This document describes several unsupported properties that you
can use to customize how the 2D painting system operates. You might
use these properties to improve performance, fix incorrect
rendering, or avoid system crashes under certain configurations.
For example, on a small set of Microsoft Windows computers with bad
DirectDraw or Direct3D drivers, the use of hardware-accelerated
rendering might cause system crashes. You can use properties to
specify that on these computers, the Java 2D system shouldn't use
DirectDraw or Direct3D.
Warning: Take care when using these properties.
Some of them are unsupported for very practical reasons. For
example, some behaviors are disabled by default due to driver
instabilities; enabling such behaviors could cause system
instabilities on some configurations.
Since these properties have the sole purpose of enabling or
disabling implementation-specific behaviors, they are subject to
change or removal without notification. Some properties might work
only on the exact product releases for which they are documented.
2D properties have the prefix sun.java2d.. To
specify them, you can use either command-line flags or the
_JAVA_OPTIONS environment variable. For example, you
can specify the 2D trace property with a flag when
running an application, like this:
java -Dsun.java2d.trace=log SomeApp
Or you can specify it by setting _JAVA_OPTIONS before
running the application, like this:
Some system properties are also settable using environment
variables. For example, the d3d property has the
equivalent environment variable J2D_D3D. The property
description lists the equivalent environment variable, if one
exists.
Intended use: To enable the OpenGL-based pipeline, which
provides hardware acceleration. Introduced: 1.5 Beta 1 (Solaris/Linux); 1.5 Beta 2
(Microsoft Windows) Default value: false How to use: To silently enable the OpenGL-based pipeline,
set this property to true:
-Dsun.java2d.opengl=true
To receive verbose console output about whether the OpenGL-based
pipeline is initialized successfully for a particular screen, set
this property to True (note the uppercase
T):
-Dsun.java2d.opengl=True
An OpenGL-based pipeline for Java 2D was introduced in 1.5 Beta
1 for Solaris/Linux and 1.5 Beta 2 for Microsoft Windows platforms.
This pipeline is currently disabled by default. It provides
hardware acceleration for simple rendering operations (text,
images, lines, and filled primitives) as well as those that involve
complex transforms, paints, composites, and clips.
Intended use: To help determine the source of
less-than-desirable graphics performance. Introduced: 1.4 How to use: If your application is experiencing
less-than-desirable performance, the trace runtime
flag can help you determine the source of the problem. The flag is
specified with a list of options:
print out the name of each primitive as it is executed
timestamp
precede each log entry with the
currentTimeMillis()
count
at exit, print out a count of each primitive used
out:<filename>
send output (logging and counts) to the indicated file
help
print out a short usage statement
verbose
print out a summary of the options chosen for this run
If you use the log option, the Java runtime will
print the executed primitives' names, most of which will be in this
format:
<classname>.<methodname>(<src>,<composite>,<dst>)
The methodname represents the basic graphics
operation that is used to do the actual rendering work of a
Graphics method invocation. These method names will
not necessarily map directly to methods on the
Graphics object, nor will the number of calls made on
the Graphics object map directly to the number of
primitive operations performed.
The src and dst
represent the type of surfaces or source data involved in the
operation.
The composite names match the names in the
AlphaComposite class fairly closely with the suffix
"NoEa" meaning that the
AlphaComposite instance had an "extra alpha"
attribute of 1.0. The "SrcNoEa" type is the most commonly
used composite type and represents the simplest way of transferring
pixels with no blending required. "SrcNoEa" is often used
behind the scenes even though the default composite is
"SrcOver" when opaque colors and images are rendered
because the two operations are indistinguishable for opaque source
pixels.
Platform rendering pipelines are sometimes used for doing opaque
operations on surfaces accessible by a platform renderer, such as
X11, GDI, or DirectDraw. Their names currently use a simplified
naming format, which has a prefix for the platform renderer and the
name of the operation but without any classname or operand type
list. Examples are "X11DrawLine",
"GDIFillOval", and "DXFillRect". In the future
these names should more closely approximate the names of the other
primitives.
Intended use:To override what text anti-aliasing settings
are identified as being "desktop settings". Introduced: 1.6 Default value:true. How to use:Set on the command line or in a webstart jnlp
file as one of the specified values below to control rendering
hints used by Swing text.
