[OpenJDK 2D-Dev] Provide a way to make MultiResolutionImage screen compatible
Alexander Scherbatiy
alexandr.scherbatiy at oracle.com
Thu Mar 26 15:32:25 UTC 2015
On 3/26/2015 3:49 PM, Hendrik Schreiber wrote:
> Hey there,
>
> I'm in the process of moving some custom code to take advantage of the fairly new MultiResolutionImage capabilities.
> Loading multi resolution stuff works nicely, but I fear drawing is a bit of a problem.
>
> In my old mechanism, I would
>
> - load images using the toolkit
> - create a screen-compatible BufferedImage via graphicsConfiguration.createCompatibleImage(...)
> - draw the image into said buffer
> - and then paint the screen-compatible buffer when needed (typically in some Icon implementation)
>
> The assumption here is that drawing the screen-compatible image is much faster than the toolkit image (which isn't necessarily screen-compatible, usually TYPE_INT_ARGB instead of TYPE_INT_ARGB_PRE).
>
> AFAIK, there are no published java.* APIs for MultiResolutionImages.
>
> So if I understand this correctly, there is currently no officially supported, high performance way to draw MultiResolutionImages.
>
> Therefore, in the spirit of https://bugs.openjdk.java.net/browse/JDK-8059943, I'd like to suggest, to either move sun.awt.image.MultiResolutionImage to some java.* package, so that one can write an implementation that is fast.
There is an open discussion about it which you could join:
http://mail.openjdk.java.net/pipermail/2d-dev/2015-March/005187.html
JDK-8029339 Custom MultiResolution image support on HiDPI displays
https://bugs.openjdk.java.net/browse/JDK-8029339
Thanks,
Alexandr.
> Or provide a standard way to ensure that Toolkit-loaded images are screen-compatible. Perhaps a little tweak in sun.awt.image.ImageRepresentation or the code that calls it is all that's needed (i.e. a change of the default ColorModel in ToolkitImage). Or is that not possible because of compatibility reasons?
>
> Does that sound reasonable? Am I missing something?
>
> Thanks,
>
> -hendrik
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