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package com.sun.javafx.sg.prism;

import javafx.scene.CacheHint;
import java.util.ArrayList;
import java.util.List;
import com.sun.glass.ui.Screen;
import com.sun.javafx.geom.BaseBounds;
import com.sun.javafx.geom.BoxBounds;
import com.sun.javafx.geom.DirtyRegionContainer;
import com.sun.javafx.geom.DirtyRegionPool;
import com.sun.javafx.geom.Point2D;
import com.sun.javafx.geom.RectBounds;
import com.sun.javafx.geom.Rectangle;
import com.sun.javafx.geom.transform.Affine3D;
import com.sun.javafx.geom.transform.BaseTransform;
import com.sun.javafx.geom.transform.GeneralTransform3D;
import com.sun.javafx.geom.transform.NoninvertibleTransformException;
import com.sun.prism.CompositeMode;
import com.sun.prism.Graphics;
import com.sun.prism.GraphicsPipeline;
import com.sun.prism.RTTexture;
import com.sun.prism.ReadbackGraphics;
import com.sun.prism.impl.PrismSettings;
import com.sun.scenario.effect.Blend;
import com.sun.scenario.effect.Effect;
import com.sun.scenario.effect.FilterContext;
import com.sun.scenario.effect.ImageData;
import com.sun.scenario.effect.impl.prism.PrDrawable;
import com.sun.scenario.effect.impl.prism.PrEffectHelper;
import com.sun.scenario.effect.impl.prism.PrFilterContext;
import com.sun.javafx.logging.PulseLogger;
import static com.sun.javafx.logging.PulseLogger.PULSE_LOGGING_ENABLED;

NGNode is the abstract base class peer of Node, forming the basis for Prism and Scenario render graphs.

During synchronization, the FX scene graph will pass down to us the transform which takes us from local space to parent space, the content bounds (ie: geom bounds), and the transformed bounds (ie: boundsInParent), and the clippedBounds. The effect bounds have already been passed to the Effect peer (if there is one).

Whenever the transformedBounds of the NGNode are changed, we update the dirtyBounds, so that the next time we need to accumulate dirty regions, we will have the information we need to make sure we create an appropriate dirty region.

NGNode maintains a single "dirty" flag, which indicates that this node itself is dirty and must contribute to the dirty region. More specifically, it indicates that this node is now dirty with respect to the back buffer. Any rendering of the scene which will go on the back buffer will cause the dirty flag to be cleared, whereas a rendering of the scene which is for an intermediate image will not clear this dirty flag.

/** * NGNode is the abstract base class peer of Node, forming * the basis for Prism and Scenario render graphs. * <p> * During synchronization, the FX scene graph will pass down to us * the transform which takes us from local space to parent space, the * content bounds (ie: geom bounds), and the transformed bounds * (ie: boundsInParent), and the clippedBounds. The effect bounds have * already been passed to the Effect peer (if there is one). * <p> * Whenever the transformedBounds of the NGNode are changed, we update * the dirtyBounds, so that the next time we need to accumulate dirty * regions, we will have the information we need to make sure we create * an appropriate dirty region. * <p> * NGNode maintains a single "dirty" flag, which indicates that this * node itself is dirty and must contribute to the dirty region. More * specifically, it indicates that this node is now dirty with respect * to the back buffer. Any rendering of the scene which will go on the * back buffer will cause the dirty flag to be cleared, whereas a * rendering of the scene which is for an intermediate image will not * clear this dirty flag. */
public abstract class NGNode { private final static GraphicsPipeline pipeline = GraphicsPipeline.getPipeline(); private final static Boolean effectsSupported = (pipeline == null ? false : pipeline.isEffectSupported()); public static enum DirtyFlag { CLEAN, // Means that the node is dirty, but only because of translation DIRTY_BY_TRANSLATION, DIRTY }
Used for debug purposes. Set during sync.
/** * Used for debug purposes. Set during sync. */
private String name;
Temporary bounds for use by this class or subclasses, designed to reduce the amount of garbage we generate. If we get to the point where we have multi-threaded rasterization, we might need to make this per-instance instead of static.
/** * Temporary bounds for use by this class or subclasses, designed to * reduce the amount of garbage we generate. If we get to the point * where we have multi-threaded rasterization, we might need to make * this per-instance instead of static. */
private static final BoxBounds TEMP_BOUNDS = new BoxBounds(); private static final RectBounds TEMP_RECT_BOUNDS = new RectBounds(); protected static final Affine3D TEMP_TRANSFORM = new Affine3D();
Statics for defining what the culling bits are. We use 2 bits to determine culling status
/** * Statics for defining what the culling bits are. We use 2 bits to * determine culling status */
static final int DIRTY_REGION_INTERSECTS_NODE_BOUNDS = 0x1; static final int DIRTY_REGION_CONTAINS_NODE_BOUNDS = 0x2; static final int DIRTY_REGION_CONTAINS_OR_INTERSECTS_NODE_BOUNDS = DIRTY_REGION_INTERSECTS_NODE_BOUNDS | DIRTY_REGION_CONTAINS_NODE_BOUNDS;
The transform for this node. Although we are handed all the bounds during synchronization (including the transformed bounds), we still need the transform so that we can apply it to the clip and so forth while accumulating dirty regions and rendering.
/** * The transform for this node. Although we are handed all the bounds * during synchronization (including the transformed bounds), we still * need the transform so that we can apply it to the clip and so forth * while accumulating dirty regions and rendering. */
private BaseTransform transform = BaseTransform.IDENTITY_TRANSFORM;
The cached transformed bounds. This is never null, but is frequently set to be invalid whenever the bounds for the node have changed. These are "complete" bounds, that is, with transforms and effect and clip applied. Note that this is equivalent to boundsInParent in FX.
/** * The cached transformed bounds. This is never null, but is frequently set * to be invalid whenever the bounds for the node have changed. These are * "complete" bounds, that is, with transforms and effect and clip applied. * Note that this is equivalent to boundsInParent in FX. */
protected BaseBounds transformedBounds = new RectBounds();
The cached bounds. This is never null, but is frequently set to be invalid whenever the bounds for the node have changed. These are the "content" bounds, that is, without transforms or filters applied.
/** * The cached bounds. This is never null, but is frequently set to be * invalid whenever the bounds for the node have changed. These are the * "content" bounds, that is, without transforms or filters applied. */
protected BaseBounds contentBounds = new RectBounds();
We keep a reference to the last transform bounds that were valid and known. We do this to significantly speed up the rendering of the scene by culling and clipping based on "dirty" regions, which are essentially the rectangle formed by the union of the dirtyBounds and the transformedBounds.
/** * We keep a reference to the last transform bounds that were valid * and known. We do this to significantly speed up the rendering of the * scene by culling and clipping based on "dirty" regions, which are * essentially the rectangle formed by the union of the dirtyBounds * and the transformedBounds. */
BaseBounds dirtyBounds = new RectBounds();
Whether the node is visible. We need to know about the visibility of the node so that we can determine whether to cull it out, and perform other such optimizations.
/** * Whether the node is visible. We need to know about the visibility of * the node so that we can determine whether to cull it out, and perform * other such optimizations. */
private boolean visible = true;
Indicates that this NGNode is itself dirty and needs its full bounds included in the next repaint. This means it is dirty with respect to the back buffer. We don't bother differentiating between bounds dirty and visuals dirty because we can simply inspect the dirtyBounds to see if it is valid. If so, then bounds must be dirty.
/** * Indicates that this NGNode is itself dirty and needs its full bounds * included in the next repaint. This means it is dirty with respect to * the back buffer. We don't bother differentiating between bounds dirty * and visuals dirty because we can simply inspect the dirtyBounds to * see if it is valid. If so, then bounds must be dirty. */
protected DirtyFlag dirty = DirtyFlag.DIRTY;
The parent of the node. In the case of a normal render graph node, this will be an NGGroup. However, if this node is being used as a clip node, then the parent is the node it is the clip for.
/** * The parent of the node. In the case of a normal render graph node, * this will be an NGGroup. However, if this node is being used as * a clip node, then the parent is the node it is the clip for. */
private NGNode parent;
True if this node is a clip. This means the parent is clipped by this node.
/** * True if this node is a clip. This means the parent is clipped by this node. */
private boolean isClip;
The node used for specifying the clipping shape for this node. If null, then there is no clip.
/** * The node used for specifying the clipping shape for this node. If null, * then there is no clip. */
private NGNode clipNode;
The opacity of this node.
/** * The opacity of this node. */
private float opacity = 1f;
The view order of this node.
/** * The view order of this node. */
private double viewOrder = 0;
The blend mode that controls how the pixels of this node blend into the rest of the scene behind it.
/** * The blend mode that controls how the pixels of this node blend into * the rest of the scene behind it. */
private Blend.Mode nodeBlendMode;
The depth test flag for this node. It is used when rendering if the window into which we are rendering has a depth buffer.
/** * The depth test flag for this node. It is used when rendering if the window * into which we are rendering has a depth buffer. */
private boolean depthTest = true;
A filter used when the node is cached. If null, then the node is not being cached. While in theory this could be created automatically by the implementation due to some form of heuristic, currently we only set this if the application has requested that the node be cached.
/** * A filter used when the node is cached. If null, then the node is not * being cached. While in theory this could be created automatically by * the implementation due to some form of heuristic, currently we * only set this if the application has requested that the node be cached. */
private CacheFilter cacheFilter;
A filter used whenever an effect is placed on the node. Of course effects can form a kind of tree, such that this one effect might be an accumulation of several different effects. This will be null if there are no effects on the FX scene graph node.
/** * A filter used whenever an effect is placed on the node. Of course * effects can form a kind of tree, such that this one effect might be * an accumulation of several different effects. This will be null if * there are no effects on the FX scene graph node. */
private EffectFilter effectFilter;
If this node is an NGGroup, then this flag will be used to indicate whether one or more of its children is dirty. While it would seem this flag should be on NGGroup, the code turns out to be a bit cleaner with this flag in the NGNode class.
/** * If this node is an NGGroup, then this flag will be used to indicate * whether one or more of its children is dirty. While it would seem this * flag should be on NGGroup, the code turns out to be a bit cleaner with * this flag in the NGNode class. */
protected boolean childDirty = false;
How many children are going to be accumulated
/** * How many children are going to be accumulated */
protected int dirtyChildrenAccumulated = 0;
Do not iterate over all children in group. Mark group as dirty when threshold was reached.
/** * Do not iterate over all children in group. Mark group as dirty * when threshold was reached. */
protected final static int DIRTY_CHILDREN_ACCUMULATED_THRESHOLD = 12;
Marks position of this node in dirty regions.
/** * Marks position of this node in dirty regions. */
protected int cullingBits = 0x0; private DirtyHint hint;
A cached representation of the opaque region for this node. This cached version needs to be recomputed whenever the opaque region becomes invalid, which includes local transform changes (translations included!).
/** * A cached representation of the opaque region for this node. This * cached version needs to be recomputed whenever the opaque region becomes * invalid, which includes local transform changes (translations included!). */
private RectBounds opaqueRegion = null;
To avoid object churn we keep opaqueRegion around, and just toggle this boolean to indicate whether we need to recompute the opaqueRegion.
/** * To avoid object churn we keep opaqueRegion around, and just toggle this * boolean to indicate whether we need to recompute the opaqueRegion. */
private boolean opaqueRegionInvalid = true;
Used for debug purposes. This field will keep track of which nodes were rendered as a result of different dirty regions. These correspond to the same positions as the cullingBits. So for example, if a node was rendered by dirty region 0, then painted will have the lowest bit set. If it was rendered by dirty region 3, then it would have the 3rd bit from the right set ( that is, 1 << 2)
/** * Used for debug purposes. This field will keep track of which nodes were * rendered as a result of different dirty regions. These correspond to the * same positions as the cullingBits. So for example, if a node was rendered * by dirty region 0, then painted will have the lowest bit set. If it * was rendered by dirty region 3, then it would have the 3rd bit from the * right set ( that is, 1 << 2) */
private int painted = 0; protected NGNode() { } /*************************************************************************** * * * Methods invoked during synchronization * * * **************************************************************************/
Called by the FX scene graph to tell us whether we should be visible or not.
Params:
  • value – whether it is visible
/** * Called by the FX scene graph to tell us whether we should be visible or not. * @param value whether it is visible */
public void setVisible(boolean value) { // If the visibility changes, we need to mark this node as being dirty. // If this node is being cached, changing visibility should have no // effect, since it doesn't affect the rendering of the content in // any way. If we were to release the cached image, that might thwart // the developer's attempt to improve performance for things that // rapidly appear and disappear but which are expensive to render. // Ancestors, of course, must still have their caches invalidated. if (visible != value) { this.visible = value; markDirty(); } }
Called by the FX scene graph to tell us what our new content bounds are.
