The AA pipeline currently works by feeding the path to the renderer,
then looping along getting chunks of "graybits" coverage values for each
piece of the shape.  Each chunk of "graybits" is then used to color the
destination surface.

Most of this code is reentrant, but one critical piece is not - the code
that creates a chunk of graybits from the digested path.  Unfortunately,
the existing implementation (which is running on 8-10 years old now) was
written to use some fairly large internal data structures that were
considered too expensive to create fresh for each renderer/thread.
Fixing that may not be trivial, but we are evaluating right now if we
should replace the renderer with a newer renderer due to other issues so
we can keep multi-threading performance in mind during that evaluation
(and this may be another straw on the camel's back).

Please file an RFE on this with some of your stack traces...

                       ...jim

[EMAIL PROTECTED] wrote:
Looking into DuctusRenderer it has synchronized methods which might explain the 
locks.

I guess the way we're using this is bad. How can help improve?

Thanks,

Stéphane
[Message sent by forum member 'stephanenicoll' (stephanenicoll)]

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