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Java example source code file (D3DVolatileSurfaceManager.java)
The D3DVolatileSurfaceManager.java 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. */ package sun.java2d.d3d; import java.awt.Component; import java.awt.GraphicsConfiguration; import java.awt.Image; import java.awt.Transparency; import java.awt.image.ColorModel; import sun.awt.Win32GraphicsConfig; import sun.awt.image.SunVolatileImage; import sun.awt.image.SurfaceManager; import sun.awt.image.VolatileSurfaceManager; import sun.awt.windows.WComponentPeer; import sun.java2d.InvalidPipeException; import sun.java2d.SurfaceData; import static sun.java2d.pipe.hw.AccelSurface.*; import static sun.java2d.d3d.D3DContext.D3DContextCaps.*; import sun.java2d.windows.GDIWindowSurfaceData; public class D3DVolatileSurfaceManager extends VolatileSurfaceManager { private boolean accelerationEnabled; private int restoreCountdown; public D3DVolatileSurfaceManager(SunVolatileImage vImg, Object context) { super(vImg, context); /* * We will attempt to accelerate this image only under the * following conditions: * - the image is opaque OR * - the image is translucent AND * - the GraphicsConfig supports the FBO extension OR * - the GraphicsConfig has a stored alpha channel */ int transparency = vImg.getTransparency(); D3DGraphicsDevice gd = (D3DGraphicsDevice) vImg.getGraphicsConfig().getDevice(); accelerationEnabled = (transparency == Transparency.OPAQUE) || (transparency == Transparency.TRANSLUCENT && (gd.isCapPresent(CAPS_RT_PLAIN_ALPHA) || gd.isCapPresent(CAPS_RT_TEXTURE_ALPHA))); } protected boolean isAccelerationEnabled() { return accelerationEnabled; } public void setAccelerationEnabled(boolean accelerationEnabled) { this.accelerationEnabled = accelerationEnabled; } /** * Create a pbuffer-based SurfaceData object (or init the backbuffer * of an existing window if this is a double buffered GraphicsConfig). */ protected SurfaceData initAcceleratedSurface() { SurfaceData sData; Component comp = vImg.getComponent(); WComponentPeer peer = (comp != null) ? (WComponentPeer)comp.getPeer() : null; try { boolean forceback = false; if (context instanceof Boolean) { forceback = ((Boolean)context).booleanValue(); } if (forceback) { // peer must be non-null in this case sData = D3DSurfaceData.createData(peer, vImg); } else { D3DGraphicsConfig gc = (D3DGraphicsConfig)vImg.getGraphicsConfig(); ColorModel cm = gc.getColorModel(vImg.getTransparency()); int type = vImg.getForcedAccelSurfaceType(); // if acceleration type is forced (type != UNDEFINED) then // use the forced type, otherwise use RT_TEXTURE if (type == UNDEFINED) { type = RT_TEXTURE; } sData = D3DSurfaceData.createData(gc, vImg.getWidth(), vImg.getHeight(), cm, vImg, type); } } catch (NullPointerException ex) { sData = null; } catch (OutOfMemoryError er) { sData = null; } catch (InvalidPipeException ipe) { sData = null; } return sData; } protected boolean isConfigValid(GraphicsConfiguration gc) { return ((gc == null) || (gc == vImg.getGraphicsConfig())); } /** * Set the number of iterations for restoreAcceleratedSurface to fail * before attempting to restore the accelerated surface. * * @see #restoreAcceleratedSurface * @see #handleVItoScreenOp */ private synchronized void setRestoreCountdown(int count) { restoreCountdown = count; } /** * Note that we create a new surface instead of restoring * an old one. This will help with D3DContext revalidation. */ @Override protected void restoreAcceleratedSurface() { synchronized (this) { if (restoreCountdown > 0) { restoreCountdown--; throw new InvalidPipeException("Will attempt to restore surface " + " in " + restoreCountdown); } } SurfaceData sData = initAcceleratedSurface(); if (sData != null) { sdAccel = sData; } else { throw new InvalidPipeException("could not restore surface"); // REMIND: alternatively, we could try this: // ((D3DSurfaceData)sdAccel).restoreSurface(); } } /** * We're asked to restore contents by the accelerated surface, which means * that it had been lost. */ @Override public SurfaceData restoreContents() { acceleratedSurfaceLost(); return super.restoreContents(); } /** * If the destination surface's peer can potentially handle accelerated * on-screen rendering then it is likely that the condition which resulted * in VI to Screen operation is temporary, so this method sets the * restore countdown in hope that the on-screen accelerated rendering will * resume. In the meantime the backup surface of the VISM will be used. * * The countdown is needed because otherwise we may never break out * of "do { vi.validate()..} while(vi.lost)" loop since validate() could * restore the source surface every time and it will get lost again on the * next copy attempt, and we would never get a chance to use the backup * surface. By using the countdown we allow the backup surface to be used * while the screen surface gets sorted out, or if it for some reason can * never be restored. * * If the destination surface's peer could never do accelerated onscreen * rendering then the acceleration for the SurfaceManager associated with * the source surface is disabled forever. */ static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) { if (src instanceof D3DSurfaceData && dst instanceof GDIWindowSurfaceData) { D3DSurfaceData d3dsd = (D3DSurfaceData)src; SurfaceManager mgr = SurfaceManager.getManager((Image)d3dsd.getDestination()); if (mgr instanceof D3DVolatileSurfaceManager) { D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr; if (vsm != null) { d3dsd.setSurfaceLost(true); GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst; WComponentPeer p = wsd.getPeer(); if (D3DScreenUpdateManager.canUseD3DOnScreen(p, (Win32GraphicsConfig)p.getGraphicsConfiguration(), p.getBackBuffersNum())) { // 10 is only chosen to be greater than the number of // times a sane person would call validate() inside // a validation loop, and to reduce thrashing between // accelerated and backup surfaces vsm.setRestoreCountdown(10); } else { vsm.setAccelerationEnabled(false); } } } } } @Override public void initContents() { if (vImg.getForcedAccelSurfaceType() != TEXTURE) { super.initContents(); } } } Other Java examples (source code examples)Here is a short list of links related to this Java D3DVolatileSurfaceManager.java source code file: |
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