Hi, As an experiment I've now written a SWT-GC implementation using a BufferedImage & Graphics2D and transfering the pixels over to JavaFX and the performance is as it is with native SWT.
I always thought Canvas works similar to Image and one only draws pixels - looks like that is not the case, having a dep in my application java.awt is not what I'm aiming at but without acceptable performance in conjunction with clipping it looks like i have to go this route :-( Tom On 23.05.14 23:57, Tom Schindl wrote: > In the current usecase it is a rect all time but that's just in this special > use case. > > I guess that rect clipping is the most common one so having an optimization > for rects and a slow path for none rects might help. > > Tom > > Von meinem iPhone gesendet > >> Am 23.05.2014 um 23:35 schrieb Jim Graham <[email protected]>: >> >> Are you clipping to an arbitrary path in all cases or just a rectangle? >> Unfortunately we only offer the arbitrary clip-to-current-path method that >> isn't optimized for basic rectangular clipping and it implements soft >> clipping. >> >> There is an outstanding tweak that we added faster clipping support for >> WebNode and we need to start using it for Node.setClipNode(non-rectangle) >> and Canvas, but we haven't implemented that yet. >> (https://javafx-jira.kenai.com/browse/RT-30107) It basically is a direct >> "render this texture through that other texture as a clip" operation instead >> of the current code that runs it through some Blend effect filters. It >> would definitely improve your run times, but I'm not sure how much. >> >> Even more savings could be had for rectangular clips if we provided some way >> to communicate them to the GC... >> >> ...jim >> >>> On 5/23/14 11:47 AM, Tom Schindl wrote: >>> Hi, >>> >>> Maybe as some of you might know I've been working since sometime on SWT >>> on JavaFX and to implement direct drawing operations we use JavaFX-Canvas. >>> >>> I've today tried to run a heavy direct drawing grid implementation and >>> it performed very bad because it makes heavy use of clipping. >>> >>> For a grid I've counted ~1500 clipping operations the library works >>> something like this: >>> >>> boolean activeClip; >>> Canvas canvas = new Canvas(); >>> >>> public void setClipping(PathIterator pathIterator) { >>> GraphicsContext gc = canvas.getGraphicsContext2D(); >>> if(activeClip) { >>> gc.restore(); >>> activeClip= false; >>> } >>> >>> if( pathIterator == null ) { >>> return; >>> } >>> >>> activeClip = true; >>> float coords[] = new float[6]; >>> gc.save(); >>> gc.beginPath(); >>> >>> float x = 0; >>> float y = 0; >>> >>> >>> gc.moveTo(0, 0); >>> >>> while( ! pathIterator.isDone() ) { >>> switch (pathIterator.currentSegment(coords)) { >>> case PathIterator.SEG_CLOSE: >>> gc.lineTo(x, y); >>> break; >>> case PathIterator.SEG_CUBICTO: >>> gc.bezierCurveTo(coords[0], coords[1], coords[2], coords[3], >>> coords[4], coords[5]); >>> break; >>> case PathIterator.SEG_LINETO: >>> gc.lineTo(coords[0], coords[1]); >>> break; >>> case PathIterator.SEG_MOVETO: >>> gc.moveTo(coords[0], coords[1]); >>> x = coords[0]; >>> y = coords[1]; >>> break; >>> case PathIterator.SEG_QUADTO: >>> gc.quadraticCurveTo(coords[0], coords[1], coords[2], >>> coords[3]); >>> break; >>> default: >>> break; >>> } >>> pathIterator.next(); >>> } >>> >>> gc.clip(); >>> gc.closePath(); >>> } >>> >>> Am I doing something ultimately wrong, totally wrong? Has anyone an idea >>> how I would work around the problem? >>> >>> Tom >>>
