Hi Jim,
As I wrote in RT-30035, I tried that on the java side (actually, I tried to emulate the set of
operations needed to turn the image over). This increased the perf by ~10 times, however this was
still ~10 slower than a simple read. But, I think I can try the following as well:
1) to do the turn natively (not sure if it's much faster)
2) to look if OGL is able do the turn in vram.
Thanks,
Anton.
On 24.01.2014 2:08, Jim Graham wrote:
Hi Anton,
Could the upside-down nature of the pixel readback be solved by reading the entire frame in a
single operation and then swapping the pixels around in our own code? The memory movement may be
faster than the overhead of H calls to glReadPixels. (In the long run, we might want to teach the
rest of our code how to deal with upside-down image data as well and then we don't have to swap
it...)
...jim
On 1/21/14 5:29 AM, Anton V. Tarasov wrote:
Hi all,
Let me please resume the review process.
With the new webrev:
http://cr.openjdk.java.net/~ant/JDK-8029455/webrev.3
I'm addressing the last concern which was about "leaking" the internal
OffscreenHiDPIImage to the public via RepaintManager.getOffscreenBuffer.
The explanation will follow, but before that I'd like to share the info
related to the volatile buffer performance issue (which I was talking
about before). I did some investigations of the native side and figured
out the real source of the performance drop. It's the code where
glReadPixels is called to read _every_ scanline of the image. This is so
because of the nature of the OGL coordinate space which is upside down
comparing to the j2d space. Please find more details here:
https://javafx-jira.kenai.com/browse/RT-30035?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel&focusedCommentId=380146.
If I'm not mistaken, we can do nothing about it.
So, Swing/Interop can't use a volatile image as a back buffer, and it
should use a buffered image or no back buffer at all. (Otherwise,
performance is not acceptable).
Now, to the fix. What I did is I added a "hidpiEnabled" property to the
OffscreenHiDPIImage class. When it's "true" (by default) the image
returns its size in layout space (just like in the previous version),
when it's "false" the image returns its size in physical space (just
like an ordinary BufferedImage). In RepaintManager I set the image
"hidpi disabled", thus hiding its layout size from the developer . The
property is taken into account in SunGraphics2D.isHiDPIImage(). Because
an OffscreenHiDPIImage with hidpiEnabled==false is drawn as an ordinary
image, I draw it via drawImage(img, x, y, width, height) in RepaintManager.
Why I still use the OffscreenHiDPIImage class instead of a BufferedImage
is because otherwise I'd have to do pretty the same coding, but it would
be scattered. The class basically incapsulates the following logic:
- Keeps layout size of the image. (Used in drawImage.)
- Keeps the scale factor. (Used by
SurfaceData/VolatileImage/GraphicsConfig.)
- Overrides SurfaceData.getDefaultScale. The point is that I can't
simply call Graphics2D.scale(s, s) as this won't work when Swing draws
into the image. (SunGraphics2D asks SurfaceData for the scale).
- Overrides VolatileImage to make it return a scaled BI as its backup.
(Used by Nimbus.)
- Overrides GraphicsConfiguration to let it access the BI and its scale
factor. (Used by Nimbus. This could be implemented otherwise, but not
much better).
No more changes in the current version. I know there're some concerns
related to detecting a device change, but let me address it after we
come to agreement about the approach discussed above.
Thanks,
Anton.
On 18.12.2013 5:03, Jim Graham wrote:
Hi Anton,
javax.swing.RepaintManager.getOffscreenBuffer is a public method that
can now return one of the new HiDPI offscreen images which is a
subclass of BufferedImage. This was what I was worried about in terms
of one of these internal double buffers leaking to developer code. If
they test the image using instanceof they will see that it is a
BufferdImage and they may try to dig out the raster and get confused...
...jim
On 12/17/13 10:21 AM, Anton V. Tarasov wrote:
Hi all,
Please look at the new version:
http://cr.openjdk.java.net/~ant/JDK-8029455/webrev.2
It contains the following changes:
- All the scale related stuff is moved to the new class:
OffScreenHiDPIImage.java
- JViewport and RepaintManager no longer cache buffers.
- JLightweightFrame has new method: createHiDPIImage(w, h).
- JViewport, RepaintManager and AbstractRegionPainter goes the new path
to create a HiDPI buffered image.
- A new internal property is added: "swing.jlf.hidpiImageEnabled". False
by default. It makes JLF.createImage(w, h) forward the call to
JLF.createHiDPIImage(w, h). This can be used by a third party code in
case it creates a buffered image via Component.createImage(w, h) and
uses the image so that it can benefit from being a HiDPI image on a
Retina display.
For instance, SwingSet2 has an animating Bezier curve demo. Switching
the property on makes the curve auto scale smoothly. Please, look at the
screenshots:
-- http://cr.openjdk.java.net/~ant/JDK-8029455/RoughtCurve.png
-- http://cr.openjdk.java.net/~ant/JDK-8029455/SmoothCurve.png
- SunGraphics2D now draws a HiDPI buffered image the same way it draws a
VolatileImage.
- I've removed the copyArea() method from the BufImgSurfaceData, and
modified the original version. The only question I have is: do I need to
check for "instanceof OffScreenHiDPIImage.SurfaceData" in case when
"transformState == TRANSFORM_TRANSLATESCALE"? If this method is invoked
with some other SD, and the transform is SCALE, will it do the job with
the coordinates conversion done?
- I've left the new methods in FramePeer default... May yet we implement
them in other peers when we really need it?
- CPlatformLWWindow.getGraphicsDevice() checks for an intersection +
scale. This heuristic actually may fail when a Window is moved b/w three
or four displays so that it intersects them all at some time. JFX will
set a new scale factor in between and AWT may pick up a wrong device. I
don't know any simple solution for that. For two monitors this will
work.
Thanks,
Anton.