+ update 2020: WARNING - support of the decompiler is now VERY LIMITED. There are no active developers. This means we will NOT develop new features and/or fix most of bugs. We left the tracker running in case somebody from community would like to work on it. Sorry for the inconvenience.
State: new new: Initial state. As long as issue is in this state, the work on the issue has not yet begun. opened: Opened state means developer started working on the issue. Feature/Fix will probably be in the next release. postponed: This means developer is not working on it now, for some reason it cannot be implemented now. Issue may be opened again in the future. upgraded: Issue is in upgraded state when developer made changes to the program and new version was released. closed: This means the user is satisfied with issue results and no more changes are needed. invalid: These issues cannot be solved. ignored: Developer decided to take no action on this issue. returned: Program changes were made but user is not satisfied and returned the issue.
Filters are slow. If you have a lot of time:) please implement the filters as shaders,
becauase the graphics card is much faster.
I did some testing with the shaders - I never did anything with the opengl before.
Filter calculation with the shaders is fast, but if we want to process the image later in
java, we must get the data from graphics card back to PC RAM and this is relatively slow
I tried to make simple blur filter(+ save to PNG) and compared speed with and without the
it took a little more time with the shader because of the pixel data transfer.
So I think that if we want to make our flash viewer to run faster,
it would be better to render the whole scene with opengl+shaders, not just process the
Then it will gain some speed.
I don't think that Graphics2D can be easily adopted to openGl to render shapes, since
openGl uses triangles. Maybe some cooperation - render shapes in FFDec, then combine them
as textures in opengl with shaders.
Maybe we can use the shaders in HTML5 export too - WebGL. There might be similar problem.
I lost a mood a bit with the openGl... shaders are quite easy... but rendering whole
scene... it's a quite big piece of cake.
Ha, looks like I had intel oboard graphics card enabled while testing. Now I switched to
the correct NVidia and it looks better :-)
The sample test:
with ffdec: 228 ms
with shader: 183 ms (80%)
with shader detailed:
shader creation: 14 ms
load texture: 18 ms
shader run: 2 ms
grab screen: 29 ms
saving image: 15 ms