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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 accomodate 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); }