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package com.sun.prism.d3d;

import com.sun.prism.impl.BaseGraphicsResource;
import com.sun.prism.impl.Disposer;

This class provides base functionality for tracking and releasing native d3d-related resources. When a Direct3D resource (such as texture, swap chain or pixel shader) is created at the native level it is added to the list of resources (see D3DResourceManager.cc) on both native and java level. This is needed because if a d3d device is lost and needs to be reset we must release all resources created in the default pool first. We must have references to all allocated resources in order to do that. In some cases we need to release all resources (when the device needs to be released, which may happen when a monitor is added or removed). There are several different ways a resource could be disposed of: - explicit disposal (dispose() is called) - the resource is released by the resource manager at the native level, disposer record is updated to reflect that - resource became unreachable - then the disposer will eventulally call dispose() for this resource - resource is disposed of at the native level when trying to reset the device. In this case the native code will call appropriate method to mark default pool or all resources as released (the release itself will happen at the native level) - see D3DResourceManager In all these cases resource disposal happens on the same thread (the Rendering Thread). Note that some d3d-related resources are not derived from this class - like D3DTexture. This is a bit confusing. But they do use this class's disposer record (they must).
/** * This class provides base functionality for tracking and releasing native * d3d-related resources. * * When a Direct3D resource (such as texture, swap chain or pixel shader) is * created at the native level it is added to the list of resources (see * D3DResourceManager.cc) on both native and java level. * * This is needed because if a d3d device is lost * and needs to be reset we must release all resources created in the default * pool first. We must have references to all allocated resources in order to * do that. In some cases we need to release all resources (when the device * needs to be released, which may happen when a monitor is added or removed). * * There are several different ways a resource could be disposed of: * - explicit disposal (dispose() is called) - the resource is released by the * resource manager at the native level, disposer record is updated to reflect * that * - resource became unreachable - then the disposer will eventulally call * dispose() for this resource * - resource is disposed of at the native level when trying to reset the * device. In this case the native code will call appropriate method to mark * default pool or all resources as released (the release itself will happen * at the native level) - see {@link D3DResourceManager} * * In all these cases resource disposal happens on the same thread (the * Rendering Thread). * * Note that some d3d-related resources are not derived from this class - like * D3DTexture. This is a bit confusing. But they do use this class's disposer * record (they must). */
class D3DResource extends BaseGraphicsResource { protected final D3DRecord d3dResRecord; D3DResource(D3DRecord disposerRecord) { super(disposerRecord); this.d3dResRecord = disposerRecord; } @Override public void dispose() { d3dResRecord.dispose(); } static class D3DRecord implements Disposer.Record { private final D3DContext context; private long pResource; private boolean isDefaultPool; D3DRecord(D3DContext context, long pResource) { this.context = context; this.pResource = pResource; if (pResource != 0L) { // only add to the list of resources if there's something to // dispose of context.getResourceFactory().addRecord(this); isDefaultPool = D3DResourceFactory.nIsDefaultPool(pResource); } else { isDefaultPool = false; } } long getResource() { return pResource; } D3DContext getContext() { return context; } boolean isDefaultPool() { return isDefaultPool; } protected void markDisposed() { pResource = 0L; } public void dispose() { if (pResource != 0L) { context.getResourceFactory().removeRecord(this); D3DResourceFactory.nReleaseResource(context.getContextHandle(), pResource); pResource = 0L; // res is always S_OK, no need to validate anything here // context.validate(res); } } } }