Params:
  • bounds – must not be null
/** * Called by the FX scene graph to tell us what our new content bounds are. * @param bounds must not be null */
public void setContentBounds(BaseBounds bounds) { // Note, there isn't anything to do here. We're dirty if geom or // visuals or transformed bounds or effects or clip have changed. // There's no point dealing with it here. contentBounds = contentBounds.deriveWithNewBounds(bounds); }
Called by the FX scene graph to tell us what our transformed bounds are.
Params:
  • bounds – must not be null
/** * Called by the FX scene graph to tell us what our transformed bounds are. * @param bounds must not be null */
public void setTransformedBounds(BaseBounds bounds, boolean byTransformChangeOnly) { if (transformedBounds.equals(bounds)) { // There has been no change, so ignore. It turns out this happens // a lot, because when a leaf has dirty bounds, all parents also // assume their bounds have changed, and only when they recompute // their bounds do we discover otherwise. This check could happen // on the FX side, however, then the FX side needs to cache the // former content bounds at the time of the last sync or needs to // be able to read state back from the NG side. Yuck. Just doing // it here for now. return; } // If the transformed bounds have changed, then we need to save off the // transformed bounds into the dirty bounds, so that the resulting // dirty region will be correct. If this node is cached, we DO NOT // invalidate the cache. The cacheFilter will compare its cached // transform to the accumulated transform to determine whether the // cache needs to be regenerated. So we will not invalidate it here. if (dirtyBounds.isEmpty()) { dirtyBounds = dirtyBounds.deriveWithNewBounds(transformedBounds); dirtyBounds = dirtyBounds.deriveWithUnion(bounds); } else { // TODO I think this is vestigial from Scenario and will never // actually occur in real life... (RT-23956) dirtyBounds = dirtyBounds.deriveWithUnion(transformedBounds); } transformedBounds = transformedBounds.deriveWithNewBounds(bounds); if (hasVisuals() && !byTransformChangeOnly) { markDirty(); } }
Called by the FX scene graph to tell us what our transform matrix is.
Params:
  • tx – must not be null
/** * Called by the FX scene graph to tell us what our transform matrix is. * @param tx must not be null */
public void setTransformMatrix(BaseTransform tx) { if (transform.equals(tx)) { return; } // If the transform matrix has changed, then we need to update it, // and mark this node as dirty. If this node is cached, we DO NOT // invalidate the cache. The cacheFilter will compare its cached // transform to the accumulated transform to determine whether the // cache needs to be regenerated. So we will not invalidate it here. // This approach allows the cached image to be reused in situations // where only the translation parameters of the accumulated transform // are changing. The scene will still be marked dirty and cached // images of any ancestors will be invalidated. boolean useHint = false; // If the parent is cached, try to check if the transformation is only a translation if (parent != null && parent.cacheFilter != null && PrismSettings.scrollCacheOpt) { if (hint == null) { // If there's no hint created yet, this is the first setTransformMatrix // call and we have nothing to compare to yet. hint = new DirtyHint(); } else { if (transform.getMxx() == tx.getMxx() && transform.getMxy() == tx.getMxy() && transform.getMyy() == tx.getMyy() && transform.getMyx() == tx.getMyx() && transform.getMxz() == tx.getMxz() && transform.getMyz() == tx.getMyz() && transform.getMzx() == tx.getMzx() && transform.getMzy() == tx.getMzy() && transform.getMzz() == tx.getMzz() && transform.getMzt() == tx.getMzt()) { useHint = true; hint.translateXDelta = tx.getMxt() - transform.getMxt(); hint.translateYDelta = tx.getMyt() - transform.getMyt(); } } } transform = transform.deriveWithNewTransform(tx); if (useHint) { markDirtyByTranslation(); } else { markDirty(); } invalidateOpaqueRegion(); }
Called by the FX scene graph whenever the clip node for this node changes.
Params:
  • clipNode – can be null if the clip node is being cleared
/** * Called by the FX scene graph whenever the clip node for this node changes. * @param clipNode can be null if the clip node is being cleared */
public void setClipNode(NGNode clipNode) { // Whenever the clipNode itself has changed (that is, the reference to // the clipNode), we need to be sure to mark this node dirty and to // invalidate the cache of this node (if there is one) and all parents. if (clipNode != this.clipNode) { // Clear the "parent" property of the clip node, if there was one if (this.clipNode != null) this.clipNode.setParent(null); // Make the "parent" property of the clip node point to this if (clipNode != null) clipNode.setParent(this, true); // Keep the reference to the new clip node this.clipNode = clipNode; // Mark this node dirty, invalidate its cache, and all parents. visualsChanged(); invalidateOpaqueRegion(); } }
Called by the FX scene graph whenever the opacity for the node changes. We create a special filter when the opacity is < 1.
Params:
  • opacity – A value between 0 and 1.
/** * Called by the FX scene graph whenever the opacity for the node changes. * We create a special filter when the opacity is < 1. * @param opacity A value between 0 and 1. */
public void setOpacity(float opacity) { // Check the argument to make sure it is valid. if (opacity < 0 || opacity > 1) { throw new IllegalArgumentException("Internal Error: The opacity must be between 0 and 1"); } // If the opacity has changed, react. If this node is being cached, // then we do not want to invalidate the cache due to an opacity // change. However, as usual, all parent caches must be invalidated. if (opacity != this.opacity) { final float old = this.opacity; this.opacity = opacity; markDirty(); // Even though the opacity has changed, for example from .5 to .6, // we don't need to invalidate the opaque region unless it has toggled // from 1 to !1, or from !1 to 1. if (old < 1 && (opacity == 1 || opacity == 0) || opacity < 1 && (old == 1 || old == 0)) { invalidateOpaqueRegion(); } } }
Called by the FX scene graph whenever the view order for the node changes.
Params:
  • viewOrder – A value between the range of negative Double.MAX_VALUE and positive Double.MAX_VALUE.
/** * Called by the FX scene graph whenever the view order for the node * changes. * * @param viewOrder A value between the range of negative Double.MAX_VALUE * and positive Double.MAX_VALUE. */
public void setViewOrder(double viewOrder) { // If the viewOrder value has changed, react. if (viewOrder != this.viewOrder) { this.viewOrder = viewOrder; // Mark this node dirty and invalidate its cache. visualsChanged(); } }
Set by the FX scene graph.
Params:
  • blendMode – may be null to indicate "default"
/** * Set by the FX scene graph. * @param blendMode may be null to indicate "default" */
public void setNodeBlendMode(Blend.Mode blendMode) { // The following code was a broken optimization that made an // incorrect assumption about null meaning the same thing as // SRC_OVER. In reality, null means "pass through blending // from children" and SRC_OVER means "intercept blending of // children, allow them to blend with each other, but pass // their result on in a single SRC_OVER operation into the bg". // For leaf nodes, those are mostly the same thing, but Regions // and Groups might behave differently for the two modes. // if (blendMode == Blend.Mode.SRC_OVER) { // blendMode = null; // } // If the blend mode has changed, react. If this node is being cached, // then we do not want to invalidate the cache due to a compositing // change. However, as usual, all parent caches must be invalidated. if (this.nodeBlendMode != blendMode) { this.nodeBlendMode = blendMode; markDirty(); invalidateOpaqueRegion(); } }
Called by the FX scene graph whenever the derived depth test flag for the node changes.
Params:
  • depthTest – indicates whether to perform a depth test operation (if the window has a depth buffer).
/** * Called by the FX scene graph whenever the derived depth test flag for * the node changes. * @param depthTest indicates whether to perform a depth test operation * (if the window has a depth buffer). */
public void setDepthTest(boolean depthTest) { // If the depth test flag has changed, react. if (depthTest != this.depthTest) { this.depthTest = depthTest; // Mark this node dirty, invalidate its cache, and all parents. visualsChanged(); } }
Called by the FX scene graph whenever "cached" or "cacheHint" changes. These hints provide a way for the developer to indicate whether they want this node to be cached as a raster, which can be quite a performance optimization in some cases (and lethal in others).
Params:
  • cached – specifies whether or not this node should be cached
  • cacheHint – never null, indicates some hint as to how to cache
/** * Called by the FX scene graph whenever "cached" or "cacheHint" changes. * These hints provide a way for the developer to indicate whether they * want this node to be cached as a raster, which can be quite a performance * optimization in some cases (and lethal in others). * @param cached specifies whether or not this node should be cached * @param cacheHint never null, indicates some hint as to how to cache */
public void setCachedAsBitmap(boolean cached, CacheHint cacheHint) { // Validate the arguments if (cacheHint == null) { throw new IllegalArgumentException("Internal Error: cacheHint must not be null"); } if (cached) { if (cacheFilter == null) { cacheFilter = new CacheFilter(this, cacheHint); // We do not technically need to do a render pass here, but if // we wait for the next render pass to cache it, then we will // cache not the current visuals, but the visuals as defined // by any transform changes that happen between now and then. // Repainting now encourages the cached version to be as close // as possible to the state of the node when the cache hint // was set... markDirty(); } else { if (!cacheFilter.matchesHint(cacheHint)) { cacheFilter.setHint(cacheHint); // Different hints may have different requirements of // whether the cache is stale. We do not have enough info // right here to evaluate that, but it will be determined // naturally during a repaint cycle. // If the new hint is more relaxed (QUALITY => SPEED for // instance) then rendering should be quick. // If the new hint is more restricted (SPEED => QUALITY) // then we need to render to improve the results anyway. markDirty(); } } } else { if (cacheFilter != null) { cacheFilter.dispose(); cacheFilter = null; // A cache will often look worse than uncached rendering. It // may look the same in some circumstances, and this may then // be an unnecessary rendering pass, but we do not have enough // information here to be able to optimize that when possible. markDirty(); } } }
Called by the FX scene graph to set the effect.
Params:
  • effect – the effect (can be null to clear it)
/** * Called by the FX scene graph to set the effect. * @param effect the effect (can be null to clear it) */
public void setEffect(Effect effect) { final Effect old = getEffect(); // When effects are disabled, be sure to reset the effect filter if (PrismSettings.disableEffects) { effect = null; } // We only need to take action if the effect is different than what was // set previously. There are four possibilities. Of these, #1 and #3 matter: // 0. effectFilter == null, effect == null // 1. effectFilter == null, effect != null // 2. effectFilter != null, effectFilter.effect == effect // 3. effectFilter != null, effectFilter.effect != effect // In any case where the effect is changed, we must both invalidate // the cache for this node (if there is one) and all parents, and mark // this node as dirty. if (effectFilter == null && effect != null) { effectFilter = new EffectFilter(effect, this); visualsChanged(); } else if (effectFilter != null && effectFilter.getEffect() != effect) { effectFilter.dispose(); effectFilter = null; if (effect != null) { effectFilter = new EffectFilter(effect, this); } visualsChanged(); } // The only thing we do with the effect in #computeOpaqueRegion is to check // whether the effect is null / not null. If the answer to these question has // not changed from last time, then there is no need to recompute the opaque region. if (old != effect) { if (old == null || effect == null) { invalidateOpaqueRegion(); } } }
Called by the FX scene graph when an effect in the effect chain on the node changes internally.
/** * Called by the FX scene graph when an effect in the effect chain on the node * changes internally. */
public void effectChanged() { visualsChanged(); }
Return true if contentBounds is purely a 2D bounds, ie. it is a RectBounds or its Z dimension is almost zero.
/** * Return true if contentBounds is purely a 2D bounds, ie. it is a * RectBounds or its Z dimension is almost zero. */
public boolean isContentBounds2D() { return contentBounds.is2D(); } /*************************************************************************** * * * Hierarchy, visibility, and other such miscellaneous NGNode properties * * * **************************************************************************/
Gets the parent of this node. The parent might be an NGGroup. However, if this node is a clip node on some other node, then the node on which it is set as the clip will be returned. That is, suppose some node A has a clip node B. The method B.getParent() will return A.
/** * Gets the parent of this node. The parent might be an NGGroup. However, * if this node is a clip node on some other node, then the node on which * it is set as the clip will be returned. That is, suppose some node A * has a clip node B. The method B.getParent() will return A. */
public NGNode getParent() { return parent; }
Only called by this class, or by the NGGroup class.
/** * Only called by this class, or by the NGGroup class. */
public void setParent(NGNode parent) { setParent(parent, false); } private void setParent(NGNode parent, boolean isClip) { this.parent = parent; this.isClip = isClip; }
Used for debug purposes.
/** * Used for debug purposes. */
public final void setName(String value) { this.name = value; }
Used for debug purposes.