Strictly this flag doesn't control Java 2D but is documented
here because the values all directly map to Java 2D text
antialiasing rendering hints values.
What the flag really does is override what the JRE reads from
the user's desktop settings as the user's desktop antialiased text
preferences. Swing instructs Java 2D to render Swing text to match
that preference, so by overriding it you can control Swing text.
This applies to standard Swing components (like JTextArea, JButton)
in the Metal L&F (aka Java L&F) and native (Windows, GTK) Swing
L&Fs. It should also apply to any custom component or L&F which
picks up the same property.
Intended use: To determine how many copies from managed
images will occur before a VRAM version of the image is
automatically created. Introduced: 1.4.1_02 Default value: 1 How to use: To force accelerated surfaces to be created
during image initialization, set the value to 0, as follows:
-Dsun.java2d.accthreshold=0
This property can be used to eliminate the initial delay in
rendering when the images are being copied to the VRAM after the
first few copies. Instead, the delay is effectively shifted to the
image creation time.
This could be useful behavior when you know that your
application will be able to take advantage of image management;
just get the overhead of the copy over with at the start instead of
incurring some number of slower copies to begin with and then
having the copy overhead at some later time.
Intended use: To turn off the Java 2D system's
use of Direct3D. Introduced: 1.4.1_02 Equivalent environment variable:J2D_D3D How to use: On a small subset of Windows 2000 systems with
buggy Direct3D drivers, the use of Direct3D can cause a system
crash. To turn off the use of Direct3D, set this property to false:
-Dsun.java2d.d3d=false
If problems persist, try setting the ddoffscreen property to false. If
that doesn't solve the problems, try setting noddraw to true.
Intended use: To specify that accelerated surfaces for
managed or translucent images should be in 16-bit (4444) format,
which saves VRAM and system memory but at the cost of decreased
quality. Introduced: 1.4.1_02 Default value: 32 How to use: To turn on 4444 format, set this property to
16:
-Dsun.java2d.d3dtexbpp=16
Note: The d3dtexbpp property has no effect if
the OpenGL pipeline is in use.
When this property is set to 16, it forces the accelerated
surfaces for managed images (created with
GraphicsConfiguration.createCompatibleImage(w,h,
TRANSLUCENT)) or translucent images loaded with
Toolkit.getImage to be in 4444 format. The system
memory surface for these images will be in 4444 format as well.
This option is useful when you have lots of images to be stored
in VRAM. The downside is poorer quality.
This option is also useful for computers with video boards (such
as 3dfx Voodoo3) that don't support 32-bit textures. When the Java
2D system uses 32-bit textures, as it does by default, then when it
encounters a card without 32-bit texture support it disables
support for accelerated translucent images. If you want
acceleration of translucent images on a video board that doesn't
support 32-bit textures, set the d3dtexbpp property to
16.
Intended use: To specify whether
VolatileImages should be kept in VRAM. Introduced: 1.4.1_02 Default value: false in 1.4; as of 1.5 Beta 1, true if
translaccel is true, and
otherwise false How to use: Normally, if the 2D system is using the
DirectDraw/Direct3D pipeline and detects that an image in video
memory is being read from too often (an expensive operation), it
punts it to a system memory surface, which is faster to read from.
Later, if the system detects that the user is copying from this
surface to an accelerated surface again, it promotes it to the
video memory. Setting this property to true disables the punting
mechanism and always keeps the image in video memory.
Note: The ddforcevram property has no effect if
the OpenGL pipeline is in use.
Although this property is often used with the translaccel property, it can be
used separately. To set this property to true, either set
translaccel to true in a 1.5 release, or set it
separately:
Intended use: To turn off the Java 2D system's use of
DirectDraw and Direct3D for offscreen surfaces such as the Swing
back buffer. Introduced: 1.4 Default value: true How to use: Setting this flag to false turns off DirectDraw
offscreen surfaces acceleration.
Intended use: To turn on hardware-accelerated scaling
when the DirectDraw/Direct3D pipeline is in use. Introduced: 1.2 Default value: false How to use: Setting this flag to true enables
hardware-accelerated scaling if the DirectDraw/Direct3D pipeline is
in use. DirectDraw/Direct3D hardware scaling is disabled by default
to avoid rendering artifacts in existing applications. These
rendering artifacts are caused by possible inconsistencies between
the scale method that the software scaling operation uses (nearest
neighbor) and the different scale methods that video cards use.
