Hi Lukasz
 
just tried the build under https://jdk.java.net/javafxdirect3d12/ with some applications (not sure if that is the newest though).
Thing look very good, however, I found two issues:
 
When I toggle fullScreen on the primary stage with: stage.setFullScreen(..) , I get an exception (D3D12 swapchain is NULL):

java.lang.NullPointerException: D3D12 swapchain is NULL
    at javafx.graphics@25-direct3d12/com.sun.prism.d3d12.D3D12SwapChain.<init>(D3D12SwapChain.java:66)
    at javafx.graphics@25-direct3d12/com.sun.prism.d3d12.D3D12SwapChain.create(D3D12SwapChain.java:78)
    at javafx.graphics@25-direct3d12/com.sun.prism.d3d12.D3D12ResourceFactory.createPresentable(D3D12ResourceFactory.java:338)
    at javafx.graphics@25-direct3d12/com.sun.javafx.tk.quantum.PresentingPainter.run(PresentingPainter.java:81)
    at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:545)
    at java.base/java.util.concurrent.FutureTask.runAndReset$$$capture(FutureTask.java:369)
    at java.base/java.util.concurrent.FutureTask.runAndReset(FutureTask.java)
    at --- Async.Stack.Trace --- (captured by IntelliJ IDEA debugger)
    at java.base/java.util.concurrent.FutureTask.<init>(FutureTask.java:153)
    at javafx.graphics@25-direct3d12/com.sun.javafx.tk.RenderJob.<init>(RenderJob.java:45)
    at javafx.graphics@25-direct3d12/com.sun.javafx.tk.quantum.PaintCollector.lambda$liveRepaintRenderJob$2(PaintCollector.java:330)
    at javafx.graphics@25-direct3d12/com.sun.javafx.tk.quantum.QuantumToolkit.runWithoutRenderLock(QuantumToolkit.java:424)
    at javafx.graphics@25-direct3d12/com.sun.javafx.tk.quantum.PaintCollector.liveRepaintRenderJob(PaintCollector.java:329)
    at javafx.graphics@25-direct3d12/com.sun.javafx.tk.quantum.GlassViewEventHandler$ViewEventNotification.get(GlassViewEventHandler.java:810)
    at javafx.graphics@25-direct3d12/com.sun.javafx.tk.quantum.GlassViewEventHandler$ViewEventNotification.get(GlassViewEventHandler.java:770)
    at javafx.graphics@25-direct3d12/com.sun.javafx.tk.quantum.QuantumToolkit.runWithoutRenderLock(QuantumToolkit.java:424)
    at javafx.graphics@25-direct3d12/com.sun.javafx.tk.quantum.GlassViewEventHandler.handleViewEvent(GlassViewEventHandler.java:850)
    at javafx.graphics@25-direct3d12/com.sun.glass.ui.View.handleViewEvent(View.java:543)
    at javafx.graphics@25-direct3d12/com.sun.glass.ui.View.notifyResize(View.java:884)
    at javafx.graphics@25-direct3d12/com.sun.glass.ui.win.WinView.notifyResize(WinView.java:91)
    at javafx.graphics@25-direct3d12/com.sun.glass.ui.win.WinApplication._runLoop(Native Method)
    at javafx.graphics@25-direct3d12/com.sun.glass.ui.win.WinApplication.lambda$runLoop$0(WinApplication.java:168)
    at java.base/java.lang.Thread.run(Thread.java:1474)
 
The other problem is related to LineChart. For me, sometimes the lines and the text is not rendered on the x and y axis.
When the axis change, it will render them again, but they will always disappear again after resizing the window.
 
Let me know if I should create an issue, or if I should build the branch by myself and test again! :)

-- Marius
 
Gesendet: Montag, 14. Oktober 2024 um 17:24
Von: "Lukasz Kostyra" <[email protected]>
An: openjfx-dev <[email protected]>
Betreff: JavaFX Direct3D 12 rendering pipeline for Windows

Hello openjfx-dev,

 

we just pushed a prototype of a new JavaFX Direct3D 12 rendering pipeline

for Windows to a new "direct3d12" branch on jfx-sandbox. It is more than an

experiment branch - we intend to fully develop the D3D12 backend there.

 

We're not necessarily looking for contributions at this point, but if anyone

has early feedback about it or wants to try it by building it themselves,

that would be fine. We also did not test it on a wider range of hardware, so

your mileage may vary. While D3D12 pipeline will build by default, D3D9

pipeline is still the default pick at runtime. To run anything on D3D12

pipeline you need to force it with ex.:

  java -Dprism.order=d3d12 ...

 

Backend supports 2D rendering (albeit with some graphical issues here and there

that need to be ironed out) and basic 3D rendering. Expect not everything fully

working yet (ex. some gradients on 2D controls are incorrect, or 3D-in-2D will

straight up not work) and the performance not matching D3D9 yet. Our goal is to

first reach feature completion and then focus on performance.

 

Lukasz

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