/** * Used for debug purposes. */
public final String getName() { return name; } protected final Effect getEffect() { return effectFilter == null ? null : effectFilter.getEffect(); }
Gets whether this node's visible property is set
/** * Gets whether this node's visible property is set */
public boolean isVisible() { return visible; } public final BaseTransform getTransform() { return transform; } public final float getOpacity() { return opacity; } public final Blend.Mode getNodeBlendMode() { return nodeBlendMode; } public final boolean isDepthTest() { return depthTest; } public final CacheFilter getCacheFilter() { return cacheFilter; } public final EffectFilter getEffectFilter() { return effectFilter; } public final NGNode getClipNode() { return clipNode; } public BaseBounds getContentBounds(BaseBounds bounds, BaseTransform tx) { if (tx.isTranslateOrIdentity()) { bounds = bounds.deriveWithNewBounds(contentBounds); if (!tx.isIdentity()) { float translateX = (float) tx.getMxt(); float translateY = (float) tx.getMyt(); float translateZ = (float) tx.getMzt(); bounds = bounds.deriveWithNewBounds( bounds.getMinX() + translateX, bounds.getMinY() + translateY, bounds.getMinZ() + translateZ, bounds.getMaxX() + translateX, bounds.getMaxY() + translateY, bounds.getMaxZ() + translateZ); } return bounds; } else { // This is a scale / rotate / skew transform. // We have contentBounds cached throughout the entire tree. // just walk down the tree and add everything up return computeBounds(bounds, tx); } } private BaseBounds computeBounds(BaseBounds bounds, BaseTransform tx) { // TODO: This code almost worked, but it ignored the local to // parent transforms on the nodes. The short fix is to disable // this block and use the more general form below, but we need // to revisit this and see if we can make it work more optimally. // @see RT-12105 http://javafx-jira.kenai.com/browse/RT-12105 if (false && this instanceof NGGroup) { List<NGNode> children = ((NGGroup)this).getChildren(); BaseBounds tmp = TEMP_BOUNDS; for (int i=0; i<children.size(); i++) { float minX = bounds.getMinX(); float minY = bounds.getMinY(); float minZ = bounds.getMinZ(); float maxX = bounds.getMaxX(); float maxY = bounds.getMaxY(); float maxZ = bounds.getMaxZ(); NGNode child = children.get(i); bounds = child.computeBounds(bounds, tx); tmp = tmp.deriveWithNewBounds(minX, minY, minZ, maxX, maxY, maxZ); bounds = bounds.deriveWithUnion(tmp); } return bounds; } else { bounds = bounds.deriveWithNewBounds(contentBounds); return tx.transform(contentBounds, bounds); } } /** */ public final BaseBounds getClippedBounds(BaseBounds bounds, BaseTransform tx) { BaseBounds effectBounds = getEffectBounds(bounds, tx); if (clipNode != null) { // there is a clip in place, so we will save off the effect/content // bounds (so as not to generate garbage) and will then get the // bounds of the clip node and do an intersection of the two float ex1 = effectBounds.getMinX(); float ey1 = effectBounds.getMinY(); float ez1 = effectBounds.getMinZ(); float ex2 = effectBounds.getMaxX(); float ey2 = effectBounds.getMaxY(); float ez2 = effectBounds.getMaxZ(); effectBounds = clipNode.getCompleteBounds(effectBounds, tx); effectBounds.intersectWith(ex1, ey1, ez1, ex2, ey2, ez2); } return effectBounds; } public final BaseBounds getEffectBounds(BaseBounds bounds, BaseTransform tx) { if (effectFilter != null) { return effectFilter.getBounds(bounds, tx); } else { return getContentBounds(bounds, tx); } } public final BaseBounds getCompleteBounds(BaseBounds bounds, BaseTransform tx) { if (tx.isIdentity()) { bounds = bounds.deriveWithNewBounds(transformedBounds); return bounds; } else if (transform.isIdentity()) { return getClippedBounds(bounds, tx); } else { double mxx = tx.getMxx(); double mxy = tx.getMxy(); double mxz = tx.getMxz(); double mxt = tx.getMxt(); double myx = tx.getMyx(); double myy = tx.getMyy(); double myz = tx.getMyz(); double myt = tx.getMyt(); double mzx = tx.getMzx(); double mzy = tx.getMzy(); double mzz = tx.getMzz(); double mzt = tx.getMzt(); BaseTransform boundsTx = tx.deriveWithConcatenation(this.transform); bounds = getClippedBounds(bounds, tx); if (boundsTx == tx) { tx.restoreTransform(mxx, mxy, mxz, mxt, myx, myy, myz, myt, mzx, mzy, mzz, mzt); } return bounds; } } /*************************************************************************** * * * Dirty States * * * **************************************************************************/
Invoked by subclasses whenever some change to the geometry or visuals has occurred. This will mark the node as dirty and invalidate the cache.
/** * Invoked by subclasses whenever some change to the geometry or visuals * has occurred. This will mark the node as dirty and invalidate the cache. */
protected void visualsChanged() { invalidateCache(); markDirty(); } protected void geometryChanged() { invalidateCache(); invalidateOpaqueRegion(); if (hasVisuals()) { markDirty(); } }
Makes this node dirty, meaning that it needs to be included in the next repaint to the back buffer, and its bounds should be included in the dirty region. This flag means that this node itself is dirty. In contrast, the childDirty flag indicates that a child of the node (maybe a distant child) is dirty. This method does not invalidate the cache of this node. However, it ends up walking up the tree marking all parents as having a dirty child and also invalidating their caches. This method has no effect if the node is already dirty.
/** * Makes this node dirty, meaning that it needs to be included in the * next repaint to the back buffer, and its bounds should be included * in the dirty region. This flag means that this node itself is dirty. * In contrast, the childDirty flag indicates that a child of the node * (maybe a distant child) is dirty. This method does not invalidate the * cache of this node. However, it ends up walking up the tree marking * all parents as having a dirty child and also invalidating their caches. * This method has no effect if the node is already dirty. */
public final void markDirty() { if (dirty != DirtyFlag.DIRTY) { dirty = DirtyFlag.DIRTY; markTreeDirty(); } }
Mark the node as DIRTY_BY_TRANSLATION. This will call special cache invalidation
/** * Mark the node as DIRTY_BY_TRANSLATION. This will call special cache invalidation */
private void markDirtyByTranslation() { if (dirty == DirtyFlag.CLEAN) { if (parent != null && parent.dirty == DirtyFlag.CLEAN && !parent.childDirty) { dirty = DirtyFlag.DIRTY_BY_TRANSLATION; parent.childDirty = true; parent.dirtyChildrenAccumulated++; parent.invalidateCacheByTranslation(hint); parent.markTreeDirty(); } else { markDirty(); } } } //Mark tree dirty, but make sure this node's // dirtyChildrenAccumulated has not been incremented. // Useful when a markTree is called on a node that's not // the dirty source of change, e.g. group knows it has new child // or one of it's child has been removed protected final void markTreeDirtyNoIncrement() { if (parent != null && (!parent.childDirty || dirty == DirtyFlag.DIRTY_BY_TRANSLATION)) { markTreeDirty(); } }
Notifies the parent (whether an NGGroup or just a NGNode) that a child has become dirty. This walk will continue all the way up to the root of the tree. If a node is encountered which is already dirty, or which already has childDirty set, then this loop will terminate (ie: there is no point going further so we might as well just bail). This method ends up invalidating the cache of each parent up the tree. Since it is possible for a node to already have its dirty bit set, but not have its cache invalidated, this method is careful to make sure the first parent it encounters which is already marked dirty still has its cache invalidated. If this turns out to be expensive due to high occurrence, we can add a quick "invalidated" flag to every node (at the cost of yet another bit).
/** * Notifies the parent (whether an NGGroup or just a NGNode) that * a child has become dirty. This walk will continue all the way up * to the root of the tree. If a node is encountered which is already * dirty, or which already has childDirty set, then this loop will * terminate (ie: there is no point going further so we might as well * just bail). This method ends up invalidating the cache of each * parent up the tree. Since it is possible for a node to already * have its dirty bit set, but not have its cache invalidated, this * method is careful to make sure the first parent it encounters * which is already marked dirty still has its cache invalidated. If * this turns out to be expensive due to high occurrence, we can add * a quick "invalidated" flag to every node (at the cost of yet * another bit). */
protected final void markTreeDirty() { NGNode p = parent; boolean atClip = isClip; boolean byTranslation = dirty == DirtyFlag.DIRTY_BY_TRANSLATION; while (p != null && p.dirty != DirtyFlag.DIRTY && (!p.childDirty || atClip || byTranslation)) { if (atClip) { p.dirty = DirtyFlag.DIRTY; } else if (!byTranslation) { p.childDirty = true; p.dirtyChildrenAccumulated++; } p.invalidateCache(); atClip = p.isClip; byTranslation = p.dirty == DirtyFlag.DIRTY_BY_TRANSLATION; p = p.parent; } // if we stopped on a parent that already has dirty children, increase it's // dirty children count. // Note that when incrementDirty is false, we don't increment in this case. if (p != null && p.dirty == DirtyFlag.CLEAN && !atClip && !byTranslation) { p.dirtyChildrenAccumulated++; } // Must make sure this happens. In some cases, a parent might // already be marked dirty (for example, its opacity may have // changed) but its cache has not been made invalid. This call // will make sure it is invalidated in that case if (p != null) p.invalidateCache(); }
Gets whether this SGNode is clean. This will return true only if this node and any / all child nodes are clean.
/** * Gets whether this SGNode is clean. This will return true only if * this node and any / all child nodes are clean. */
public final boolean isClean() { return dirty == DirtyFlag.CLEAN && !childDirty; }
Clears the dirty flag. This should only happen during rendering.
/** * Clears the dirty flag. This should only happen during rendering. */
protected void clearDirty() { dirty = DirtyFlag.CLEAN; childDirty = false; dirtyBounds.makeEmpty(); dirtyChildrenAccumulated = 0; }
Walks down the tree clearing the "painted" bits for each node. This is only called if we're drawing dirty rectangles or overdraw rectangles.
/** * Walks down the tree clearing the "painted" bits for each node. This is only * called if we're drawing dirty rectangles or overdraw rectangles. */
public void clearPainted() { painted = 0; if (this instanceof NGGroup) { List<NGNode> children = ((NGGroup)this).getChildren(); for (int i=0; i<children.size(); i++) { children.get(i).clearPainted(); } } } public void clearDirtyTree() { clearDirty(); if (getClipNode() != null) { getClipNode().clearDirtyTree(); } if (this instanceof NGGroup) { List<NGNode> children = ((NGGroup) this).getChildren(); for (int i = 0; i < children.size(); ++i) { NGNode child = children.get(i); if (child.dirty != DirtyFlag.CLEAN || child.childDirty) { child.clearDirtyTree(); } } } }
Invalidates the cache, if it is in use. There are several operations which need to cause the cached raster to become invalid so that a subsequent render operation will result in the cached image being reconstructed.
/** * Invalidates the cache, if it is in use. There are several operations * which need to cause the cached raster to become invalid so that a * subsequent render operation will result in the cached image being * reconstructed. */
protected final void invalidateCache() { if (cacheFilter != null) { cacheFilter.invalidate(); } }
Mark the cache as invalid due to a translation of a child. The cache filter might use this information for optimizations.
/** * Mark the cache as invalid due to a translation of a child. The cache filter * might use this information for optimizations. */
protected final void invalidateCacheByTranslation(DirtyHint hint) { if (cacheFilter != null) { cacheFilter.invalidateByTranslation(hint.translateXDelta, hint.translateYDelta); } } /*************************************************************************** * * * Dirty Regions * * * * Need to add documentation about dirty regions and how they work. One * * thing to be aware of is that during the dirty region accumulation phase * * we use precise floating point values, but during * * * **************************************************************************/
Accumulates and returns the dirty regions in transformed coordinates for this node. This method is designed such that a single downward traversal of the tree is sufficient to update the dirty regions.

This method only accumulates dirty regions for parts of the tree which lie inside the clip since there is no point in accumulating dirty regions which lie outside the clip. The returned dirty regions bounds the same object as that passed into the function. The returned dirty regions bounds will always be adjusted such that they do not extend beyond the clip.

The given transform is the accumulated transform up to but not including the transform of this node.

Params:
  • clip – must not be null, the clip in scene coordinates, supplied by the rendering system. At most, this is usually the bounds of the window's content area, however it might be smaller.
  • dirtyRegionTemp – must not be null, the dirty region in scene coordinates. When this method is initially invoked by the rendering system, the dirtyRegion should be marked as invalid.
  • dirtyRegionContainer – must not be null, the container of dirty regions in scene coordinates.
  • tx – must not be null, the accumulated transform up to but not including this node's transform. When this method concludes, it must restore this transform if it was changed within the function.
  • pvTx – must not be null, it's the perspective transform of the current perspective camera or identity transform if parallel camera is used.
