Hi Johan, That sounds like the fix then.
Note that there is another optimization issue here that could be addressed in a follow-on - basically when a larger physical size is allocated, then we could expand the content dimensions to match what was allocated. We would possibly need a new method on the Texture to do something like "getMaxContentW/H()" and "setContentW/H()", and that could avoid reallocating a texture in that case...
...jim On 3/9/16 2:01 AM, Johan Vos wrote:
Hi Jim, Passing the contentWidth to the update() fixes the problem as well, and if the excessive memory is not needed (as in my proposal), this is of course much better. Can I create an issue and suggest the following patch (this is for 8, but I can do a similar for 9)? - Johan --- a/modules/graphics/src/main/java/com/sun/prism/impl/BaseContext.javaThu Mar 03 03:22:09 2016 +0100 +++ b/modules/graphics/src/main/java/com/sun/prism/impl/BaseContext.javaWed Mar 09 10:59:35 2016 +0100 @@ -104,7 +104,7 @@ // since it was bound and unflushed... maskTex.update(maskBuffer, maskTex.getPixelFormat(), 0, 0, 0, 0, highMaskCol, nextMaskRow, - maskTex.getPhysicalWidth(), true); + maskTex.getContentWidth(), true); maskTex.unlock(); curMaskRow = curMaskCol = nextMaskRow = highMaskCol = 0; } On Tue, Mar 8, 2016 at 10:43 PM, Jim Graham <james.gra...@oracle.com <mailto:james.gra...@oracle.com>> wrote: I think I see the issue. In the code that calls maskTex.update(...) it passes maskTex.physicalWidth() as the scan stride of the buffer, but the scan stride of the buffer is based on the content size, not the physical size. Thus, the checkUpdateParams() method overestimates how many bytes are consumed by the operation. Changing that to maskTex.getContentWidth() should be fine... ...jim On 3/8/16 6:14 AM, Johan Vos wrote: We got a number of bug reports (on Android and iOS) reported by developers using large images: java.lang.IllegalArgumentException: Upload requires 2475266 elements, but only 1549938 elements remain in the buffer at com.sun.prism.impl.BaseTexture.checkUpdateParams(BaseTexture.java:354) at com.sun.prism.es2.ES2Texture.update(ES2Texture.java:640) at com.sun.prism.impl.BaseContext.flushVertexBuffer(BaseContext.java:106) at com.sun.prism.impl.BaseContext.updateMaskTexture(BaseContext.java:248) at com.sun.prism.impl.ps <http://com.sun.prism.impl.ps>.BaseShaderGraphics.renderShape(BaseShaderGraphics.java:482) I traced this down to the following: initially, a buffer of [1024 * 1024] is allocated by BaseContext.validateMaskTexture. When the MaskData becomes bigger than 1024 (w or h), a new buffer is allocated with capacity [newTexW * newTexH] with newTexW and newTexH the new width/height that are passed when creating a new Texture. However, the physical size of the texture can be different -- e.g. ES2Texture.create (ES2Context, PixelFormat, WrapMode, int, int, bool) will in some cases set the real texWidth/height to the next power of 2. Subsequently, in next rendering loops when the Texture needs to be updated, it is checked whether the capacity of the buffer is large enough to hold the texture. In this case, the physical width is passed and the buffer is not large enough. Adding the following two lines in BaseContext.validateMaskTexture() (line 220) fixes the problem: newTexW = Math.max(newTexW, maskTex.getPhysicalWidth()); newTexH = Math.max(newTexH, maskTex.getPhysicalHeight()); Using this patch, the size of the buffer will take the physical size of the texture into account. I'm not sure this is the best approach though. - Johan