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

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@@ -59,10 +59,11 @@
 import com.sun.javafx.geom.Shape;
 import com.sun.javafx.geom.transform.Affine2D;
 import com.sun.javafx.geom.transform.BaseTransform;
 import com.sun.javafx.geom.transform.GeneralTransform3D;
 import com.sun.javafx.logging.PulseLogger;
+import static com.sun.javafx.logging.PulseLogger.PULSE_LOGGING_ENABLED;
 import com.sun.javafx.tk.Toolkit;
 import com.sun.prism.BasicStroke;
 import com.sun.prism.Graphics;
 import com.sun.prism.Image;
 import com.sun.prism.RTTexture;

@@ -626,12 +627,12 @@
                         // Have to move the origin such that when rendering to x=0, we actually end up rendering
                         // at x=bounds.getMinX(). Otherwise anything rendered to the left of the origin would be lost
                         cachedGraphics.translate(rect.x - outsetShapeBounds.getMinX(),
                                                  rect.y - outsetShapeBounds.getMinY());
                         renderBackgroundShape(cachedGraphics);
-                        if (PulseLogger.PULSE_LOGGING_ENABLED) {
-                            PulseLogger.PULSE_LOGGER.renderIncrementCounter("Rendering region shape image to cache");
+                        if (PULSE_LOGGING_ENABLED) {
+                            PulseLogger.incrementCounter("Rendering region shape image to cache");
                         }
                     }
                 }
             }
 

@@ -648,12 +649,12 @@
                 final float srcY1 = rect.y;
                 final float srcX2 = srcX1 + textureWidth;
                 final float srcY2 = srcY1 + textureHeight;
 
                 g.drawTexture(cached, dstX1, dstY1, dstX2, dstY2, srcX1, srcY1, srcX2, srcY2);
-                if (PulseLogger.PULSE_LOGGING_ENABLED) {
-                    PulseLogger.PULSE_LOGGER.renderIncrementCounter("Cached region shape image used");
+                if (PULSE_LOGGING_ENABLED) {
+                    PulseLogger.incrementCounter("Cached region shape image used");
                 }
             } else {
                 // no cache, rendering backgrounds directly to graphics
                 renderBackgroundShape(g);
             }

@@ -682,13 +683,13 @@
             }
         }
     }
 
     private void renderBackgroundShape(Graphics g) {
-        if (PulseLogger.PULSE_LOGGING_ENABLED) {
-            PulseLogger.PULSE_LOGGER.renderIncrementCounter("NGRegion renderBackgroundShape slow path");
-            PulseLogger.PULSE_LOGGER.renderMessage("Slow shape path for " + getName());
+        if (PULSE_LOGGING_ENABLED) {
+            PulseLogger.incrementCounter("NGRegion renderBackgroundShape slow path");
+            PulseLogger.addMessage("Slow shape path for " + getName());
         }
 
         // We first need to draw each background fill. We don't pay any attention
         // to the radii of the BackgroundFill, but we do honor the insets and
         // the fill paint itself.

@@ -826,12 +827,12 @@
                     cacheGraphics.translate(rect.x + outsetsLeft, rect.y + outsetsTop);
 
                     // Rendering backgrounds to the cache
                     renderBackgroundRectanglesDirectly(cacheGraphics, cacheWidth, cacheHeight);
 
-                    if (PulseLogger.PULSE_LOGGING_ENABLED) {
-                        PulseLogger.PULSE_LOGGER.renderIncrementCounter("Rendering region background image to cache");
+                    if (PULSE_LOGGING_ENABLED) {
+                        PulseLogger.incrementCounter("Rendering region background image to cache");
                     }
                 }
             }
         }
 

@@ -1059,12 +1060,12 @@
                                 srcX1, srcY1, srcX2, srcY2,
                                 dstLeftX, dstTopY, dstRightX, dstBottomY,
                                 srcLeftX, srcTopY, srcRightX, srcBottomY);
         }
 
-        if (PulseLogger.PULSE_LOGGING_ENABLED) {
-            PulseLogger.PULSE_LOGGER.renderIncrementCounter("Cached region background image used");
+        if (PULSE_LOGGING_ENABLED) {
+            PulseLogger.incrementCounter("Cached region background image used");
         }
     }
 
     private void renderBackgroundRectanglesDirectly(Graphics g, float width, float height) {
         final List<BackgroundFill> fills = background.getFills();

@@ -1108,13 +1109,13 @@
                         if (arcWidth > w) arcWidth = w;
                         if (arcHeight > h) arcHeight = h;
                         g.fillRoundRect(l, t, w, h, arcWidth, arcHeight);
                     }
                 } else {
-                    if (PulseLogger.PULSE_LOGGING_ENABLED) {
-                        PulseLogger.PULSE_LOGGER.renderIncrementCounter("NGRegion renderBackgrounds slow path");
-                        PulseLogger.PULSE_LOGGER.renderMessage("Slow background path for " + getName());
+                    if (PULSE_LOGGING_ENABLED) {
+                        PulseLogger.incrementCounter("NGRegion renderBackgrounds slow path");
+                        PulseLogger.addMessage("Slow background path for " + getName());
                     }
                     // The edges are not uniform, so we have to render each edge independently
                     // TODO document the issue number which will give us a fast path for rendering
                     // non-uniform corners, and that we want to implement that instead of createPath2
                     // below in such cases. (RT-26979)