/*
* Copyright (c) 2007, 2013, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
package sun.java2d.pipe;
import java.awt.AlphaComposite;
import java.awt.Composite;
import sun.java2d.SunGraphics2D;
import sun.java2d.SurfaceData;
import sun.java2d.loops.CompositeType;
import sun.java2d.loops.MaskFill;
import sun.java2d.loops.SurfaceType;
import static sun.java2d.pipe.BufferedOpCodes.*;
The MaskFill operation is expressed as:
dst = ((src dst) * pathA) + (dst * (1 - pathA))
The OGL/D3D implementation of the MaskFill operation differs from the above
equation because it is not possible to perform such a complex operation in
OpenGL/Direct3D (without the use of advanced techniques like fragment
shaders and multitexturing). Therefore, the BufferedMaskFill operation
is expressed as:
dst = (src * pathA) dst
This simplified formula is only equivalent to the "true" MaskFill equation
in the following situations:
- is SrcOver
- is Src, extra alpha == 1.0, and the source paint is opaque
Therefore, we register BufferedMaskFill primitives for only the SurfaceType
and CompositeType restrictions mentioned above. In addition, for the
SrcNoEa case we must override the incoming composite with a SrcOver (no
extra alpha) instance, so that we set up the OpenGL/Direct3D blending
mode to match the BufferedMaskFill equation.
/**
* The MaskFill operation is expressed as:
* dst = ((src <MODE> dst) * pathA) + (dst * (1 - pathA))
*
* The OGL/D3D implementation of the MaskFill operation differs from the above
* equation because it is not possible to perform such a complex operation in
* OpenGL/Direct3D (without the use of advanced techniques like fragment
* shaders and multitexturing). Therefore, the BufferedMaskFill operation
* is expressed as:
* dst = (src * pathA) <SrcOver> dst
*
* This simplified formula is only equivalent to the "true" MaskFill equation
* in the following situations:
* - <MODE> is SrcOver
* - <MODE> is Src, extra alpha == 1.0, and the source paint is opaque
*
* Therefore, we register BufferedMaskFill primitives for only the SurfaceType
* and CompositeType restrictions mentioned above. In addition, for the
* SrcNoEa case we must override the incoming composite with a SrcOver (no
* extra alpha) instance, so that we set up the OpenGL/Direct3D blending
* mode to match the BufferedMaskFill equation.
*/
public abstract class BufferedMaskFill extends MaskFill {
protected final RenderQueue rq;
protected BufferedMaskFill(RenderQueue rq,
SurfaceType srcType,
CompositeType compType,
SurfaceType dstType)
{
super(srcType, compType, dstType);
this.rq = rq;
}
@Override
public void MaskFill(SunGraphics2D sg2d, SurfaceData sData,
Composite comp,
final int x, final int y, final int w, final int h,
final byte[] mask,
final int maskoff, final int maskscan)
{
AlphaComposite acomp = (AlphaComposite)comp;
if (acomp.getRule() != AlphaComposite.SRC_OVER) {
comp = AlphaComposite.SrcOver;
}
rq.lock();
try {
validateContext(sg2d, comp, BufferedContext.USE_MASK);
// we adjust the mask length so that the mask ends on a
// 4-byte boundary
int maskBytesRequired;
if (mask != null) {
// we adjust the mask length so that the mask ends on a
// 4-byte boundary
maskBytesRequired = (mask.length + 3) & (~3);
} else {
// mask not needed
maskBytesRequired = 0;
}
int totalBytesRequired = 32 + maskBytesRequired;
RenderBuffer buf = rq.getBuffer();
if (totalBytesRequired <= buf.capacity()) {
if (totalBytesRequired > buf.remaining()) {
// process the queue first and then enqueue the mask
rq.flushNow();
}
buf.putInt(MASK_FILL);
// enqueue parameters
buf.putInt(x).putInt(y).putInt(w).putInt(h);
buf.putInt(maskoff);
buf.putInt(maskscan);
buf.putInt(maskBytesRequired);
if (mask != null) {
// enqueue the mask
int padding = maskBytesRequired - mask.length;
buf.put(mask);
if (padding != 0) {
buf.position(buf.position() + padding);
}
}
} else {
// queue is too small to accommodate entire mask; perform
// the operation directly on the queue flushing thread
rq.flushAndInvokeNow(new Runnable() {
public void run() {
maskFill(x, y, w, h,
maskoff, maskscan, mask.length, mask);
}
});
}
} finally {
rq.unlock();
}
}
Called as a separate Runnable when the operation is too large to fit
on the RenderQueue. The OGL/D3D pipelines each have their own (small)
native implementation of this method.
/**
* Called as a separate Runnable when the operation is too large to fit
* on the RenderQueue. The OGL/D3D pipelines each have their own (small)
* native implementation of this method.
*/
protected abstract void maskFill(int x, int y, int w, int h,
int maskoff, int maskscan, int masklen,
byte[] mask);
Validates the state in the provided SunGraphics2D object and sets up
any special resources for this operation (e.g. enabling gradient
shading).
/**
* Validates the state in the provided SunGraphics2D object and sets up
* any special resources for this operation (e.g. enabling gradient
* shading).
*/
protected abstract void validateContext(SunGraphics2D sg2d,
Composite comp, int ctxflags);
}