which is cleaner than the former approach of reinitializing all rendering attributes in AbstractScanlineTextureMapper::setRadius(). Finally, the patch constifies many variables in the texture mappers and removes some unneeded code.
In the second commit, threads are used for texture rendering. Almost all rendering logic has been moved into QRunnable implementations, which are recreated for every frame. Since each QRunnable instantiates its own ScanlineTextureMapperContext, the contexts are recreated for every frame as well.
Due to synchronization overhead for tile acces, the patch may cause a small performance regression. I couldn't measure any big difference on a single-core machine, though.
[1] https://github.com/shentok/marble/tree/threaded-rendering
Diffs
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src/lib/AbstractScanlineTextureMapper.h 1998db0
src/lib/AbstractScanlineTextureMapper.cpp 8acf57c
src/lib/CMakeLists.txt f5d49c0
src/lib/EquirectScanlineTextureMapper.h 05e6639
src/lib/EquirectScanlineTextureMapper.cpp 8f697cc
src/lib/MarbleMap.cpp 6f5f54f
src/lib/MercatorScanlineTextureMapper.h a79d1c8
src/lib/MercatorScanlineTextureMapper.cpp bdf9b0c
src/lib/ScanlineTextureMapperContext.h PRE-CREATION
src/lib/ScanlineTextureMapperContext.cpp PRE-CREATION
src/lib/SphericalScanlineTextureMapper.h f336282
src/lib/SphericalScanlineTextureMapper.cpp 583630a
src/lib/StackedTileLoader.cpp b67cb98
src/lib/TextureLayer.cpp d98f712
src/lib/TextureMapperInterface.h PRE-CREATION
src/lib/TextureMapperInterface.cpp PRE-CREATION
src/lib/TileLoader.cpp 1b85dda
src/lib/TileScalingTextureMapper.h 2c70dad
src/lib/TileScalingTextureMapper.cpp 2ec719f
src/lib/global.h a5c25fb
Diff: http://git.reviewboard.kde.org/r/101378/diff
Testing
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Here are some numbers of a benchmark using OSM:
I get the following speedups on an Atom N270 (two Hyperthreads):
o globe projection:
low quality: ~29 -> ~32 fps
outline quality: ~20 -> ~25 fps
high quality: ~5 -> ~7 fps
o flat projection:
low quality: ~33 -> ~36 fps
outline quality: ~23 -> ~26 fps
high quality: ~7 -> ~9 fps
o mercator projection:
low quality: ~32 -> ~35 fps
outline quality: ~22 -> ~26 fps
high quality: ~7 -> ~9 fps
Earthwings gets the following speedups for globe projection on an Intel(R) Core(TM)2 Quad CPU Q8200 @ 2.33GHz (four "real" threads):
low quality: ~57 -> ~66 fps
outline quality: ~37 -> ~48 fps
high quality: ~14 -> ~30 fps
I get about the same results before and after the patch is applied on a single-core machine.
Thanks,
Bernhard
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