There are modern-ish (Open GL 3/3.2) SWT components maintained here:
https://github.com/LWJGLX/lwjgl3-swt

Ned Twigg
Lead Software Engineer, DiffPlug LLC
540-336-8043 (cell)
888-513-6870 (fax)
340 S Lemon Ave #3433, Walnut, CA 91789

ᐧ

On Tue, Apr 20, 2021 at 12:09 PM Nick Edgar <n.a.ed...@gmail.com> wrote:

> For OpenGL stuff, you want to avoid Image / ImageData and keep as much of
> the rendering in OpenGL as possible, running on the graphics card. Copying
> memory between GPU and main memory (Java heap) will be slow.
> SWT has bindings to some OpenGL libraries, but I don’t think they’ve been
> updated in quite a while. Have a look though:
> https://www.eclipse.org/swt/opengl/
>
> Best, Nick
> On Apr 20, 2021, 2:15 PM -0400, Christoph Läubrich <lae...@laeubi-soft.de>,
> wrote:
>
> Hi Nick,
>
> currently I don't have any measures and just trying to collect some
> information. My use case is to integrate a software OpenGL render (jGL)
> and for that I need to store the rendered pixels somewhere and of course
> later I need to paint them.
>
> I just wondering if I could short-circuit some of the steps
> (imagedata>image>gc) and maybe write directly inside some kind of
> direct-buffer.
>
> For example if I look at
>
> org.eclipse.swt.graphics.Image.init(ImageData) for GTK there seem to
> happen some more action than simply keeping a reference to the image
> data, e.g. a scale factor is computed, copy of data is involved, color
> transformation and so on are performed.
>
> Maybe as you mention it does not matter, on the other hand the faster
> the better here (maybe) this also is a bit depending on the effort to
> make this happen here of course but I'd like to investigate a bit if I
> should take some internals into account before starting to implement the
> actual thing.
>
>
> Am 20.04.21 um 19:19 schrieb Nick Edgar:
>
> Hi Christoph,
>
> That approach is generally the recommended way to paint images
> <
> https://www.eclipse.org/articles/Article-SWT-images/graphics-resources.html
> > in
> SWT. Painting of a pre-created Image should be as fast as the OS allows.
> Have you measured the times involved? Which phase do you need to speed up:
>
> 1. creating ImageData,
> 2. creating Image from ImageData, or
> 3. painting Image?
>
> If 1, see if you can directly manipulate the ImageData’s data, or using
> setPixels
> <
> https://github.com/eclipse/eclipse.platform.swt/blob/eae1f39bbc4fdd01ac0416927ed3fa2d50ec9a9f/bundles/org.eclipse.swt/Eclipse%20SWT/common/org/eclipse/swt/graphics/ImageData.java#L1307
> >.
> If 2, check which image format you’re using — it may not map directly to
> the native display, and thus be expensive to convert.
> If 3, I’d be surprised, but it would be good to know details and the
> times for 1,2,3.
>
> Best, Nick
> On Apr 19, 2021, 5:20 AM -0400, Christoph Läubrich
> <lae...@laeubi-soft.de>, wrote:
>
> I have a pixel-buffer and like it o be painted in the most performant
> way onto a SWT Canvas.
>
> Current approach is to convert this into an ImageData, create an image
> and then paint it inside PaintListener to the GC.
>
> Is there a way to avoid this intermediate steps? I won't mind if I need
> to provide platform-specific implementations if it is possible to gain
> performance here.
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