On 06/03/2018 00:38, Laurent Bourgès wrote:
Yes d3d/ogl are defered rendering so using RenderQueue buffering has costs (1 extra mask copy + command arguments). I wonder how to improve such buffer queue to have less synchronization overhead induced by flushNow(), and why increasing the buffer improved so much the performance (less JNI overhead, more threads ?)

It is unclear the reason of speedup, it can be possible that you just fill the render queue and then calculate some performance numbers before something was drawn to the destination.

I will not test gdi nor x11 as nowadays the officially supported pipelines are xrender (linux), opengl (mac) & d3d (windows).

If I not missed then by default gdi is used on the Intel HD(which is quite common).

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Best regards, Sergey.

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