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package sun.java2d.d3d;

import java.lang.annotation.Native;
import sun.java2d.pipe.BufferedContext;
import sun.java2d.pipe.RenderBuffer;
import sun.java2d.pipe.RenderQueue;
import sun.java2d.pipe.hw.ContextCapabilities;
import static sun.java2d.pipe.BufferedOpCodes.*;
import static sun.java2d.pipe.hw.ContextCapabilities.*;
import static sun.java2d.d3d.D3DContext.D3DContextCaps.*;

Note that the RenderQueue lock must be acquired before calling any of the methods in this class.
/** * Note that the RenderQueue lock must be acquired before calling any of * the methods in this class. */
class D3DContext extends BufferedContext { private final D3DGraphicsDevice device; D3DContext(RenderQueue rq, D3DGraphicsDevice device) { super(rq); this.device = device; }
Invalidates the currentContext field to ensure that we properly revalidate the D3DContext (make it current, etc.) next time through the validate() method. This is typically invoked from methods that affect the current context state (e.g. disposing a context or surface).
/** * Invalidates the currentContext field to ensure that we properly * revalidate the D3DContext (make it current, etc.) next time through * the validate() method. This is typically invoked from methods * that affect the current context state (e.g. disposing a context or * surface). */
static void invalidateCurrentContext() { // assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread(); // invalidate the current Java-level context so that we // revalidate everything the next time around if (currentContext != null) { currentContext.invalidateContext(); currentContext = null; } // invalidate the context reference at the native level, and // then flush the queue so that we have no pending operations // dependent on the current context D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.ensureCapacity(4); rq.getBuffer().putInt(INVALIDATE_CONTEXT); rq.flushNow(); }
Sets the current context on the native level to be the one passed as the argument. If the context is not the same as the defaultContext the latter will be reset to null. This call is needed when copying from a SW surface to a Texture (the upload test) or copying from d3d to SW surface to make sure we have the correct current context.
Params:
  • d3dc – the context to be made current on the native level
/** * Sets the current context on the native level to be the one passed as * the argument. * If the context is not the same as the defaultContext the latter * will be reset to null. * * This call is needed when copying from a SW surface to a Texture * (the upload test) or copying from d3d to SW surface to make sure we * have the correct current context. * * @param d3dc the context to be made current on the native level */
static void setScratchSurface(D3DContext d3dc) { // assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread(); // invalidate the current context if (d3dc != currentContext) { currentContext = null; } // set the scratch context D3DRenderQueue rq = D3DRenderQueue.getInstance(); RenderBuffer buf = rq.getBuffer(); rq.ensureCapacity(8); buf.putInt(SET_SCRATCH_SURFACE); buf.putInt(d3dc.getDevice().getScreen()); } public RenderQueue getRenderQueue() { return D3DRenderQueue.getInstance(); } @Override public void saveState() { // assert rq.lock.isHeldByCurrentThread(); // reset all attributes of this and current contexts invalidateContext(); invalidateCurrentContext(); setScratchSurface(this); // save the state on the native level rq.ensureCapacity(4); buf.putInt(SAVE_STATE); rq.flushNow(); } @Override public void restoreState() { // assert rq.lock.isHeldByCurrentThread(); // reset all attributes of this and current contexts invalidateContext(); invalidateCurrentContext(); setScratchSurface(this); // restore the state on the native level rq.ensureCapacity(4); buf.putInt(RESTORE_STATE); rq.flushNow(); } D3DGraphicsDevice getDevice() { return device; } static class D3DContextCaps extends ContextCapabilities {
Indicates the presence of pixel shaders (v2.0 or greater). This cap will only be set if the hardware supports the minimum number of texture units.
/** * Indicates the presence of pixel shaders (v2.0 or greater). * This cap will only be set if the hardware supports the minimum number * of texture units. */
@Native static final int CAPS_LCD_SHADER = (FIRST_PRIVATE_CAP << 0);
Indicates the presence of pixel shaders (v2.0 or greater). This cap will only be set if the hardware meets our minimum requirements.
/** * Indicates the presence of pixel shaders (v2.0 or greater). * This cap will only be set if the hardware meets our * minimum requirements. */
@Native static final int CAPS_BIOP_SHADER = (FIRST_PRIVATE_CAP << 1);
Indicates that the device was successfully initialized and can be safely used.
/** * Indicates that the device was successfully initialized and can * be safely used. */
@Native static final int CAPS_DEVICE_OK = (FIRST_PRIVATE_CAP << 2);
Indicates that the device has all of the necessary capabilities to support the Antialiasing Pixel Shader program.
/** * Indicates that the device has all of the necessary capabilities * to support the Antialiasing Pixel Shader program. */
@Native static final int CAPS_AA_SHADER = (FIRST_PRIVATE_CAP << 3); D3DContextCaps(int caps, String adapterId) { super(caps, adapterId); } @Override public String toString() { StringBuffer buf = new StringBuffer(super.toString()); if ((caps & CAPS_LCD_SHADER) != 0) { buf.append("CAPS_LCD_SHADER|"); } if ((caps & CAPS_BIOP_SHADER) != 0) { buf.append("CAPS_BIOP_SHADER|"); } if ((caps & CAPS_AA_SHADER) != 0) { buf.append("CAPS_AA_SHADER|"); } if ((caps & CAPS_DEVICE_OK) != 0) { buf.append("CAPS_DEVICE_OK|"); } return buf.toString(); } } }