I think this is the right place to put it?

While playing with the JInternalFrame tutorial ( 
http://java.sun.com/docs/books/tutorial/uiswing/components/internalframe.html ) 
i noticed really really bad performance while dragging the frames. In the order 
of 1/2 updates per second. 

I searched around and found the document at 
http://java.sun.com/javase/6/webnotes/trouble/TSG-Desktop/html/gcghe.html and 
played with the settings:

Results:
Best performance was setting this which gave perfect rendering speed:
-Dsun.java2d.d3d=false 
OR setting
J2D_D3D_RASTERIZER=rgb

Worst results:
J2D_D3D_RASTERIZER=hal

Setting it to use OpenGL with -Dsun.java2d.opengl=True was slightly better than 
the D3D hal, but was still very slow, 7/8 updates per second


System Specs:
Operating System: Windows Vistaâ„¢ Home Premium (6.0, Build 6001) Service Pack 1 
(6001.vistasp1_gdr.080425-1930)
Motherboard: Asus P5B-Premium, bios: 0902

Video card specs(from DXDIAG) (i use a dual monitor config)
---------------
Display Devices
---------------
        Card name: ATI Radeon HD 4800 Series
     Manufacturer: ATI Technologies Inc.
        Chip type: ATI Radeon Graphics Processor (0x9440)
         DAC type: Internal DAC(400MHz)
       Device Key: Enum\PCI\VEN_1002&DEV_9440&SUBSYS_05021002&REV_00
   Display Memory: 1786 MB
 Dedicated Memory: 507 MB
    Shared Memory: 1279 MB
     Current Mode: 1280 x 1024 (32 bit) (60Hz)
          Monitor: BenQ FP91G+ (Digital)
      Driver Name: 
atidxx32.dll,atidxx64,atiumdag.dll,atiumdva.dat,atiumd64,atiumd6a,atitmm64
   Driver Version: 7.15.0010.0128 (English)
      DDI Version: 10.1
Driver Attributes: Final Retail
 Driver Date/Size: 6/22/2008 01:52:12, 1626624 bytes
      WHQL Logo'd: No
  WHQL Date Stamp: None
Device Identifier: {D7B71EE2-D700-11CF-E471-0825A1C2CA35}
        Vendor ID: 0x1002
        Device ID: 0x9440
        SubSys ID: 0x05021002
      Revision ID: 0x0000
      Revision ID: 0x0000
      Video Accel: ModeMPEG2_A ModeMPEG2_C 
 Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: 
Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
DeinterlaceTech_PixelAdaptive 
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: 
Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
DeinterlaceTech_BOBVerticalStretch 
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: 
Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
                   {6E8329FF-B642-418B-BCF0-BCB6591E255F}: 
Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
DeinterlaceTech_PixelAdaptive 
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: 
Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
DeinterlaceTech_BOBVerticalStretch 
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: 
Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
                   {3C5323C1-6FB7-44F5-9081-056BF2EE449D}: 
Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
DeinterlaceTech_PixelAdaptive 
                   {552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: 
Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
DeinterlaceTech_PixelAdaptive 
                   {6E8329FF-B642-418B-BCF0-BCB6591E255F}: 
Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
DeinterlaceTech_PixelAdaptive 
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: 
Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
DeinterlaceTech_BOBVerticalStretch 
                   {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: 
Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) 
Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY 
     DDraw Status: Enabled
       D3D Status: Enabled
       AGP Status: Enabled


Output from J2D_TRACE_LEVEL=4 

[I] OS Version = OS_VISTA or newer
[I] CheckAdaptersInfo
[I] ------------------
[I] Adapter Ordinal  : 0
[I] Adapter Handle   : 0x10001
[I] Description      : ATI Radeon HD 4800 Series
[I] GDI Name, Driver : \\.\DISPLAY2, atiumdag.dll
[I] Vendor Id        : 0x1002
[I] Device Id        : 0x9440
[I] SubSys Id        : 0x5021002
[I] Driver Version   : 7.14.10.598
[I] GUID             : {D7B71EE2-D700-11CF-E471-0825A1C2CA35}
[I] D3DPPLM::CheckDeviceCaps: adapter 0: Passed
[I] ------------------
[I] Adapter Ordinal  : 1
[I] Adapter Handle   : 0x10003
[I] Description      : ATI Radeon HD 4800 Series
[I] GDI Name, Driver : \\.\DISPLAY1, atiumdag.dll
[I] Vendor Id        : 0x1002
[I] Device Id        : 0x9440
[I] SubSys Id        : 0x5021002
[I] Driver Version   : 7.14.10.598
[I] GUID             : {D7B71EE2-D700-11CF-E471-0825A1C2CA35}
[I] D3DPPLM::CheckDeviceCaps: adapter 1: Passed
[I] ------------------
[I] D3DGD_getDeviceCapsNative
[I] D3DContext::InitContext device 1
[I] D3DContext::ConfigureContext device 1
[V] dwBehaviorFlags=D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING
[I] D3DContext::ConfigureContext: successfully created device: 1
[I] D3DContext::InitDevice: device 1
[I] D3DContext::InitDefice: successfully initialized device 1
[V]   | CAPS_DEVICE_OK
[V]   | CAPS_RT_PLAIN_ALPHA
[V]   | CAPS_RT_TEXTURE_ALPHA
[V]   | CAPS_RT_TEXTURE_OPAQUE
[V]   | CAPS_LCD_SHADER | CAPS_BIOP_SHADER | CAPS_PS20
[V]   | CAPS_AA_SHADER
[V]   | CAPS_PS30
[V]   | CAPS_MULTITEXTURE
[V]   | CAPS_TEXNONPOW2
[V]   | CAPS_TEXNONSQUARE
[I] D3DGD_getDeviceCapsNative
[I] D3DContext::InitContext device 0
[I] D3DContext::ConfigureContext device 0
[V] dwBehaviorFlags=D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING
[I] D3DContext::ConfigureContext: successfully created device: 0
[I] D3DContext::InitDevice: device 0
[I] D3DContext::InitDefice: successfully initialized device 0
[V]   | CAPS_DEVICE_OK
[V]   | CAPS_RT_PLAIN_ALPHA
[V]   | CAPS_RT_TEXTURE_ALPHA
[V]   | CAPS_RT_TEXTURE_OPAQUE
[V]   | CAPS_LCD_SHADER | CAPS_BIOP_SHADER | CAPS_PS20
[V]   | CAPS_AA_SHADER
[V]   | CAPS_PS30
[V]   | CAPS_MULTITEXTURE
[V]   | CAPS_TEXNONPOW2
[V]   | CAPS_TEXNONSQUARE