Certain events that occur while an application is running might
cause a scaled image to be rendered partially with hardware scaling
operations and partially with software scaling operations,
resulting in an inconsistent appearance. For now, you can enable
acceleration by setting the ddscale flag to true.
Note: The ddscale property has no effect if the
OpenGL pipeline is in use.
Intended use: To turn off the Java 2D system's use of
DirectDraw and Direct3D completely. Introduced: 1.2 Default value: false How to use: Setting this flag to true turns off DirectDraw
usage, which sometimes helps to get rid of rendering problems on
Win32.
Intended use: To specify whether translucent images
should be hardware-accelerated when the DirectDraw/Direct3D
pipeline is in use. Introduced: 1.4.1_02 Default value: false How to use: When the DirectDraw/Direct3D pipeline is being
used, both translaccel and ddforcevram must be true for
translucent images to be accelerated.
Note: The translaccel property has no effect if
the OpenGL pipeline is in use.
To turn on acceleration of translucent images in 1.4 and
1.5:
-Dsun.java2d.translaccel=true
-Dsun.java2d.ddforcevram=true //unnecessary as of 1.5 Beta 1
When both these properties are true, the Java 2D system attempts
to put translucent images into VRAM and use Direct3D for rendering
(compositing) them to the screen or to a
VolatileImage. Only translation transforms are
supported (no rotation, scaling, and so on). Before 1.5, to be
accelerated a translucent image had to be created in one of the
following ways:
Images loaded with Toolkit.getImage() that have a
translucent color model
As of 1.5, translucent images created with a
BufferedImage constructor can also be accelerated. To
find out whether an image can be accelerated on a particular
device, you can use the ImagegetCapabilities method (added in 1.5) to get an
ImageCapabilities object, which you can query using
the isAccelerated method. Note that a managed image
gets accelerated only after a certain number of copies to the
screen or to another accelerated surface.
The following code fragment illustrates the use of accelerated
images. The fragment assumes that back buffer is a
VolatileImage. BufferStrategy can be used
as well.
Compositing with extra alpha with SRC_OVER rule (which is the
default Graphics2D compositing rule) is accelerated, so the
following code will allow the use of hardware for compositing:
Code:
Intended use: To turn off DGA support and
hardware acceleration on Solaris Sparc, which sometimes helps to
reduce rendering artifacts. Introduced: 1.2 Default value: (unset) How to use: This property is settable only as an environment
variable; it has no command-line flag equivalent. To turn off DGA
support and hardware acceleration on Solaris Sparc, define the
variable:
setenv NO_J2D_DGA
Setting this variable automatically enables the use of pixmaps,
in effect setting pmoffscreen to true. The reverse,
however, is not true: setting pmoffscreen to true
doesn't disable DGA.
Intended use: To determine whether the 2D system
uses shared memory pixmaps in the local display environment for
storing images that experience frequent reads. Introduced: 1.4 Beta 3 Default value: (unset) How to use: This property is settable only as an environment
variable; it has no command-line flag equivalent. As of 1.4 Beta 3,
Java 2D starts out using normal pixmaps to store images, but
changes the storage of frequently read images to use Shared Memory
Pixmaps in the local display environment. You can override this
default behavior — and force only one type of pixmap to be used —
with J2D_PIXMAPS environment flag:
If you set this flag to shared, all images are
stored in Shared Memory Pixmaps if you are working in a local
display environment. Conversely, if you set this flag to
server, all images are stored in normal pixmaps, not
Shared Memory Pixmaps; the normal pixmaps can be stored in VRAM at
the discretion of the device driver.
Intended use: To determine whether Java 2D stores images
in pixmaps by default when DGA is not available. Introduced: 1.4 Beta 3 Default value: (unset) How to use: As of 1.4 Beta 3, Java 2D stores images in
pixmaps by default when DGA is not available, whether you are
working in a local or remote display environment. You can override
this behavior with the pmoffscreen flag:
Setting this flag to false disables offscreen pixmap support,
which can solve some rendering problems. When the flag is true,
offscreen pixmap support is enabled even if DGA is available.