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Java example source code file (ShaderList.h)
The ShaderList.h Java example source code/* * Copyright (c) 2007, 2008, Oracle and/or its affiliates. All rights reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Oracle designates this * particular file as subject to the "Classpath" exception as provided * by Oracle in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA * or visit www.oracle.com if you need additional information or have any * questions. */ #ifndef ShaderList_h_Included #define ShaderList_h_Included #ifdef __cplusplus extern "C" { #endif #include "jni.h" #include "jlong.h" typedef void (ShaderDisposeFunc)(jlong programID); /** * The following structures are used to maintain a list of fragment program * objects and their associated attributes. Each logical shader (e.g. * RadialGradientPaint shader, ConvolveOp shader) can have a number of * different variants depending on a number of factors, such as whether * antialiasing is enabled or the current composite mode. Since the number * of possible combinations of these factors is in the hundreds, we need * some way to create fragment programs on an as-needed basis, and also * keep them in a limited sized cache to avoid creating too many objects. * * The ShaderInfo structure keeps a reference to the fragment program's * handle, as well as some other values that help differentiate one ShaderInfo * from another. ShaderInfos can be chained together to form a linked list. * * The ShaderList structure acts as a cache for ShaderInfos, placing * most-recently used items at the front, and removing items from the * cache when its size exceeds the "maxItems" limit. */ typedef struct _ShaderInfo ShaderInfo; typedef struct { ShaderInfo *head; ShaderDisposeFunc *dispose; jint maxItems; } ShaderList; struct _ShaderInfo { ShaderInfo *next; jlong programID; jint compType; jint compMode; jint flags; }; void ShaderList_AddProgram(ShaderList *programList, jlong programID, jint compType, jint compMode, jint flags); jlong ShaderList_FindProgram(ShaderList *programList, jint compType, jint compMode, jint flags); void ShaderList_Dispose(ShaderList *programList); #ifdef __cplusplus }; #endif #endif /* ShaderList_h_Included */ Other Java examples (source code examples)Here is a short list of links related to this Java ShaderList.h source code file: |
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