Hi list, I'm exploring whether there is interest in exposing a (Canvas) GraphicsContext-like interface for WritableImage backed by the existing software rendering pipeline. Currently, JavaFX offers two main choices for drawing and pixel manipulation, each with different trade-offs:
- Canvas provides rich drawing primitives via GraphicsContext, but offers no direct pixel access—requiring costly GPU readbacks (e.g., snapshot()). - WritableImage, on the other hand, allows direct pixel manipulation via PixelReader/PixelWriter, but has no built-in support for drawing operations like shapes, fills, or blending. My proposal would combine the strengths of both: - Expose drawing operations (shapes, fills, etc.) for WritableImage - Direct access to image data before or after rendering without GPU readbacks / snapshots - Reuse of JavaFX’s software rendering stack (SWGraphics, PiscesRenderer, etc.) without activating the software pipeline globally I’ve successfully tested this approach in a non-modular FX application by accessing internal APIs from com.sun.prism.sw. With minor adjustments (--add-exports), it may also work in modular environments. Work needed to support this as a public API might include: - Creating a new GraphicsContext-like interface ("DrawingContext" ?) - Exposing a method on WritableImage to obtain such a context - Optionally, refactoring Canvas' GraphicsContext to implement this new interface (method signatures are likely compatible) - Implementing the new interface on top of the software renderer See the end of the post for a working example (assuming you place the code in the "com.sun.prism.sw" package and deal with the module restrictions). Note that you do not need to enable the software pipeline (and you don't want to either, as the whole point is to remain GPU accelerated but have software renderer backed drawing primitives for images). Any feedback appreciated! --John packagecom.sun.prism.sw; importcom.sun.glass.ui.Screen; importcom.sun.glass.utils.NativeLibLoader; importcom.sun.pisces.JavaSurface; importcom.sun.pisces.PiscesRenderer; importcom.sun.pisces.RendererBase; importcom.sun.prism.paint.Color; importjava.nio.IntBuffer; importjavafx.application.Application; importjavafx.scene.Scene; importjavafx.scene.image.ImageView; importjavafx.scene.image.PixelWriter; importjavafx.scene.image.WritableImage; importjavafx.scene.layout.StackPane; importjavafx.stage.Stage; publicclassSWRendererExample { static{ NativeLibLoader.loadLibrary("prism_sw"); } publicstaticvoidmain(String[] args) { Application.launch(App.class); } publicstaticclassApp extendsApplication { @Override publicvoidstart(Stage primaryStage) { WritableImage writableImage = createImageWithSWPipeline(); Scene scene = newScene(newStackPane(newImageView(writableImage))); primaryStage.setScene(scene); primaryStage.show(); } } publicstaticWritableImage createImageWithSWPipeline() { intwidth = 400; intheight = 300; SWResourceFactory resourceFactory = newSWResourceFactory(Screen.getMainScreen()); SWRTTexture texture = newSWRTTexture(resourceFactory, width, height); SWContext swContext = newSWContext(resourceFactory); // Set up a surface to draw on and create the renderer: int[] backingArray = newint[width * height]; IntBuffer pixelBuffer = IntBuffer.wrap(backingArray); JavaSurface surface = newJavaSurface(backingArray, RendererBase.TYPE_INT_ARGB_PRE, width, height); PiscesRenderer renderer = newPiscesRenderer(surface); // Create SWGraphics for drawing (software renderer) SWGraphics swGraphics = newSWGraphics(texture, swContext, renderer); swGraphics.clear(Color.WHITE); swGraphics.setPaint(Color.BLUE); swGraphics.fillRect(50, 50, 100, 100); swGraphics.setPaint(Color.RED); swGraphics.fillEllipse(75, 75, 10, 20); // Take the result and place it in a writable image: WritableImage writableImage = newWritableImage(width, height); PixelWriter pw = writableImage.getPixelWriter(); pw.setPixels(0, 0, width, height, javafx.scene.image.PixelFormat.getIntArgbPreInstance(), pixelBuffer.array(), 0, width); returnwritableImage; } }