Returns:The dirty region container. If the returned value is null, then that means the clip should be used as the dirty region. This is a special case indicating that there is no more need to walk the tree but we can take a shortcut. Note that returning null is *always* safe. Returning something other than null is simply an optimization for cases where the dirty region is substantially smaller than the clip. TODO: Only made non-final for the sake of testing (see javafx-sg-prism tests) (RT-23957)
/** * Accumulates and returns the dirty regions in transformed coordinates for * this node. This method is designed such that a single downward traversal * of the tree is sufficient to update the dirty regions. * <p> * This method only accumulates dirty regions for parts of the tree which lie * inside the clip since there is no point in accumulating dirty regions which * lie outside the clip. The returned dirty regions bounds the same object * as that passed into the function. The returned dirty regions bounds will * always be adjusted such that they do not extend beyond the clip. * <p> * The given transform is the accumulated transform up to but not including the * transform of this node. * * @param clip must not be null, the clip in scene coordinates, supplied by the * rendering system. At most, this is usually the bounds of the window's * content area, however it might be smaller. * @param dirtyRegionTemp must not be null, the dirty region in scene coordinates. * When this method is initially invoked by the rendering system, the * dirtyRegion should be marked as invalid. * @param dirtyRegionContainer must not be null, the container of dirty regions in scene * coordinates. * @param tx must not be null, the accumulated transform up to but not * including this node's transform. When this method concludes, it must * restore this transform if it was changed within the function. * @param pvTx must not be null, it's the perspective transform of the current * perspective camera or identity transform if parallel camera is used. * @return The dirty region container. If the returned value is null, then that means * the clip should be used as the dirty region. This is a special * case indicating that there is no more need to walk the tree but * we can take a shortcut. Note that returning null is *always* * safe. Returning something other than null is simply an * optimization for cases where the dirty region is substantially * smaller than the clip. * TODO: Only made non-final for the sake of testing (see javafx-sg-prism tests) (RT-23957) */
public /*final*/ int accumulateDirtyRegions(final RectBounds clip, final RectBounds dirtyRegionTemp, DirtyRegionPool regionPool, final DirtyRegionContainer dirtyRegionContainer, final BaseTransform tx, final GeneralTransform3D pvTx) { // This is the main entry point, make sure to check these inputs for validity if (clip == null || dirtyRegionTemp == null || regionPool == null || dirtyRegionContainer == null || tx == null || pvTx == null) throw new NullPointerException(); // Even though a node with 0 visibility or 0 opacity doesn't get // rendered, it may contribute to the dirty bounds, for example, if it // WAS visible or if it HAD an opacity > 0 last time we rendered then // we must honor its dirty region. We have front-loaded this work so // that we don't mark nodes as having dirty flags or dirtyBounds if // they shouldn't contribute to the dirty region. So we can simply // treat all nodes, regardless of their opacity or visibility, as // though their dirty regions matter. They do. // If this node is clean then we can simply return the dirty region as // there is no need to walk any further down this branch of the tree. // The node is "clean" if neither it, nor its children, are dirty. if (dirty == DirtyFlag.CLEAN && !childDirty) { return DirtyRegionContainer.DTR_OK; } // We simply collect this nodes dirty region if it has its dirty flag // set, regardless of whether it is a group or not. However, if this // node is not dirty, then we can ask the accumulateGroupDirtyRegion // method to collect the dirty regions of the children. if (dirty != DirtyFlag.CLEAN) { return accumulateNodeDirtyRegion(clip, dirtyRegionTemp, dirtyRegionContainer, tx, pvTx); } else { assert childDirty; // this must be true by this point return accumulateGroupDirtyRegion(clip, dirtyRegionTemp, regionPool, dirtyRegionContainer, tx, pvTx); } }
Accumulates the dirty region of a node. TODO: Only made non-final for the sake of testing (see javafx-sg-prism tests) (RT-23957)
/** * Accumulates the dirty region of a node. * TODO: Only made non-final for the sake of testing (see javafx-sg-prism tests) (RT-23957) */
int accumulateNodeDirtyRegion(final RectBounds clip, final RectBounds dirtyRegionTemp, final DirtyRegionContainer dirtyRegionContainer, final BaseTransform tx, final GeneralTransform3D pvTx) { // Get the dirty bounds of this specific node in scene coordinates final BaseBounds bb = computeDirtyRegion(dirtyRegionTemp, tx, pvTx); // Note: dirtyRegion is strictly a 2D operation. We simply need the largest // rectangular bounds of bb. Hence the Z-axis projection of bb; taking // minX, minY, maxX and maxY values from this point on. Also, in many cases // bb == dirtyRegionTemp. In fact, the only time this won't be true is if // there is (or was) a perspective transform involved on this node. if (bb != dirtyRegionTemp) { bb.flattenInto(dirtyRegionTemp); } // If my dirty region is empty, or if it doesn't intersect with the // clip, then we can simply return since this node's dirty region is // not helpful if (dirtyRegionTemp.isEmpty() || clip.disjoint(dirtyRegionTemp)) { return DirtyRegionContainer.DTR_OK; } // If the clip is completely contained within the dirty region (including // if they are equal) then we return DTR_CONTAINS_CLIP if (dirtyRegionTemp.contains(clip)) { return DirtyRegionContainer.DTR_CONTAINS_CLIP; } // The only overhead in calling intersectWith, and contains (above) is the repeated checking // if the isEmpty state. But the code is cleaner and less error prone. dirtyRegionTemp.intersectWith(clip); // Add the dirty region to the container dirtyRegionContainer.addDirtyRegion(dirtyRegionTemp); return DirtyRegionContainer.DTR_OK; }
Accumulates the dirty region of an NGGroup. This is implemented here as opposed to using polymorphism because we wanted to centralize all of the dirty region management code in one place, rather than having it spread between Prism, Scenario, and any other future toolkits. TODO: Only made non-final for the sake of testing (see javafx-sg-prism tests) (RT-23957)
/** * Accumulates the dirty region of an NGGroup. This is implemented here as opposed to * using polymorphism because we wanted to centralize all of the dirty region * management code in one place, rather than having it spread between Prism, * Scenario, and any other future toolkits. * TODO: Only made non-final for the sake of testing (see javafx-sg-prism tests) (RT-23957) */
int accumulateGroupDirtyRegion(final RectBounds clip, final RectBounds dirtyRegionTemp, final DirtyRegionPool regionPool, DirtyRegionContainer dirtyRegionContainer, final BaseTransform tx, final GeneralTransform3D pvTx) { // We should have only made it to this point if this node has a dirty // child. If this node itself is dirty, this method never would get called. // If this node was not dirty and had no dirty children, then this // method never should have been called. So at this point, the following // assertions should be correct. assert childDirty; assert dirty == DirtyFlag.CLEAN; int status = DirtyRegionContainer.DTR_OK; if (dirtyChildrenAccumulated > DIRTY_CHILDREN_ACCUMULATED_THRESHOLD) { status = accumulateNodeDirtyRegion(clip, dirtyRegionTemp, dirtyRegionContainer, tx, pvTx); return status; } // If we got here, then we are following a "bread crumb" trail down to // some child (perhaps distant) which is dirty. So we need to iterate // over all the children and accumulate their dirty regions. Before doing // so we, will save off the transform state and restore it after having // called all the children. double mxx = tx.getMxx(); double mxy = tx.getMxy(); double mxz = tx.getMxz(); double mxt = tx.getMxt(); double myx = tx.getMyx(); double myy = tx.getMyy(); double myz = tx.getMyz(); double myt = tx.getMyt(); double mzx = tx.getMzx(); double mzy = tx.getMzy(); double mzz = tx.getMzz(); double mzt = tx.getMzt(); BaseTransform renderTx = tx; if (this.transform != null) renderTx = renderTx.deriveWithConcatenation(this.transform); // If this group node has a clip, then we will perform some special // logic which will cause the dirty region accumulation loops to run // faster. We already have a system whereby if a node determines that // its dirty region exceeds that of the clip, it simply returns null, // short circuiting the accumulation process. We extend that logic // here by also taking into account the clipNode on the group. If // there is a clip node, then we will union the bounds of the clip // node (in boundsInScene space) with the current clip and pass this // new clip down to the children. If they determine that their dirty // regions exceed the bounds of this new clip, then they will return // null. We'll catch that here, and use that information to know that // we ought to simply accumulate the bounds of this group as if it // were dirty. This process will do all the other optimizations we // already have in place for getting the normal dirty region. RectBounds myClip = clip; //Save current dirty region so we can fast-reset to (something like) the last state //and possibly save a few intersects() calls DirtyRegionContainer originalDirtyRegion = null; BaseTransform originalRenderTx = null; if (effectFilter != null) { try { myClip = new RectBounds(); BaseBounds myClipBaseBounds = renderTx.inverseTransform(clip, TEMP_BOUNDS); myClipBaseBounds.flattenInto(myClip); } catch (NoninvertibleTransformException ex) { return DirtyRegionContainer.DTR_OK; } originalRenderTx = renderTx; renderTx = BaseTransform.IDENTITY_TRANSFORM; originalDirtyRegion = dirtyRegionContainer; dirtyRegionContainer = regionPool.checkOut(); } else if (clipNode != null) { originalDirtyRegion = dirtyRegionContainer; myClip = new RectBounds(); BaseBounds clipBounds = clipNode.getCompleteBounds(myClip, renderTx); pvTx.transform(clipBounds, clipBounds); clipBounds.flattenInto(myClip); myClip.intersectWith(clip); dirtyRegionContainer = regionPool.checkOut(); } //Accumulate also removed children to dirty region. List<NGNode> removed = ((NGGroup) this).getRemovedChildren(); if (removed != null) { NGNode removedChild; for (int i = removed.size() - 1; i >= 0; --i) { removedChild = removed.get(i); removedChild.dirty = DirtyFlag.DIRTY; status = removedChild.accumulateDirtyRegions(myClip, dirtyRegionTemp,regionPool, dirtyRegionContainer, renderTx, pvTx); if (status == DirtyRegionContainer.DTR_CONTAINS_CLIP) { break; } } } List<NGNode> children = ((NGGroup) this).getChildren(); int num = children.size(); for (int i=0; i<num && status == DirtyRegionContainer.DTR_OK; i++) { NGNode child = children.get(i); // The child will check the dirty bits itself. If we tested it here // (as we used to), we are just doing the check twice. True, it might // mean fewer method calls, but hotspot will probably inline this all // anyway, and doing the check in one place is less error prone. status = child.accumulateDirtyRegions(myClip, dirtyRegionTemp, regionPool, dirtyRegionContainer, renderTx, pvTx); if (status == DirtyRegionContainer.DTR_CONTAINS_CLIP) { break; } } if (effectFilter != null && status == DirtyRegionContainer.DTR_OK) { //apply effect on effect dirty regions applyEffect(effectFilter, dirtyRegionContainer, regionPool); if (clipNode != null) { myClip = new RectBounds(); BaseBounds clipBounds = clipNode.getCompleteBounds(myClip, renderTx); applyClip(clipBounds, dirtyRegionContainer); } //apply transform on effect dirty regions applyTransform(originalRenderTx, dirtyRegionContainer); renderTx = originalRenderTx; originalDirtyRegion.merge(dirtyRegionContainer); regionPool.checkIn(dirtyRegionContainer); } // If the process of applying the transform caused renderTx to not equal // tx, then there is no point restoring it since it will be a different // reference and will therefore be gc'd. if (renderTx == tx) { tx.restoreTransform(mxx, mxy, mxz, mxt, myx, myy, myz, myt, mzx, mzy, mzz, mzt); } // If the dirty region is null and there is a clip node specified, then what // happened is that the dirty region of content within this group exceeded // the clip of this group, and thus, we should accumulate the bounds of // this group into the dirty region. If the bounds of the group exceeds // the bounds of the dirty region, then we end up returning null in the // end. But the implementation of accumulateNodeDirtyRegion handles this. if (clipNode != null && effectFilter == null) { if (status == DirtyRegionContainer.DTR_CONTAINS_CLIP) { status = accumulateNodeDirtyRegion(clip, dirtyRegionTemp, originalDirtyRegion, tx, pvTx); } else { originalDirtyRegion.merge(dirtyRegionContainer); } regionPool.checkIn(dirtyRegionContainer); } return status; }
Computes the dirty region for this Node. The specified region is in scene coordinates. The specified tx can be used to convert local bounds to scene bounds (it includes everything up to but not including my own transform).
Params:
  • dirtyRegionTemp – A temporary RectBounds that this method can use for scratch. In the case that no perspective transform occurs, it is best if the returned BaseBounds is this instance.
  • tx – Any transform that needs to be applied
  • pvTx – must not be null, it's the perspective transform of the current perspective camera or identity transform if parallel camera is used.
