modules/graphics/src/main/java/com/sun/javafx/sg/prism/NGNode.java

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*** 51,61 **** import com.sun.scenario.effect.FilterContext; import com.sun.scenario.effect.ImageData; import com.sun.scenario.effect.impl.prism.PrDrawable; import com.sun.scenario.effect.impl.prism.PrEffectHelper; import com.sun.scenario.effect.impl.prism.PrFilterContext; ! import static com.sun.javafx.logging.PulseLogger.PULSE_LOGGER; import static com.sun.javafx.logging.PulseLogger.PULSE_LOGGING_ENABLED; /** * NGNode is the abstract base class peer of Node, forming * the basis for Prism and Scenario render graphs. --- 51,61 ---- import com.sun.scenario.effect.FilterContext; import com.sun.scenario.effect.ImageData; import com.sun.scenario.effect.impl.prism.PrDrawable; import com.sun.scenario.effect.impl.prism.PrEffectHelper; import com.sun.scenario.effect.impl.prism.PrFilterContext; ! import com.sun.javafx.logging.PulseLogger; import static com.sun.javafx.logging.PulseLogger.PULSE_LOGGING_ENABLED; /** * NGNode is the abstract base class peer of Node, forming * the basis for Prism and Scenario render graphs.
*** 1943,1953 **** * implementation must call this method on each child, not doRender directly. * * @param g The graphics object we're rendering to. This must never be null. */ public final void render(Graphics g) { ! if (PULSE_LOGGING_ENABLED) PULSE_LOGGER.renderIncrementCounter("Nodes visited during render"); // Clear the visuals changed flag clearDirty(); // If it isn't visible, then punt if (!visible || opacity == 0f) return; --- 1943,1953 ---- * implementation must call this method on each child, not doRender directly. * * @param g The graphics object we're rendering to. This must never be null. */ public final void render(Graphics g) { ! if (PULSE_LOGGING_ENABLED) PulseLogger.incrementCounter("Nodes visited during render"); // Clear the visuals changed flag clearDirty(); // If it isn't visible, then punt if (!visible || opacity == 0f) return;
*** 2062,2072 **** mzx, mzy, mzz, mzt); // restore previous depth test state g.setDepthTest(prevDepthTest); ! if (PULSE_LOGGING_ENABLED) PULSE_LOGGER.renderIncrementCounter("Nodes rendered"); // Used for debug purposes. This is not entirely accurate, as it doesn't measure the // number of times this node drew to the pixels, and in some cases reports a node as // having been drawn even when it didn't lay down any pixels. We'd need to integrate // with our shaders or do something much more invasive to get better data here. --- 2062,2072 ---- mzx, mzy, mzz, mzt); // restore previous depth test state g.setDepthTest(prevDepthTest); ! if (PULSE_LOGGING_ENABLED) PulseLogger.incrementCounter("Nodes rendered"); // Used for debug purposes. This is not entirely accurate, as it doesn't measure the // number of times this node drew to the pixels, and in some cases reports a node as // having been drawn even when it didn't lay down any pixels. We'd need to integrate // with our shaders or do something much more invasive to get better data here.