Hello Phil,

 could you please take a look to updated version of the fix?

http://cr.openjdk.java.net/~bae/8023794/9/webrev.06/

* CGGlyphImages.m
The main part of the recent changes is related to generation of LCD glyph images.
 With previous version of the fix we produced lcd glyphs which were quite
close to jdk6 results if we render dark text on light background (black on white
 as an extreme case).
However, it was discovered that in the case of light text on dark background,
 our results had significant differences  comparing with jdk6.
In order to reduce the difference, now we produce two separate glyph images
 (black-on-white and white-on-black), blend them, and then pass the blended
glyph image to text pipes. This approach seems to give an acceptable results
 for both light and dark cases.

*  OGLTextRenderer.c
It was discovered, that in some cases lcd glyphs had visible 'dark border' around. This border appeared due to the gamma correction in lcd shader, which uses lookup on 3D texture instead of using 'pow' routine. The texture is populated with significant granularity (16 points per edge), what is a root cause of rough interpolation of color values. Suggested change is to eliminate the interpolation and use 'pow' routine directly. It gives more accurate color values, and does not introduce significant performance hit
 (see benchmark summary below).
However, this part of the fix affects not only macosx, but any platform where OGL text
 shader can be used, so it probably worth to split into a separate fix.

Summary:
  lcd-ogl-3Dlookup:
    Number of tests:  4
    Overall average:  42.68027553311743
    Best spread:      3.49% variance
    Worst spread:     29.59% variance
    (Basis for results comparison)

  lcd-ogl-pow:
    Number of tests:  4
    Overall average:  42.468941501367084
    Best spread:      2.51% variance
    Worst spread:     29.44% variance
    Comparison to basis:
      Best result:      103.28% of basis
      Worst result:     97.36% of basis
      Number of wins:   1
      Number of ties:   2
      Number of losses: 1

Thanks,
Andrew


On 12/12/2014 8:11 PM, Andrew Brygin wrote:
Hello Phil,

at the moment, I failed to get acceptable results for rendering to translucent destination. I am playing with an idea to fall back to grayscale AA on non-opaque pixels (or pixels with opacity less than a certain threshold) directly in the lcd shader program.

For now, there is an updated version of the fix which supports lcd text in OGL pipeline for a case of alpha paint and default composite. However, the case of translucent destination is not supported yet, that makes lcd text unavailable in swing apps
 on macosx.

All changes specific for this version are in OGLSurfaceData.java and OGLTextRenderer.c.
 Rest of the fix is unchanged.

http://cr.openjdk.java.net/~bae/8023794/9/webrev.04/

Of course, this version may affect the performance of lcd text rendering, but I have no numbers to estimate the effect at the moment. In the worst case, we can consider to use two different programs: one for opaque paint (in order to preserve performance), and another (like published now) for the case of alpha
 paint.

 Please take a look.

Thanks,
Andrew

On 10/25/2014 12:03 AM, Phil Race wrote:
On 10/24/2014 10:56 AM, Andrew Brygin wrote:
Hello,

 please take a look to updated version of the fix:

http://cr.openjdk.java.net/~bae/8023794/9/webrev.03/

 TODOs were removed:
 * CGLSurfaceData.java
the condition for lcd rendering is inherited from OGL surface data, but here we have to remove the check for the transparency, because we always create transparent volatile images for swing backbuffers on macosx in order
      to support shaped windows.

Are you saying its created translucent regardless, or only if its shaped?
But if its really translucent/transparent under the text, then
IIRC the shaders - and s/w loops - do not properly handle that case.
You probably should try drawing LCD text over a fully transparent area
to see what happens.


* * *CGGlyphImages.m and AWTStrike.m
NSException is used to handle invalid (unevaluated) text antialising hint values. We actually have already used NSException to handle memory allocation failure, so this change just makes usage of get/release of primitive arrays a bit more safe.


Known differences comparing to apple jdk6:

a) we do not interpret TEXT_ANTIALIASING_ON as lcd text.

Its should never have meant that, else you would have no way to explicitly
request grey scale.

b) we do not render lcd text in a case of non-opaque paint. This behavior is common for all cases (software loops, OGL, and D3D), so it seems to deserve a separate bug if we
     want to handle this case.

I think that's another manifestation of the issue mentioned above.

-phil.



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