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Enhancement
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Resolution: Unresolved
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P3
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7u6
The numbers in each row correspond to the following primitive type:
Image+None | Rectangle+None | RoundedRect+None | Ellipse+None | Path+None | Text+None
-Dprism.tess : use tessellated triangles, no complex shader computation
-Dprism.cacheshapes : use shape caching, no complex shader computation
Both methods will get us 2X boost in fps for 50 elements, and 3X boost in fps for 250 elements in FXTester.
baseline 50
27.64 | 15.94 | 13.70 | 16.05 | 32.57 | 41.87
baseline 50 + -Dprism.tess=true
27.50 | 31.41 | 30.52 | 31.89 | 31.46 | 41.91
baseline 50 + -Dprism.cacheshapes=true
27.47 | 32.47 | 32.35 | 32.57 | 32.52 | 41.84
baseline 250
10.19 | 4.11 | 3.36 | 4.17 | 13.10 | 24.74
baseline 250 + -Dprism.tess=true
10.19 | 12.80 | 12.27 | 13.56 | 13.01 | 24.86
baseline 250 + -Dprism.cacheshapes=true
10.18 | 13.14 | 13.15 | 13.12 | 13.12 | 24.80
- is blocked by
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JDK-8091942 Create a roundrect renderer that uses the new "texture primitive" based shaders used currently for ellipses and rects
- Open
- relates to
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JDK-8090226 collapse Gradient CycleMethod variations of primitive shaders into a single implementation
- Open
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JDK-8090476 ImagePattern is slow on embedded systems
- Open
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JDK-8091356 Gradient is slow on embedded systems
- Open