/** * Computes the dirty region for this Node. The specified region is in * scene coordinates. The specified tx can be used to convert local bounds * to scene bounds (it includes everything up to but not including my own * transform). * * @param dirtyRegionTemp A temporary RectBounds that this method can use for scratch. * In the case that no perspective transform occurs, it is best if * the returned BaseBounds is this instance. * @param tx Any transform that needs to be applied * @param pvTx must not be null, it's the perspective transform of the current * perspective camera or identity transform if parallel camera is used. */
private BaseBounds computeDirtyRegion(final RectBounds dirtyRegionTemp, final BaseTransform tx, final GeneralTransform3D pvTx) { if (cacheFilter != null) { return cacheFilter.computeDirtyBounds(dirtyRegionTemp, tx, pvTx); } // The passed in region is a scratch object that exists for me to use, // such that I don't have to create a temporary object. So I just // hijack it right here to start with. Note that any of the calls // in computeDirtyRegion might end up changing the region instance // from dirtyRegionTemp (which is a RectBounds) to a BoxBounds if any // of the other bounds / transforms involve a perspective transformation. BaseBounds region = dirtyRegionTemp; if (!dirtyBounds.isEmpty()) { region = region.deriveWithNewBounds(dirtyBounds); } else { // If dirtyBounds is empty, then we will simply set the bounds to // be the same as the transformedBounds (since that means the bounds // haven't changed and right now we don't support dirty sub regions // for generic nodes). This can happen if, for example, this is // a group with a clip and the dirty area of child nodes within // the group exceeds the bounds of the clip on the group. Just trust me. region = region.deriveWithNewBounds(transformedBounds); } // We shouldn't do anything with empty region, as we may accidentally make // it non empty or turn it into some nonsense (like (-1,-1,0,0) ) if (!region.isEmpty()) { // Now that we have the dirty region, we will simply apply the tx // to it (after slightly padding it for good luck) to get the scene // coordinates for this. region = computePadding(region); region = tx.transform(region, region); region = pvTx.transform(region, region); } return region; }
LCD Text creates some painful situations where, due to the LCD text algorithm, we end up with some pixels touched that are normally outside the bounds. To compensate, we need a hook for NGText to add padding.
/** * LCD Text creates some painful situations where, due to the LCD text * algorithm, we end up with some pixels touched that are normally outside * the bounds. To compensate, we need a hook for NGText to add padding. */
protected BaseBounds computePadding(BaseBounds region) { return region; }
Marks if the node has some visuals and that the bounds change should be taken into account when using the dirty region. This will be false for NGGroup (but not for NGRegion)
Returns:true if the node has some visuals
/** * Marks if the node has some visuals and that the bounds change * should be taken into account when using the dirty region. * This will be false for NGGroup (but not for NGRegion) * @return true if the node has some visuals */
protected boolean hasVisuals() { return true; } /*************************************************************************** * * * Culling * * * **************************************************************************/
Culling support for multiple dirty regions. Set culling bits for the whole graph.
Params:
  • drc – Array of dirty regions. Cannot be null.
  • tx – The transform for this render operation. Cannot be null.
  • pvTx – Perspective camera transformation. Cannot be null.
/** * Culling support for multiple dirty regions. * Set culling bits for the whole graph. * @param drc Array of dirty regions. Cannot be null. * @param tx The transform for this render operation. Cannot be null. * @param pvTx Perspective camera transformation. Cannot be null. */
public final void doPreCulling(DirtyRegionContainer drc, BaseTransform tx, GeneralTransform3D pvTx) { if (drc == null || tx == null || pvTx == null) throw new NullPointerException(); markCullRegions(drc, -1, tx, pvTx); }
Marks placement of the node in dirty region encoded into 2 bit flag: 00 - node outside dirty region 01 - node intersecting dirty region 11 - node completely within dirty region 32 bits = 15 regions max. * 2 bit each. The first two bits are not used because we have a special use case for -1, so they should only be set if in that case.
Params:
  • drc – The array of dirty regions.
  • cullingRegionsBitsOfParent – culling bits of parent. -1 if there's no parent.
  • tx – The transform for this render operation. Cannot be null.
  • pvTx – Perspective camera transform. Cannot be null.
/** * Marks placement of the node in dirty region encoded into 2 bit flag: * 00 - node outside dirty region * 01 - node intersecting dirty region * 11 - node completely within dirty region * * 32 bits = 15 regions max. * 2 bit each. The first two bits are not used * because we have a special use case for -1, so they should only be set if * in that case. * * @param drc The array of dirty regions. * @param cullingRegionsBitsOfParent culling bits of parent. -1 if there's no parent. * @param tx The transform for this render operation. Cannot be null. * @param pvTx Perspective camera transform. Cannot be null. */
void markCullRegions( DirtyRegionContainer drc, int cullingRegionsBitsOfParent, BaseTransform tx, GeneralTransform3D pvTx) { // Spent a long time tracking down how cullingRegionsBitsOfParent works. Note that it is // not just the parent's bits, but also -1 in the case of the "root", where the root is // either the actual root, or the root of a sub-render operation such as occurs with // render-to-texture for effects! if (tx.isIdentity()) { TEMP_BOUNDS.deriveWithNewBounds(transformedBounds); } else { tx.transform(transformedBounds, TEMP_BOUNDS); } if (!pvTx.isIdentity()) { pvTx.transform(TEMP_BOUNDS, TEMP_BOUNDS); } TEMP_BOUNDS.flattenInto(TEMP_RECT_BOUNDS); cullingBits = 0; RectBounds region; int mask = 0x1; // Check only for intersections for(int i = 0; i < drc.size(); i++) { region = drc.getDirtyRegion(i); if (region == null || region.isEmpty()) { break; } // For each dirty region, we will check to see if this child // intersects with the dirty region and whether it contains the // dirty region. Note however, that we only care to mark those // child nodes which are inside a group that intersects. We don't // care about marking child nodes which are within a parent which // is wholly contained within the dirty region. if ((cullingRegionsBitsOfParent == -1 || (cullingRegionsBitsOfParent & mask) != 0) && region.intersects(TEMP_RECT_BOUNDS)) { int b = DIRTY_REGION_INTERSECTS_NODE_BOUNDS; if (region.contains(TEMP_RECT_BOUNDS)) { b = DIRTY_REGION_CONTAINS_NODE_BOUNDS; } cullingBits = cullingBits | (b << (2 * i)); } mask = mask << 2; }//for // If we are going to cull a node/group that's dirty, // make sure it's dirty flags are properly cleared. if (cullingBits == 0 && (dirty != DirtyFlag.CLEAN || childDirty)) { clearDirtyTree(); } // System.out.printf("%s bits: %s bounds: %s\n", // this, Integer.toBinaryString(cullingBits), TEMP_RECT_BOUNDS); }
Fills the given StringBuilder with text representing the structure of the NG graph insofar as dirty opts is concerned. Used for debug purposes. This is typically called on the root node. The List of roots is the list of dirty roots as determined by successive calls to getRenderRoot for each dirty region. The output will be prefixed with a key indicating how to interpret the printout.
Params:
  • s – A StringBuilder to fill with the output.
  • roots – The list of render roots (may be empty, must not be null).
/** * Fills the given StringBuilder with text representing the structure of the NG graph insofar as dirty * opts is concerned. Used for debug purposes. This is typically called on the root node. The List of * roots is the list of dirty roots as determined by successive calls to getRenderRoot for each dirty * region. The output will be prefixed with a key indicating how to interpret the printout. * * @param s A StringBuilder to fill with the output. * @param roots The list of render roots (may be empty, must not be null). */
public final void printDirtyOpts(StringBuilder s, List<NGNode> roots) { s.append("\n*=Render Root\n"); s.append("d=Dirty\n"); s.append("dt=Dirty By Translation\n"); s.append("i=Dirty Region Intersects the NGNode\n"); s.append("c=Dirty Region Contains the NGNode\n"); s.append("ef=Effect Filter\n"); s.append("cf=Cache Filter\n"); s.append("cl=This node is a clip node\n"); s.append("b=Blend mode is set\n"); s.append("or=Opaque Region\n"); printDirtyOpts(s, this, BaseTransform.IDENTITY_TRANSFORM, "", roots); }
Used for debug purposes. Recursively visits all NGNodes and prints those that are possibly part of the render operation and annotates each node.
Params:
  • s – The String builder
  • node – The node that we're printing out information about
  • tx – The transform
  • prefix – Some prefix to put in front of the node output (mostly spacing)
  • roots – The different dirty roots, if any.
/** * Used for debug purposes. Recursively visits all NGNodes and prints those that are possibly part of * the render operation and annotates each node. * * @param s The String builder * @param node The node that we're printing out information about * @param tx The transform * @param prefix Some prefix to put in front of the node output (mostly spacing) * @param roots The different dirty roots, if any. */
private final void printDirtyOpts(StringBuilder s, NGNode node, BaseTransform tx, String prefix, List<NGNode> roots) { if (!node.isVisible() || node.getOpacity() == 0) return; BaseTransform copy = tx.copy(); copy = copy.deriveWithConcatenation(node.getTransform()); List<String> stuff = new ArrayList<>(); for (int i=0; i<roots.size(); i++) { NGNode root = roots.get(i); if (node == root) stuff.add("*" + i); } if (node.dirty != NGNode.DirtyFlag.CLEAN) { stuff.add(node.dirty == NGNode.DirtyFlag.DIRTY ? "d" : "dt"); } if (node.cullingBits != 0) { int mask = 0x11; for (int i=0; i<15; i++) { int bits = node.cullingBits & mask; if (bits != 0) { stuff.add(bits == 1 ? "i" + i : bits == 0 ? "c" + i : "ci" + i); } mask = mask << 2; } } if (node.effectFilter != null) stuff.add("ef"); if (node.cacheFilter != null) stuff.add("cf"); if (node.nodeBlendMode != null) stuff.add("b"); RectBounds opaqueRegion = node.getOpaqueRegion(); if (opaqueRegion != null) { RectBounds or = new RectBounds(); copy.transform(opaqueRegion, or); stuff.add("or=" + or.getMinX() + ", " + or.getMinY() + ", " + or.getWidth() + ", " + or.getHeight()); } if (stuff.isEmpty()) { s.append(prefix + node.name + "\n"); } else { String postfix = " ["; for (int i=0; i<stuff.size(); i++) { postfix = postfix + stuff.get(i); if (i < stuff.size() - 1) postfix += " "; } s.append(prefix + node.name + postfix + "]\n"); } if (node.getClipNode() != null) { printDirtyOpts(s, node.getClipNode(), copy, prefix + " cl ", roots); } if (node instanceof NGGroup) { NGGroup g = (NGGroup)node; for (int i=0; i<g.getChildren().size(); i++) { printDirtyOpts(s, g.getChildren().get(i), copy, prefix + " ", roots); } } }
Helper method draws rectangles indicating the overdraw rectangles.
Params:
  • tx – The scene->parent transform.
  • pvTx – The perspective camera transform.
  • clipBounds – The bounds in scene coordinates
  • colorBuffer – A pixel array where each pixel contains a color indicating how many times it has been "drawn"
  • dirtyRegionIndex – the index of the dirty region we're gathering information for. This is needed so we can shift the "painted" field to find out if this node was drawn in this dirty region.
/** * Helper method draws rectangles indicating the overdraw rectangles. * * @param tx The scene->parent transform. * @param pvTx The perspective camera transform. * @param clipBounds The bounds in scene coordinates * @param colorBuffer A pixel array where each pixel contains a color indicating how many times * it has been "drawn" * @param dirtyRegionIndex the index of the dirty region we're gathering information for. This is * needed so we can shift the "painted" field to find out if this node * was drawn in this dirty region. */
public void drawDirtyOpts(final BaseTransform tx, final GeneralTransform3D pvTx, Rectangle clipBounds, int[] colorBuffer, int dirtyRegionIndex) { if ((painted & (1 << (dirtyRegionIndex * 2))) != 0) { // Transforming the content bounds (which includes the clip) to screen coordinates tx.copy().deriveWithConcatenation(getTransform()).transform(contentBounds, TEMP_BOUNDS); if (pvTx != null) pvTx.transform(TEMP_BOUNDS, TEMP_BOUNDS); RectBounds bounds = new RectBounds(); TEMP_BOUNDS.flattenInto(bounds); // Adjust the bounds so that they are relative to the clip. The colorBuffer is sized // exactly the same as the clip, and the elements of the colorBuffer represent the // pixels inside the clip. However the bounds of this node may overlap the clip in // some manner, so we adjust them such that x, y, w, h will be the adjusted bounds. assert clipBounds.width * clipBounds.height == colorBuffer.length; bounds.intersectWith(clipBounds); int x = (int) bounds.getMinX() - clipBounds.x; int y = (int) bounds.getMinY() - clipBounds.y; int w = (int) (bounds.getWidth() + .5); int h = (int) (bounds.getHeight() + .5); if (w == 0 || h == 0) { // I would normally say we should never reach this point, as it means something was // marked as painted but really couldn't have been. return; } // x, y, w, h are 0 based and will fit within the clip, so now we can simply update // all the pixels that fall within these bounds. for (int i = y; i < y+h; i++) { for (int j = x; j < x+w; j++) { final int index = i * clipBounds.width + j; int color = colorBuffer[index]; // This is kind of a dirty hack. The idea is to show green if 0 or 1 // times a pixel is drawn, Yellow for 2 or 3 times, and red for more // Than that. So I use 0x80007F00 as the first green color, and // 0x80008000 as the second green color, but their so close to the same // thing you probably won't be able to tell them apart, but I can tell // numerically they're different and increment (so I use the colors // as my counters). if (color == 0) { color = 0x8007F00; } else if ((painted & (3 << (dirtyRegionIndex * 2))) == 3) { switch (color) { case 0x80007F00: color = 0x80008000; break; case 0x80008000: color = 0x807F7F00; break; case 0x807F7F00: color = 0x80808000; break; case 0x80808000: color = 0x807F0000; break; default: color = 0x80800000; } } colorBuffer[index] = color; } } } }
* Identifying render roots * *
/*************************************************************************** * * * Identifying render roots * * * **************************************************************************/
protected static enum RenderRootResult {
A Node returns NO_RENDER_ROOT when it is not a render root because it does not have an opaqueRegion which completely covers the area of the clip. Maybe the node is dirty, but outside the dirty region that we're currently processing. For an NGGroup, returning NO_RENDER_ROOT means that there is no render root (occluder) within this entire branch of the tree.
