Ok, its not that complicated to read at all.
1.) the number tells you how often this pipeline-functionality has been used.
2.) The name of the pipelinefunctionality used, almost everything with “loops” in it and a high count in 1.) is evil.
In fact your profile here shows that everything happens in the software rendering loops. If you did trace your BufferedImage implementation, then this is no surpise - everything is done in SW except blitting some images. If no you’re doing some fancy stuff which cannot be accalerated by the default java2d-pipeline.
Try wether -Dsun.java2d.opengl=True helps (java displays wether this works or not). Use Java-6 if you plant to try it.
The following operations could cause problems on the windows default pipeline:
- Antialiasing
- Translucent stuff (transparent images work)
- Image transformations
- …
The X11 pipeline seems to be even a little bit trickier, e.g. Substance LNF is very slow on Linux but works OK on Windows. However accalerated stuff is on X11 as fast / almost as fast / faster than on Windows.
Best wishes, lg Clemens
Your high CPU usage is from all that drawing I guess. Do you even use sleep() ? If not it’s logical that CPU usage is near 100% becouse it’s doing your program all the time.
More than like 9/10 of the images weren’t even on the screen. I changed my code to actually draw ALL 5,120 images to screen, and I get only about 30 frames per second (at 1280x1024x32, 75mhz).