The devil is in detail, but I like this proposal very much, especially if most 
of the machinery is already there.

How would it work if one does enable the software pipeline?  Or the headless 
platform?

-andy


From: openjfx-dev <openjfx-dev-r...@openjdk.org> on behalf of John Hendrikx 
<john.hendr...@gmail.com>
Date: Friday, June 27, 2025 at 03:15
To: openjfx-dev@openjdk.org <openjfx-dev@openjdk.org>
Subject: Proposal: Exposing a GraphicsContext-like API for WritableImage via 
Software Renderer

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

package com.sun.prism.sw;

import com.sun.glass.ui.Screen;

import com.sun.glass.utils.NativeLibLoader;

import com.sun.pisces.JavaSurface;

import com.sun.pisces.PiscesRenderer;

import com.sun.pisces.RendererBase;

import com.sun.prism.paint.Color;

import java.nio.IntBuffer;

import javafx.application.Application;

import javafx.scene.Scene;

import javafx.scene.image.ImageView;

import javafx.scene.image.PixelWriter;

import javafx.scene.image.WritableImage;

import javafx.scene.layout.StackPane;

import javafx.stage.Stage;

public class SWRendererExample {

static {

NativeLibLoader.loadLibrary("prism_sw");

}

public static void main(String[] args) {

Application.launch(App.class);

}

public static class App extends Application {

@Override

public void start(Stage primaryStage) {

WritableImage writableImage = createImageWithSWPipeline();

Scene scene = new Scene(new StackPane(new ImageView(writableImage)));

primaryStage.setScene(scene);

primaryStage.show();

}

}

public static WritableImage createImageWithSWPipeline() {

int width = 400;

int height = 300;

SWResourceFactory resourceFactory = new 
SWResourceFactory(Screen.getMainScreen());

SWRTTexture texture = new SWRTTexture(resourceFactory, width, height);

SWContext swContext = new SWContext(resourceFactory);

// Set up a surface to draw on and create the renderer:

int[] backingArray = new int[width * height];

IntBuffer pixelBuffer = IntBuffer.wrap(backingArray);

JavaSurface surface = new JavaSurface(backingArray, 
RendererBase.TYPE_INT_ARGB_PRE, width, height);

PiscesRenderer renderer = new PiscesRenderer(surface);

// Create SWGraphics for drawing (software renderer)

SWGraphics swGraphics = new SWGraphics(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 = new WritableImage(width, height);

PixelWriter pw = writableImage.getPixelWriter();

pw.setPixels(0, 0, width, height, 
javafx.scene.image.PixelFormat.getIntArgbPreInstance(), pixelBuffer.array(), 0, 
width);

return writableImage;

}

}

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