/** * A Node returns NO_RENDER_ROOT when it is not a render root because * it does not have an opaqueRegion which completely covers the area * of the clip. Maybe the node is dirty, but outside the dirty region * that we're currently processing. For an NGGroup, returning * NO_RENDER_ROOT means that there is no render root (occluder) within * this entire branch of the tree. */
NO_RENDER_ROOT,
A Node returns HAS_RENDER_ROOT when its opaque region completely covers the clip. An NGGroup returns HAS_RENDER_ROOT when one of its children either returned HAS_RENDER_ROOT or HAS_RENDER_ROOT_AND_IS_CLEAN.
/** * A Node returns HAS_RENDER_ROOT when its opaque region completely * covers the clip. An NGGroup returns HAS_RENDER_ROOT when one of * its children either returned HAS_RENDER_ROOT or HAS_RENDER_ROOT_AND_IS_CLEAN. */
HAS_RENDER_ROOT,
A Node returns HAS_RENDER_ROOT_AND_IS_CLEAN when its opaque region completely covers the clip and the Node is, itself, clean. An NGNode returns HAS_RENDER_ROOT_AND_IS_CLEAN only if it had a child that returned HAS_RENDER_ROOT_AND_IS_CLEAN and none of its children drawn above the render root are dirty. This optimization allows us to recognize situations where perhaps there were some dirty nodes, but they are completely covered by an occluder, and therefore we don't actually have to draw anything.
/** * A Node returns HAS_RENDER_ROOT_AND_IS_CLEAN when its opaque region * completely covers the clip and the Node is, itself, clean. An NGNode * returns HAS_RENDER_ROOT_AND_IS_CLEAN only if it had a child that * returned HAS_RENDER_ROOT_AND_IS_CLEAN and none of its children drawn * above the render root are dirty. * * This optimization allows us to recognize situations where perhaps there * were some dirty nodes, but they are completely covered by an occluder, * and therefore we don't actually have to draw anything. */
HAS_RENDER_ROOT_AND_IS_CLEAN, }
Called after preCullingBits in order to get the node from which we should begin drawing. This is our support for occlusion culling. This should only be called on the root node. If no render root was found, we need to render everything from this root, so the path will contain this node. If no rendering is needed (everything dirty is occluded), the path will remain empty
Params:
  • path – node path to store the node path
/** * Called <strong>after</strong> preCullingBits in order to get the node * from which we should begin drawing. This is our support for occlusion culling. * This should only be called on the root node. * * If no render root was found, we need to render everything from this root, so the path will contain this node. * If no rendering is needed (everything dirty is occluded), the path will remain empty * * @param path node path to store the node path */
public final void getRenderRoot(NodePath path, RectBounds dirtyRegion, int cullingIndex, BaseTransform tx, GeneralTransform3D pvTx) { // This is the main entry point, make sure to check these inputs for validity if (path == null || dirtyRegion == null || tx == null || pvTx == null) { throw new NullPointerException(); } if (cullingIndex < -1 || cullingIndex > 15) { throw new IllegalArgumentException("cullingIndex cannot be < -1 or > 15"); } // This method must NEVER BE CALLED if the depth buffer is turned on. I don't have a good way to test // for that because NGNode doesn't have a reference to the scene it is a part of... RenderRootResult result = computeRenderRoot(path, dirtyRegion, cullingIndex, tx, pvTx); if (result == RenderRootResult.NO_RENDER_ROOT) { // We didn't find any render root, which means that no one node was large enough // to obscure the entire dirty region (or, possibly, some combination of nodes in an // NGGroup were not, together, large enough to do the job). So we need to render // from the root node, which is this node. path.add(this); } else if (result == RenderRootResult.HAS_RENDER_ROOT_AND_IS_CLEAN) { // We've found a render root, and it is clean and everything above it in painter order // is clean, so actually we have nothing to paint this time around (some stuff must // have been dirty which is completely occluded by the render root). So we can clear // the path, which indicates to the caller that nothing needs to be painted. path.clear(); } }
Searches for the last node that covers all of the specified dirty region with an opaque region, in this node's subtree. Such a node can serve as a rendering root as all nodes preceding the node will be covered by it.
Params:
  • path – the NodePath to populate with the path to the render root. Cannot be null.
  • dirtyRegion – the current dirty region. Cannot be null.
  • cullingIndex – index of culling information
  • tx – current transform. Cannot be null.
  • pvTx – current perspective transform. Cannot be null.
Returns:The result of visiting this node.
/** * Searches for the last node that covers all of the specified dirty region with an opaque region, * in this node's subtree. Such a node can serve as a rendering root as all nodes preceding the node * will be covered by it. * * @param path the NodePath to populate with the path to the render root. Cannot be null. * @param dirtyRegion the current dirty region. Cannot be null. * @param cullingIndex index of culling information * @param tx current transform. Cannot be null. * @param pvTx current perspective transform. Cannot be null. * @return The result of visiting this node. */
RenderRootResult computeRenderRoot(NodePath path, RectBounds dirtyRegion, int cullingIndex, BaseTransform tx, GeneralTransform3D pvTx) { return computeNodeRenderRoot(path, dirtyRegion, cullingIndex, tx, pvTx); } private static Point2D[] TEMP_POINTS2D_4 = new Point2D[] { new Point2D(), new Point2D(), new Point2D(), new Point2D() }; // Whether (px, py) is clockwise or counter-clockwise to a->b private static int ccw(double px, double py, Point2D a, Point2D b) { return (int)Math.signum(((b.x - a.x) * (py - a.y)) - (b.y - a.y) * (px - a.x)); } private static boolean pointInConvexQuad(double x, double y, Point2D[] rect) { int ccw01 = ccw(x, y, rect[0], rect[1]); int ccw12 = ccw(x, y, rect[1], rect[2]); int ccw23 = ccw(x, y, rect[2], rect[3]); int ccw31 = ccw(x, y, rect[3], rect[0]); // Possible results after this operation: // 0 -> 0 (0x0) // 1 -> 1 (0x1) // -1 -> Integer.MIN_VALUE (0x80000000) ccw01 ^= (ccw01 >>> 1); ccw12 ^= (ccw12 >>> 1); ccw23 ^= (ccw23 >>> 1); ccw31 ^= (ccw31 >>> 1); final int union = ccw01 | ccw12 | ccw23 | ccw31; // This means all ccw* were either (-1 or 0) or (1 or 0), but not all of them were 0 return union == 0x80000000 || union == 0x1; // Or alternatively... // return (union ^ (union << 31)) < 0; }
Check if this node can serve as rendering root for this dirty region.
Params:
  • path – the NodePath to populate with the path to the render root. Cannot be null.
  • dirtyRegion – the current dirty region. Cannot be null.
  • cullingIndex – index of culling information, -1 means culling information should not be used
  • tx – current transform. Cannot be null.
  • pvTx – current perspective transform. Cannot be null.
Returns:NO_RENDER_ROOT if this node does not have an opaque region that fills the entire dirty region. Returns HAS_RENDER_ROOT if the opaque region fills the dirty region.
/** * Check if this node can serve as rendering root for this dirty region. * * @param path the NodePath to populate with the path to the render root. Cannot be null. * @param dirtyRegion the current dirty region. Cannot be null. * @param cullingIndex index of culling information, -1 means culling information should not be used * @param tx current transform. Cannot be null. * @param pvTx current perspective transform. Cannot be null. * @return NO_RENDER_ROOT if this node does <em>not</em> have an opaque * region that fills the entire dirty region. Returns HAS_RENDER_ROOT * if the opaque region fills the dirty region. */
final RenderRootResult computeNodeRenderRoot(NodePath path, RectBounds dirtyRegion, int cullingIndex, BaseTransform tx, GeneralTransform3D pvTx) { // Nodes outside of the dirty region can be excluded immediately. // This can be used only if the culling information is provided. if (cullingIndex != -1) { final int bits = cullingBits >> (cullingIndex * 2); if ((bits & DIRTY_REGION_CONTAINS_OR_INTERSECTS_NODE_BOUNDS) == 0x00) { return RenderRootResult.NO_RENDER_ROOT; } } if (!isVisible()) { return RenderRootResult.NO_RENDER_ROOT; } final RectBounds opaqueRegion = getOpaqueRegion(); if (opaqueRegion == null) return RenderRootResult.NO_RENDER_ROOT; final BaseTransform localToParentTx = getTransform(); BaseTransform localToSceneTx = TEMP_TRANSFORM.deriveWithNewTransform(tx).deriveWithConcatenation(localToParentTx); // Now check if the dirty region is fully contained in our opaque region. Suppose the above // transform included a rotation about Z. In these cases, the transformed // opaqueRegion might be some non-axis aligned quad. So what we need to do is to check // that each corner of the dirty region lies within the (potentially rotated) quad // of the opaqueRegion. if (checkBoundsInQuad(opaqueRegion, dirtyRegion, localToSceneTx, pvTx)) { // This node is a render root. path.add(this); return isClean() ? RenderRootResult.HAS_RENDER_ROOT_AND_IS_CLEAN : RenderRootResult.HAS_RENDER_ROOT; } return RenderRootResult.NO_RENDER_ROOT; } static boolean checkBoundsInQuad(RectBounds untransformedQuad, RectBounds innerBounds, BaseTransform tx, GeneralTransform3D pvTx) { if (pvTx.isIdentity() && (tx.getType() & ~(BaseTransform.TYPE_TRANSLATION | BaseTransform.TYPE_QUADRANT_ROTATION | BaseTransform.TYPE_MASK_SCALE)) == 0) { // If pvTx is identity and there's simple transformation that will result in axis-aligned rectangle, // we can do a quick test by using bound.contains() if (tx.isIdentity()) { TEMP_BOUNDS.deriveWithNewBounds(untransformedQuad); } else { tx.transform(untransformedQuad, TEMP_BOUNDS); } TEMP_BOUNDS.flattenInto(TEMP_RECT_BOUNDS); return TEMP_RECT_BOUNDS.contains(innerBounds); } else { TEMP_POINTS2D_4[0].setLocation(untransformedQuad.getMinX(), untransformedQuad.getMinY()); TEMP_POINTS2D_4[1].setLocation(untransformedQuad.getMaxX(), untransformedQuad.getMinY()); TEMP_POINTS2D_4[2].setLocation(untransformedQuad.getMaxX(), untransformedQuad.getMaxY()); TEMP_POINTS2D_4[3].setLocation(untransformedQuad.getMinX(), untransformedQuad.getMaxY()); for (Point2D p : TEMP_POINTS2D_4) { tx.transform(p, p); if (!pvTx.isIdentity()) { pvTx.transform(p, p); } } return (pointInConvexQuad(innerBounds.getMinX(), innerBounds.getMinY(), TEMP_POINTS2D_4) && pointInConvexQuad(innerBounds.getMaxX(), innerBounds.getMinY(), TEMP_POINTS2D_4) && pointInConvexQuad(innerBounds.getMaxX(), innerBounds.getMaxY(), TEMP_POINTS2D_4) && pointInConvexQuad(innerBounds.getMinX(), innerBounds.getMaxY(), TEMP_POINTS2D_4)); } }
Invalidates any cached representation of the opaque region for this node. On the next call to getOpaqueRegion, the opaque region will be recalculated. Any changes to state which is used in the hasOpaqueRegion() call must invoke this method or the opaque region calculations will be wrong.
/** * Invalidates any cached representation of the opaque region for this node. On the next * call to getOpaqueRegion, the opaque region will be recalculated. Any changes to state * which is used in the {@link #hasOpaqueRegion()} call must invoke this method * or the opaque region calculations will be wrong. */
protected final void invalidateOpaqueRegion() { opaqueRegionInvalid = true; if (isClip) parent.invalidateOpaqueRegion(); }
This method exists only for the sake of testing.
Returns:value of opaqueRegionInvalid
/** * This method exists only for the sake of testing. * @return value of opaqueRegionInvalid */
final boolean isOpaqueRegionInvalid() { return opaqueRegionInvalid; }
Gets the opaque region for this node, if there is one, or returns null.
Returns:The opaque region for this node, or null.
