[OpenJDK 2D-Dev] How does antialiasing with the OpenGL pipeline work?
Jim.A.Graham at Sun.COM
Mon Oct 1 19:20:00 UTC 2007
One thing the bug report doesn't seem to mention is that the tiles are
32x32 (it implies it by talking about the 1024 values being copied), and
that there is a function which quickly tells you whether a tile is all
0s or all 1s so the renderer can either skip or do quicker fills of
regions that are all inside or all outside the path.
The sun.java2d.pipe.AATileGenerator interface currently in the public
sources defines the methods in that workflow and shows a sample of how
they work. You can see it being used in a real world setting in the
AAShapePipe class in the same package...
Clemens Eisserer wrote:
> Hi Roman,
>> Hey come on! I'd like to know the answer too. Give us a pointer to this
>> bug report! ;-)
> Of course not ... here it is:
> http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6529101 ;)
> Although I don't understand / it does not mention all the details it
> seems they let produce those alpha-masks by doctus and indeed upload
> those alpha-masks to vram which seems to cause performance-problems
> for simple operations covering large areas.
> What I still don't know is how these alpha-masks look in detail and
> wether the "normal" rendering is done? I guess the mask is used as
> mask and then "painted" with color ;)
> Btw. I read in your blog that you've done a rasterizer - whats the
> state of it, or the renderer implemented by Jim? I am just looking for
> a simple one to lern/"reserach" a bit in this topic.
> Thanks, lg Clemens
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