I'm using the latest one which is b22, as for the test case, I wrote a small
program that update every pixels as fast as possible using VolatileImage and
measure the performance by frames per second
result (VolatileImage):
Java 6u5
1300+ fps
Java 6u10b22
450+ fps
result (BufferStrategy):
Hello
How to draw a moving, continious bezier cubic curve??? It should twist and move
up and down in a snake-like way. Much like the old snake game.
Any suggestions?
Thank you very much for your help
[Message sent by forum member 'autaron' (autaron)]
Then it is likely caused by this fix, although I don't
quote see how
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6679308
We did a bit of testing and one necessary correctness change
in this bug fix was made in SrcOver software blit and fill loops.
ie I know exactly which line
Another observation we have made is that it appears
that Substance Look and Feel does lots of unaccelerated
rendering - meaning, rendering to un-accelerated
destinations.
Unfortunately this affects performance negatively when
the D3D pipeline is enabled: first, we do most of the
I would suggest to reduce the number of operations
you do to BufferedImages. If you use some temp. buffered
images for rendering, consider changing them to
translucent volatile images (assuming you don't need access to
pixels).
This will not affect performance when these are not
Hi Kirill,
[EMAIL PROTECTED] wrote:
Dmitri,
I did not see any change (on unaccelerated pipeline) between these two ways to
create an offscreen image:
[code]
BufferedImage image = new BufferedImage(width, height,
BufferedImage.TYPE_INT_ARGB);
Graphics2D graphics = (Graphics2D)
Hi, Dmitri
In both cases above you create a BufferedImage,
not a Volatile one. To create VolatileImage, you'd need to use
GC.createCompatibleVolatileImage(). (you'd need to
add some extra code to validate them before you use them though, but
for testing purposes, just validate them once
[EMAIL PROTECTED] wrote:
Hi, Dmitri
In both cases above you create a BufferedImage,
not a Volatile one. To create VolatileImage, you'd need to use
GC.createCompatibleVolatileImage(). (you'd need to
add some extra code to validate them before you use them though, but
for testing purposes,
Thanks for the test and the data. I'll file a bug (if there isn't already -
I vaguely recall having filed something like this).
There may be a way to speed up BufferedImage - accelerated
surface copies.
Thanks,
Dmitri
[EMAIL PROTECTED] wrote:
I'm using the latest one which is
[quote]
Thanks for the test and the data. I'll file a bug (if there isn't already -
I vaguely recall having filed something like this).
[/quote]
And indeed I have:
6652116: D3D: SW-Accelerated surface blits are slower with the new pipeline
I think I still have a couple of things to try
A colleague pointed out that you're rendering
directly to the screen (frame.getGraphcis()...), which
is a no-no in a swing application. The performance issue
is not related to this, but just FYI, you don't want to
do that.
Dmitri
Dmitri Trembovetski wrote:
Thanks for the test
Then in theory it should be fast once the cache is
filled since images can be cached in textures- but
according to the primitives log there's lots of unaccelerated
rendering going on - may be the benchmark basically only catches the
cache fill phase?
Dmitri,
The benchmark should catch
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