/** * Gets the opaque region for this node, if there is one, or returns null. * @return The opaque region for this node, or null. */
public final RectBounds getOpaqueRegion() { // Note that when we invalidate the opaqueRegion of an NGNode, we don't // walk up the tree or communicate with the parents (unlike dirty flags). // An NGGroup does not compute an opaqueRegion based on the union of opaque // regions of its children (although this is a fine idea to consider!). See RT-32441 // If we ever fix RT-32441, we must be sure to handle the case of a Group being used // as a clip node (such that invalidating a child on the group invalidates the // opaque region of every node up to the root). // Because the Effect classes have no reference to NGNode, they cannot tell the // NGNode to invalidate the opaque region whenever properties on the Effect that // would impact the opaqueRegion change. As a result, when an Effect is specified // on the NGNode, we will always treat it as if it were invalid. A more invasive // (but better) change would be to give Effect the ability to invalidate the // NGNode's opaque region when needed. if (opaqueRegionInvalid || getEffect() != null) { opaqueRegionInvalid = false; if (supportsOpaqueRegions() && hasOpaqueRegion()) { opaqueRegion = computeOpaqueRegion(opaqueRegion == null ? new RectBounds() : opaqueRegion); // If we got a null result then we encountered an error condition where somebody // claimed supportsOpaqueRegions and hasOpaqueRegion, but then they // returned null! This should never happen, so we have an assert here. However since // assertions are disabled at runtime and we want to avoid the NPE, we also perform // a null check. assert opaqueRegion != null; if (opaqueRegion == null) { return null; } // If there is a clip, then we need to determine the opaque region of the clip, and // intersect that with our existing opaque region. For example, if I had a rectangle // with a circle for its clip (centered over the rectangle), then the result needs to // be the circle's opaque region. final NGNode clip = getClipNode(); if (clip != null) { final RectBounds clipOpaqueRegion = clip.getOpaqueRegion(); // Technically a flip/quadrant rotation is allowed as well, but we don't have a convenient // way to do that yet. if (clipOpaqueRegion == null || (clip.getTransform().getType() & ~(BaseTransform.TYPE_TRANSLATION | BaseTransform.TYPE_MASK_SCALE)) != 0) { // RT-25095: If this node has a clip who's opaque region cannot be determined, then // we cannot determine any opaque region for this node (in fact, it might not have one). // Also, if the transform is something other than identity, scale, or translate then // we're just going to bail (sorry, rotate, maybe next time!) return opaqueRegion = null; } // We have to take into account any transform specified on the clip to put // it into the same coordinate system as this node final BaseBounds b = clip.getTransform().transform(clipOpaqueRegion, TEMP_BOUNDS); b.flattenInto(TEMP_RECT_BOUNDS); opaqueRegion.intersectWith(TEMP_RECT_BOUNDS); } } else { // The opaqueRegion may have been non-null in the past, but there isn't an opaque region now, // so we will nuke it to save some memory opaqueRegion = null; } } return opaqueRegion; }
Gets whether this NGNode supports opaque regions at all. Most node types do not, but some do. If an NGNode subclass is written to support opaque regions, it must override this method to return true. The subclass must then also override the computeDirtyRegion method to return the dirty region, or null if the node in its current state doesn't have one. This method is intended to be immutable.
Returns:Whether this NGNode implementation supports opaque regions. This could also have been implemented via an interface that some NGNodes implemented, but then we'd have instanceof checks which I'd rather avoid.
/** * Gets whether this NGNode supports opaque regions at all. Most node types do not, * but some do. If an NGNode subclass is written to support opaque regions, it must override * this method to return true. The subclass must then also override the computeDirtyRegion method * to return the dirty region, or null if the node in its current state doesn't have one. * This method is intended to be immutable. * * @return Whether this NGNode implementation supports opaque regions. This could also have been * implemented via an interface that some NGNodes implemented, but then we'd have instanceof * checks which I'd rather avoid. */
protected boolean supportsOpaqueRegions() { return false; }
Called only on NGNode subclasses which override supportsOpaqueRegions() to return true, this method will return whether or not this NGNode is in a state where it has an opaque region to actually return. If this method returns true, a subsequent call to computeOpaqueRegion(RectBounds) must return a non-null result. Any state used in the computation of this method, when it changes, must result in a call to invalidateOpaqueRegion().
Returns:Whether this NGNode currently has an opaque region.
/** * Called only on NGNode subclasses which override {@link #supportsOpaqueRegions()} to return * true, this method will return whether or not this NGNode is in a state where it has * an opaque region to actually return. If this method returns true, a subsequent call to * {@link #computeOpaqueRegion(com.sun.javafx.geom.RectBounds)} <strong>must</strong> return * a non-null result. Any state used in the computation of this method, when it changes, must * result in a call to {@link #invalidateOpaqueRegion()}. * * @return Whether this NGNode currently has an opaque region. */
protected boolean hasOpaqueRegion() { final NGNode clip = getClipNode(); final Effect effect = getEffect(); return (effect == null || !effect.reducesOpaquePixels()) && getOpacity() == 1f && (nodeBlendMode == null || nodeBlendMode == Blend.Mode.SRC_OVER) && (clip == null || (clip.supportsOpaqueRegions() && clip.hasOpaqueRegion())); }
Computes and returns the opaque region for this node. This method
Params:
  • opaqueRegion –
Returns:
/** * Computes and returns the opaque region for this node. This method * @param opaqueRegion * @return */
protected RectBounds computeOpaqueRegion(RectBounds opaqueRegion) { return null; }
Returns whether a clip represented by this node can be rendered using axis aligned rect clip. The default implementation returns false, specific subclasses should override to return true when appropriate.
Returns:whether this rectangle is axis aligned when rendered given node's and rendering transform
/** * Returns whether a clip represented by this node can be rendered using * axis aligned rect clip. The default implementation returns false, * specific subclasses should override to return true when appropriate. * * @return whether this rectangle is axis aligned when rendered given node's * and rendering transform */
protected boolean isRectClip(BaseTransform xform, boolean permitRoundedRectangle) { return false; } /*************************************************************************** * * * Rendering * * * **************************************************************************/
Render the tree of nodes to the specified G (graphics) object descending from this node as the root. This method is designed to avoid generated trash as much as possible while descending through the render graph while rendering. This is the appropriate method both to initiate painting of an entire scene, and for a branch. The NGGroup implementation must call this method on each child, not doRender directly.
Params:
  • g – The graphics object we're rendering to. This must never be null.
/** * Render the tree of nodes to the specified G (graphics) object * descending from this node as the root. This method is designed to avoid * generated trash as much as possible while descending through the * render graph while rendering. This is the appropriate method both to * initiate painting of an entire scene, and for a branch. The NGGroup * implementation must call this method on each child, not doRender directly. * * @param g The graphics object we're rendering to. This must never be null. */
public final void render(Graphics g) { if (PULSE_LOGGING_ENABLED) { PulseLogger.incrementCounter("Nodes visited during render"); } // Clear the visuals changed flag clearDirty(); // If it isn't visible, then punt if (!visible || opacity == 0f) return; // We know that we are going to render this node, so we call the // doRender method, which subclasses implement to do the actual // rendering work. doRender(g); }
Called on every render pulse for all nodes in case they have render-time operations that must be completed on a pulse, but were not otherwise rendered by the ordinary damage management logic. The graphics argument will be the graphics that was used to render the scene if it is available, but may be null for cases when the scene required no visible updates and thus no back buffer graphics was actually obtained. Implementors must have a backup plan for that case when the Graphics object is null.
Params:
  • gOptional – the Graphics object that was used to render the Scene, or null
/** * Called on every render pulse for all nodes in case they have render-time * operations that must be completed on a pulse, but were not otherwise * rendered by the ordinary damage management logic. * The graphics argument will be the graphics that was used to render the * scene if it is available, but may be null for cases when the scene * required no visible updates and thus no back buffer graphics was * actually obtained. Implementors must have a backup plan for that * case when the Graphics object is null. * * @param gOptional the Graphics object that was used to render the * Scene, or null */
public void renderForcedContent(Graphics gOptional) { } // This node requires 2D graphics state for rendering boolean isShape3D() { return false; }
Invoked only by the final render method. Implementations of this method should make sure to save & restore the transform state.
/** * Invoked only by the final render method. Implementations * of this method should make sure to save & restore the transform state. */
protected void doRender(Graphics g) { g.setState3D(isShape3D()); boolean preCullingTurnedOff = false; if (PrismSettings.dirtyOptsEnabled) { if (g.hasPreCullingBits()) { //preculling bits available final int bits = cullingBits >> (g.getClipRectIndex() * 2); if ((bits & DIRTY_REGION_CONTAINS_OR_INTERSECTS_NODE_BOUNDS) == 0) { // If no culling bits are set for this region, this group // does not intersect (nor is covered by) the region return; } else if ((bits & DIRTY_REGION_CONTAINS_NODE_BOUNDS) != 0) { // When this group is fully covered by the region, // turn off the culling checks in the subtree, as everything // gets rendered g.setHasPreCullingBits(false); preCullingTurnedOff = true; } } } // save current depth test state boolean prevDepthTest = g.isDepthTest(); // Apply Depth test for this node // (note that this will only be used if we have a depth buffer for the // surface to which we are rendering) g.setDepthTest(isDepthTest()); // save current transform state BaseTransform prevXform = g.getTransformNoClone(); double mxx = prevXform.getMxx(); double mxy = prevXform.getMxy(); double mxz = prevXform.getMxz(); double mxt = prevXform.getMxt(); double myx = prevXform.getMyx(); double myy = prevXform.getMyy(); double myz = prevXform.getMyz(); double myt = prevXform.getMyt(); double mzx = prevXform.getMzx(); double mzy = prevXform.getMzy(); double mzz = prevXform.getMzz(); double mzt = prevXform.getMzt(); // filters are applied in the following order: // transform // blend mode // opacity // cache // clip // effect // The clip must be below the cache filter, as this is expected in the // CacheFilter in order to apply scrolling optimization g.transform(getTransform()); // Try to keep track of whether this node was *really* painted. Still an // approximation, but somewhat more accurate (at least it doesn't include // groups which don't paint anything themselves). boolean p = false; // NOTE: Opt out 2D operations on 3D Shapes, which are not yet handled by Prism if (!isShape3D() && g instanceof ReadbackGraphics && needsBlending()) { renderNodeBlendMode(g); p = true; } else if (!isShape3D() && getOpacity() < 1f) { renderOpacity(g); p = true; } else if (!isShape3D() && getCacheFilter() != null) { renderCached(g); p = true; } else if (!isShape3D() && getClipNode() != null) { renderClip(g); p = true; } else if (!isShape3D() && getEffectFilter() != null && effectsSupported) { renderEffect(g); p = true; } else { renderContent(g); if (PrismSettings.showOverdraw) { p = this instanceof NGRegion || !(this instanceof NGGroup); } } if (preCullingTurnedOff) { g.setHasPreCullingBits(true); } // restore previous transform state g.setTransform3D(mxx, mxy, mxz, mxt, myx, myy, myz, myt, mzx, mzy, mzz, mzt); // restore previous depth test state g.setDepthTest(prevDepthTest); if (PULSE_LOGGING_ENABLED) { PulseLogger.incrementCounter("Nodes rendered"); } // Used for debug purposes. This is not entirely accurate, as it doesn't measure the // number of times this node drew to the pixels, and in some cases reports a node as // having been drawn even when it didn't lay down any pixels. We'd need to integrate // with our shaders or do something much more invasive to get better data here. if (PrismSettings.showOverdraw) { if (p) { painted |= 3 << (g.getClipRectIndex() * 2); } else { painted |= 1 << (g.getClipRectIndex() * 2); } } }
Return true if this node has a blend mode that requires special processing. Regular nodes can handle null or SRC_OVER just by rendering into the existing buffer. Groups override this since they must collect their children into a single rendering pass if their mode is explicitly SRC_OVER.
