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.