Results of forcing OpenGL pipeline:

[I] WGLGraphicsConfig_initWGL
[I] OGLFuncs_OpenLibrary
[I] OGLFuncs_InitPlatformFuncs
[I] OGLFuncs_InitBaseFuncs
[I] WGLGraphicsConfig_getWGLConfigInfo
[I] OGLFuncs_InitExtFuncs
[I] WGLGC_GetPixelFormatForDC
[V]   candidate pixel formats:
[V]     pixfmt=2 db=1 alpha=8 depth=24 stencil=8 valid=true
[V]     pixfmt=3 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=8 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=9 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=11 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=12 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=14 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=15 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=17 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=18 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=5 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=6 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=20 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=21 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=23 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=24 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=26 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=27 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=29 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=30 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[I] WGLGC_GetPixelFormatForDC: chose 2 as the best pixel format
[I] OGLContext_IsExtensionAvailable: GL_ARB_fragment_shader=true
[I] OGLContext_IsExtensionAvailable: GL_ARB_multitexture=true
[I] OGLContext_IsExtensionAvailable: GL_ARB_texture_non_power_of_two=true
[I] OGLContext_IsExtensionAvailable: GL_ARB_texture_rectangle=true
[I] OGLContext_IsExtensionAvailable: GL_EXT_framebuffer_object=true
[I] OGLContext_IsFBObjectExtensionAvailable: fbobject supported
[I] OGLContext_IsLCDShaderSupportAvailable: LCD text shader supported
[I] OGLContext_IsBIOpShaderSupportAvailable: BufferedImageOp shader supported
[I] OGLContext_IsGradShaderSupportAvailable: Linear/RadialGradientPaint shader 
supported
[I] OGLContext_IsExtensionAvailable: GL_NV_fragment_program=false
[I] OGLContext_IsExtensionAvailable: GL_ARB_fragment_program=true
[I] WGLGraphicsConfig_getWGLConfigInfo: OpenGL version=2.1.7660 Release
[I] OGLContext_IsExtensionAvailable: WGL_ARB_pbuffer=true
[I] OGLContext_IsExtensionAvailable: WGL_ARB_make_current_read=true
[I] OGLContext_IsExtensionAvailable: WGL_ARB_pixel_format=true
[W] OGLContext_CreateFragmentProgram: compiler msg (62):
Fragment shader was successfully compiled to run on hardware.

[W] OGLContext_CreateFragmentProgram: linker msg (59):
Fragment shader(s) linked, no vertex shader(s) defined. 
 
[W] OGLContext_CreateFragmentProgram: compiler msg (62):
Fragment shader was successfully compiled to run on hardware.

[W] OGLContext_CreateFragmentProgram: linker msg (150):
Fragment shader(s) linked, no vertex shader(s) defined. 
 Validation failed - samplers of different types are bound to the same texture 
image unit. 

[W] OGLContext_CreateFragmentProgram: compiler msg (62):
Fragment shader was successfully compiled to run on hardware.

[W] OGLContext_CreateFragmentProgram: linker msg (150):
Fragment shader(s) linked, no vertex shader(s) defined. 
 Validation failed - samplers of different types are bound to the same texture 
image unit. 

[W] OGLContext_CreateFragmentProgram: compiler msg (62):
Fragment shader was successfully compiled to run on hardware.

[W] OGLContext_CreateFragmentProgram: linker msg (150):
Fragment shader(s) linked, no vertex shader(s) defined. 
 Validation failed - samplers of different types are bound to the same texture 
image unit.
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