Returns:true if this node needs special blending support
/** * Return true if this node has a blend mode that requires special * processing. * Regular nodes can handle null or SRC_OVER just by rendering into * the existing buffer. * Groups override this since they must collect their children into * a single rendering pass if their mode is explicitly SRC_OVER. * @return true if this node needs special blending support */
protected boolean needsBlending() { Blend.Mode mode = getNodeBlendMode(); return (mode != null && mode != Blend.Mode.SRC_OVER); } private void renderNodeBlendMode(Graphics g) { // The following is safe; curXform will not be mutated below BaseTransform curXform = g.getTransformNoClone(); BaseBounds clipBounds = getClippedBounds(new RectBounds(), curXform); if (clipBounds.isEmpty()) { clearDirtyTree(); return; } if (!isReadbackSupported(g)) { if (getOpacity() < 1f) { renderOpacity(g); } else if (getClipNode() != null) { renderClip(g); } else { renderContent(g); } return; } // TODO: optimize this (RT-26936) // Extract clip bounds Rectangle clipRect = new Rectangle(clipBounds); clipRect.intersectWith(PrEffectHelper.getGraphicsClipNoClone(g)); // render the node content into the first offscreen image FilterContext fctx = getFilterContext(g); PrDrawable contentImg = (PrDrawable) Effect.getCompatibleImage(fctx, clipRect.width, clipRect.height); if (contentImg == null) { clearDirtyTree(); return; } Graphics gContentImg = contentImg.createGraphics(); gContentImg.setHasPreCullingBits(g.hasPreCullingBits()); gContentImg.setClipRectIndex(g.getClipRectIndex()); gContentImg.translate(-clipRect.x, -clipRect.y); gContentImg.transform(curXform); if (getOpacity() < 1f) { renderOpacity(gContentImg); } else if (getCacheFilter() != null) { renderCached(gContentImg); } else if (getClipNode() != null) { renderClip(g); } else if (getEffectFilter() != null) { renderEffect(gContentImg); } else { renderContent(gContentImg); } // the above image has already been rendered in device space, so // just translate to the node origin in device space here... RTTexture bgRTT = ((ReadbackGraphics) g).readBack(clipRect); PrDrawable bgPrD = PrDrawable.create(fctx, bgRTT); Blend blend = new Blend(getNodeBlendMode(), new PassThrough(bgPrD, clipRect), new PassThrough(contentImg, clipRect)); CompositeMode oldmode = g.getCompositeMode(); g.setTransform(null); g.setCompositeMode(CompositeMode.SRC); PrEffectHelper.render(blend, g, 0, 0, null); g.setCompositeMode(oldmode); // transform state will be restored in render() method above... Effect.releaseCompatibleImage(fctx, contentImg); ((ReadbackGraphics) g).releaseReadBackBuffer(bgRTT); } private void renderRectClip(Graphics g, NGRectangle clipNode) { BaseBounds newClip = clipNode.getShape().getBounds(); if (!clipNode.getTransform().isIdentity()) { newClip = clipNode.getTransform().transform(newClip, newClip); } final BaseTransform curXform = g.getTransformNoClone(); final Rectangle curClip = g.getClipRectNoClone(); newClip = curXform.transform(newClip, newClip); newClip.intersectWith(PrEffectHelper.getGraphicsClipNoClone(g)); if (newClip.isEmpty() || newClip.getWidth() == 0 || newClip.getHeight() == 0) { clearDirtyTree(); return; } // REMIND: avoid garbage by changing setClipRect to accept xywh g.setClipRect(new Rectangle(newClip)); renderForClip(g); g.setClipRect(curClip); clipNode.clearDirty(); // as render() is not called on the clipNode, // make sure the dirty flags are cleared } void renderClip(Graphics g) { // if clip's opacity is 0 there's nothing to render if (getClipNode().getOpacity() == 0.0) { clearDirtyTree(); return; } // The following is safe; curXform will not be mutated below BaseTransform curXform = g.getTransformNoClone(); BaseBounds clipBounds = getClippedBounds(new RectBounds(), curXform); if (clipBounds.isEmpty()) { clearDirtyTree(); return; } if (getClipNode() instanceof NGRectangle) { // optimized case for rectangular clip NGRectangle rectNode = (NGRectangle)getClipNode(); if (rectNode.isRectClip(curXform, false)) { renderRectClip(g, rectNode); return; } } // TODO: optimize this (RT-26936) // Extract clip bounds Rectangle clipRect = new Rectangle(clipBounds); clipRect.intersectWith(PrEffectHelper.getGraphicsClipNoClone(g)); if (!curXform.is2D()) { Rectangle savedClip = g.getClipRect(); g.setClipRect(clipRect); NodeEffectInput clipInput = new NodeEffectInput(getClipNode(), NodeEffectInput.RenderType.FULL_CONTENT); NodeEffectInput nodeInput = new NodeEffectInput(this, NodeEffectInput.RenderType.CLIPPED_CONTENT); Blend blend = new Blend(Blend.Mode.SRC_IN, clipInput, nodeInput); PrEffectHelper.render(blend, g, 0, 0, null); clipInput.flush(); nodeInput.flush(); g.setClipRect(savedClip); // There may have been some errors in the application of the // effect and we would not know to what extent the nodes were // rendered and cleared or left dirty. clearDirtyTree() will // clear both this node its clip node, and it will not recurse // to the children unless they are still marked dirty. It should // be cheap if there was no problem and thorough if there was... clearDirtyTree(); return; } // render the node content into the first offscreen image FilterContext fctx = getFilterContext(g); PrDrawable contentImg = (PrDrawable) Effect.getCompatibleImage(fctx, clipRect.width, clipRect.height); if (contentImg == null) { clearDirtyTree(); return; } Graphics gContentImg = contentImg.createGraphics(); gContentImg.setExtraAlpha(g.getExtraAlpha()); gContentImg.setHasPreCullingBits(g.hasPreCullingBits()); gContentImg.setClipRectIndex(g.getClipRectIndex()); gContentImg.translate(-clipRect.x, -clipRect.y); gContentImg.transform(curXform); renderForClip(gContentImg); // render the mask (clipNode) into the second offscreen image PrDrawable clipImg = (PrDrawable) Effect.getCompatibleImage(fctx, clipRect.width, clipRect.height); if (clipImg == null) { getClipNode().clearDirtyTree(); Effect.releaseCompatibleImage(fctx, contentImg); return; } Graphics gClipImg = clipImg.createGraphics(); gClipImg.translate(-clipRect.x, -clipRect.y); gClipImg.transform(curXform); getClipNode().render(gClipImg); // the above images have already been rendered in device space, so // just translate to the node origin in device space here... g.setTransform(null); Blend blend = new Blend(Blend.Mode.SRC_IN, new PassThrough(clipImg, clipRect), new PassThrough(contentImg, clipRect)); PrEffectHelper.render(blend, g, 0, 0, null); // transform state will be restored in render() method above... Effect.releaseCompatibleImage(fctx, contentImg); Effect.releaseCompatibleImage(fctx, clipImg); } void renderForClip(Graphics g) { if (getEffectFilter() != null) { renderEffect(g); } else { renderContent(g); } } private void renderOpacity(Graphics g) { if (getEffectFilter() != null || getCacheFilter() != null || getClipNode() != null || !hasOverlappingContents()) { // if the node has a non-null effect or cached==true, we don't // need to bother rendering to an offscreen here because the // contents will be flattened as part of rendering the effect // (or creating the cached image) float ea = g.getExtraAlpha(); g.setExtraAlpha(ea*getOpacity()); if (getCacheFilter() != null) { renderCached(g); } else if (getClipNode() != null) { renderClip(g); } else if (getEffectFilter() != null) { renderEffect(g); } else { renderContent(g); } g.setExtraAlpha(ea); return; } FilterContext fctx = getFilterContext(g); BaseTransform curXform = g.getTransformNoClone(); BaseBounds bounds = getContentBounds(new RectBounds(), curXform); Rectangle r = new Rectangle(bounds); r.intersectWith(PrEffectHelper.getGraphicsClipNoClone(g)); PrDrawable img = (PrDrawable) Effect.getCompatibleImage(fctx, r.width, r.height); if (img == null) { return; } Graphics gImg = img.createGraphics(); gImg.setHasPreCullingBits(g.hasPreCullingBits()); gImg.setClipRectIndex(g.getClipRectIndex()); gImg.translate(-r.x, -r.y); gImg.transform(curXform); renderContent(gImg); // img contents have already been rendered in device space, so // just translate to the node origin in device space here... g.setTransform(null); float ea = g.getExtraAlpha(); g.setExtraAlpha(getOpacity()*ea); g.drawTexture(img.getTextureObject(), r.x, r.y, r.width, r.height); g.setExtraAlpha(ea); // transform state will be restored in render() method above... Effect.releaseCompatibleImage(fctx, img); } private void renderCached(Graphics g) { // We will punt on 3D completely for caching. // The first check is for any of its children contains a 3D Transform. // The second check is for any of its parents and itself has a 3D Transform // The third check is for the printing case, which doesn't use cached // bitmaps for the screen and for which there is no cacheFilter. if (isContentBounds2D() && g.getTransformNoClone().is2D() && !(g instanceof com.sun.prism.PrinterGraphics)) { getCacheFilter().render(g); } else { renderContent(g); } } protected void renderEffect(Graphics g) { getEffectFilter().render(g); } protected abstract void renderContent(Graphics g); protected abstract boolean hasOverlappingContents();
* Static Helper Methods. * *
/*************************************************************************** * * * Static Helper Methods. * * * **************************************************************************/
boolean isReadbackSupported(Graphics g) { return ((g instanceof ReadbackGraphics) && ((ReadbackGraphics) g).canReadBack()); }
* Filters (Cache, Effect, etc). * *
/*************************************************************************** * * * Filters (Cache, Effect, etc). * * * **************************************************************************/
static FilterContext getFilterContext(Graphics g) { Screen s = g.getAssociatedScreen(); if (s == null) { return PrFilterContext.getPrinterContext(g.getResourceFactory()); } else { return PrFilterContext.getInstance(s); } }
A custom effect implementation that has a filter() method that simply wraps the given pre-rendered PrDrawable in an ImageData and returns that result. This is only used by the renderClip() implementation so we cut some corners here (for example, we assume that the given PrDrawable image is already in device space).
/** * A custom effect implementation that has a filter() method that * simply wraps the given pre-rendered PrDrawable in an ImageData * and returns that result. This is only used by the renderClip() * implementation so we cut some corners here (for example, we assume * that the given PrDrawable image is already in device space). */
private static class PassThrough extends Effect { private PrDrawable img; private Rectangle bounds; PassThrough(PrDrawable img, Rectangle bounds) { this.img = img; this.bounds = bounds; } @Override public ImageData filter(FilterContext fctx, BaseTransform transform, Rectangle outputClip, Object renderHelper, Effect defaultInput) { img.lock(); ImageData id = new ImageData(fctx, img, new Rectangle(bounds)); id.setReusable(true); return id; } @Override public RectBounds getBounds(BaseTransform transform, Effect defaultInput) { return new RectBounds(bounds); } @Override public AccelType getAccelType(FilterContext fctx) { return AccelType.INTRINSIC; } @Override public boolean reducesOpaquePixels() { return false; } @Override public DirtyRegionContainer getDirtyRegions(Effect defaultInput, DirtyRegionPool regionPool) { return null; //Never called } }
* Stuff * *
/*************************************************************************** * * * Stuff * * * **************************************************************************/
public void release() { } @Override public String toString() { return name == null ? super.toString() : name; } public void applyTransform(final BaseTransform tx, DirtyRegionContainer drc) { for (int i = 0; i < drc.size(); i++) { drc.setDirtyRegion(i, (RectBounds) tx.transform(drc.getDirtyRegion(i), drc.getDirtyRegion(i))); if (drc.checkAndClearRegion(i)) { --i; } } } public void applyClip(final BaseBounds clipBounds, DirtyRegionContainer drc) { for (int i = 0; i < drc.size(); i++) { drc.getDirtyRegion(i).intersectWith(clipBounds); if (drc.checkAndClearRegion(i)) { --i; } } } public void applyEffect(final EffectFilter effectFilter, DirtyRegionContainer drc, DirtyRegionPool regionPool) { Effect effect = effectFilter.getEffect(); EffectDirtyBoundsHelper helper = EffectDirtyBoundsHelper.getInstance(); helper.setInputBounds(contentBounds); helper.setDirtyRegions(drc); final DirtyRegionContainer effectDrc = effect.getDirtyRegions(helper, regionPool); drc.deriveWithNewContainer(effectDrc); regionPool.checkIn(effectDrc); } private static class EffectDirtyBoundsHelper extends Effect { private BaseBounds bounds; private static EffectDirtyBoundsHelper instance = null; private DirtyRegionContainer drc; public void setInputBounds(BaseBounds inputBounds) { bounds = inputBounds; } @Override public ImageData filter(FilterContext fctx, BaseTransform transform, Rectangle outputClip, Object renderHelper, Effect defaultInput) { throw new UnsupportedOperationException(); } @Override public BaseBounds getBounds(BaseTransform transform, Effect defaultInput) { if (bounds.getBoundsType() == BaseBounds.BoundsType.RECTANGLE) { return bounds; } else { //RT-29453 - CCE: in case we get 3D bounds we need to "flatten" them return new RectBounds(bounds.getMinX(), bounds.getMinY(), bounds.getMaxX(), bounds.getMaxY()); } } @Override public Effect.AccelType getAccelType(FilterContext fctx) { return null; } public static EffectDirtyBoundsHelper getInstance() { if (instance == null) { instance = new EffectDirtyBoundsHelper(); } return instance; } @Override public boolean reducesOpaquePixels() { return true; } private void setDirtyRegions(DirtyRegionContainer drc) { this.drc = drc; } @Override public DirtyRegionContainer getDirtyRegions(Effect defaultInput, DirtyRegionPool regionPool) { DirtyRegionContainer ret = regionPool.checkOut(); ret.deriveWithNewContainer(drc); return ret; } } }