alvinalexander.com | career | drupal | java | mac | mysql | perl | scala | uml | unix  

Java example source code file (D3DVolatileSurfaceManager.java)

This example Java source code file (D3DVolatileSurfaceManager.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

awt, colormodel, d3dgraphicsdevice, d3dsurfacedata, d3dvolatilesurfacemanager, gdiwindowsurfacedata, image, invalidpipeexception, java2d, object, override, rt_texture, surfacedata, texture, undefined, wcomponentpeer, will, window

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:

... this post is sponsored by my books ...

#1 New Release!

FP Best Seller

 

new blog posts

 

Copyright 1998-2024 Alvin Alexander, alvinalexander.com
All Rights Reserved.

A percentage of advertising revenue from
pages under the /java/jwarehouse URI on this website is
paid back to open source projects.