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Java example source code file (D3DContext.java)

This example Java source code file (D3DContext.java) is included in the alvinalexander.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Java by Example" TM.

Learn more about this Java project at its project page.

Java - Java tags/keywords

annotation, caps_aa_shader, caps_biop_shader, caps_device_ok, caps_lcd_shader, contextcapabilities, d3dcontextcaps, d3dgraphicsdevice, d3drenderqueue, first_private_cap, native, override, renderbuffer, string, stringbuffer

The D3DContext.java Java example source code

/*
 * Copyright (c) 2007, 2013, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
 * or visit www.oracle.com if you need additional information or have any
 * questions.
 */

package sun.java2d.d3d;

import java.lang.annotation.Native;
import sun.java2d.pipe.BufferedContext;
import sun.java2d.pipe.RenderBuffer;
import sun.java2d.pipe.RenderQueue;
import sun.java2d.pipe.hw.ContextCapabilities;
import static sun.java2d.pipe.BufferedOpCodes.*;
import static sun.java2d.pipe.hw.ContextCapabilities.*;
import static sun.java2d.d3d.D3DContext.D3DContextCaps.*;

/**
 * Note that the RenderQueue lock must be acquired before calling any of
 * the methods in this class.
 */
class D3DContext extends BufferedContext {

    private final D3DGraphicsDevice device;

    D3DContext(RenderQueue rq, D3DGraphicsDevice device) {
        super(rq);
        this.device = device;
    }

    /**
     * Invalidates the currentContext field to ensure that we properly
     * revalidate the D3DContext (make it current, etc.) next time through
     * the validate() method.  This is typically invoked from methods
     * that affect the current context state (e.g. disposing a context or
     * surface).
     */
    static void invalidateCurrentContext() {
        // assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread();

        // invalidate the current Java-level context so that we
        // revalidate everything the next time around
        if (currentContext != null) {
            currentContext.invalidateContext();
            currentContext = null;
        }

        // invalidate the context reference at the native level, and
        // then flush the queue so that we have no pending operations
        // dependent on the current context
        D3DRenderQueue rq = D3DRenderQueue.getInstance();
        rq.ensureCapacity(4);
        rq.getBuffer().putInt(INVALIDATE_CONTEXT);
        rq.flushNow();
    }

    /**
     * Sets the current context on the native level to be the one passed as
     * the argument.
     * If the context is not the same as the defaultContext the latter
     * will be reset to null.
     *
     * This call is needed when copying from a SW surface to a Texture
     * (the upload test) or copying from d3d to SW surface to make sure we
     * have the correct current context.
     *
     * @param d3dc the context to be made current on the native level
     */
    static void setScratchSurface(D3DContext d3dc) {
        // assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread();

        // invalidate the current context
        if (d3dc != currentContext) {
            currentContext = null;
        }

        // set the scratch context
        D3DRenderQueue rq = D3DRenderQueue.getInstance();
        RenderBuffer buf = rq.getBuffer();
        rq.ensureCapacity(8);
        buf.putInt(SET_SCRATCH_SURFACE);
        buf.putInt(d3dc.getDevice().getScreen());
    }

    public RenderQueue getRenderQueue() {
        return D3DRenderQueue.getInstance();
    }

    @Override
    public void saveState() {
        // assert rq.lock.isHeldByCurrentThread();

        // reset all attributes of this and current contexts
        invalidateContext();
        invalidateCurrentContext();

        setScratchSurface(this);

        // save the state on the native level
        rq.ensureCapacity(4);
        buf.putInt(SAVE_STATE);
        rq.flushNow();
    }

    @Override
    public void restoreState() {
        // assert rq.lock.isHeldByCurrentThread();

        // reset all attributes of this and current contexts
        invalidateContext();
        invalidateCurrentContext();

        setScratchSurface(this);

        // restore the state on the native level
        rq.ensureCapacity(4);
        buf.putInt(RESTORE_STATE);
        rq.flushNow();
    }

    D3DGraphicsDevice getDevice() {
        return device;
    }

    static class D3DContextCaps extends ContextCapabilities {
        /**
         * Indicates the presence of pixel shaders (v2.0 or greater).
         * This cap will only be set if the hardware supports the minimum number
         * of texture units.
         */
    @Native static final int CAPS_LCD_SHADER       = (FIRST_PRIVATE_CAP << 0);
        /**
         * Indicates the presence of pixel shaders (v2.0 or greater).
         * This cap will only be set if the hardware meets our
         * minimum requirements.
         */
    @Native static final int CAPS_BIOP_SHADER      = (FIRST_PRIVATE_CAP << 1);
        /**
         * Indicates that the device was successfully initialized and can
         * be safely used.
         */
    @Native static final int CAPS_DEVICE_OK        = (FIRST_PRIVATE_CAP << 2);
        /**
         * Indicates that the device has all of the necessary capabilities
         * to support the Antialiasing Pixel Shader program.
         */
    @Native static final int CAPS_AA_SHADER        = (FIRST_PRIVATE_CAP << 3);

        D3DContextCaps(int caps, String adapterId) {
            super(caps, adapterId);
        }

        @Override
        public String toString() {
            StringBuffer buf = new StringBuffer(super.toString());
            if ((caps & CAPS_LCD_SHADER) != 0) {
                buf.append("CAPS_LCD_SHADER|");
            }
            if ((caps & CAPS_BIOP_SHADER) != 0) {
                buf.append("CAPS_BIOP_SHADER|");
            }
            if ((caps & CAPS_AA_SHADER) != 0) {
                buf.append("CAPS_AA_SHADER|");
            }
            if ((caps & CAPS_DEVICE_OK) != 0) {
                buf.append("CAPS_DEVICE_OK|");
            }
            return buf.toString();
        }
    }
}

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