Hi Erik,

Thank you for filing this. I see the bug has been filed as JI-9044144. Once the incident team finishes reviewing it they will transfer it to the JDK project where it will be publicly visible.

-- Kevin


Erik De Rijcke wrote:
I filed a report but it seems to be under review(?).

On Wed, Sep 28, 2016 at 6:06 PM, Kevin Rushforth <kevin.rushfo...@oracle.com <mailto:kevin.rushfo...@oracle.com>> wrote:

    I don't find a bug relating to this, so it seems the bug was never
    filed.

    Can you please file one?

    Thanks.

    -- Kevin



    Erik De Rijcke wrote:

        Hi all,

        Any follow up on this? I'm experiencing the same issue here
        (latest
        openjfx8 on wayland using mesa egl/gles2).

        Erik

        On Wed, Mar 2, 2016 at 6:36 PM, Chien Yang
        <chien.y...@oracle.com <mailto:chien.y...@oracle.com>> wrote:

            Hi Maurice,

            Can you please file a JIRA on this issue?

            Thanks,
            - Chien


            On 3/1/16, 11:45 PM, Maurice wrote:

                Jim,

                A solution in line of that of Johan Vos [1] works.
                JavaFX can be run and
                doesn't crash on startup when compiling the shaders. I
                think they should be
                taken into account for at least JavaFX 9, as it
                reduces a very serious bug
                to a possible optimization.

                Maurice.

                [1]
                https://bitbucket.org/javafxports/8u60-rt/commits/595633bbaa
                <https://bitbucket.org/javafxports/8u60-rt/commits/595633bbaa>
                e36f98d85d47d276294442ea43488c

                Op 02-03-16 om 02:22 schreef Jim Graham:

                    The thing about this use of pixcoord is that the
                    same information can be
                    supplied much more efficiently as a pair of
                    texture coordinates.  The value
                    of pixcoord ends up being a linear equation over
                    the area of the primitive
                    which is exactly what texture coordinate samples
                    give you for free.

                    I believe some of the other gradient methods use
                    that texture coordinate
                    technique to avoid having to use pixcoord, but the
                    issue is that we've
                    hard-coded all of our VertexBuffer streams to have
                    exactly 2 sets of
                    texture coordinates and so you only get room to
                    pass in so many values and
                    these (i.e. this family of) shaders are already
                    using those texture
                    coordinates to pass in too many values to leave
                    enough free for the
                    gradient fractions.

                    This shader could be avoided, I believe, by
                    rasterizing the shape into
                    an alpha mask and using one of the alpha mask
                    gradient shaders that doesn't
                    rely on pixcoord.  In fact, in some embedded
                    environments these shaders
                    have so many computations per pixel that running
                    the shape rasterizer on
                    the CPU actually wins performance (and especially
                    if you cache the alpha
                    masks as some of our NGShape nodes do)...

                                ...jim

                    On 3/1/16 9:10 AM, Maurice wrote:


Reply via email to