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Java example source code file (D3DContext.java)
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(); } } } Other Java examples (source code examples)Here is a short list of links related to this Java D3DContext.java source code file: |
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