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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/openjdk-multiarch-jdk8u
Path: blob/aarch64-shenandoah-jdk8u272-b10/jdk/src/windows/classes/sun/java2d/d3d/D3DContext.java
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/*
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* Copyright (c) 2007, 2013, Oracle and/or its affiliates. All rights reserved.
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* This code is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 only, as
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* published by the Free Software Foundation. Oracle designates this
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* particular file as subject to the "Classpath" exception as provided
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* by Oracle in the LICENSE file that accompanied this code.
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*
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* This code is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* version 2 for more details (a copy is included in the LICENSE file that
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* accompanied this code).
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*
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* You should have received a copy of the GNU General Public License version
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* 2 along with this work; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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* or visit www.oracle.com if you need additional information or have any
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* questions.
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*/
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package sun.java2d.d3d;
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import java.lang.annotation.Native;
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import sun.java2d.pipe.BufferedContext;
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import sun.java2d.pipe.RenderBuffer;
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import sun.java2d.pipe.RenderQueue;
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import sun.java2d.pipe.hw.ContextCapabilities;
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import static sun.java2d.pipe.BufferedOpCodes.*;
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import static sun.java2d.pipe.hw.ContextCapabilities.*;
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import static sun.java2d.d3d.D3DContext.D3DContextCaps.*;
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/**
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* Note that the RenderQueue lock must be acquired before calling any of
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* the methods in this class.
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*/
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class D3DContext extends BufferedContext {
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private final D3DGraphicsDevice device;
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D3DContext(RenderQueue rq, D3DGraphicsDevice device) {
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super(rq);
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this.device = device;
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}
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/**
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* Invalidates the currentContext field to ensure that we properly
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* revalidate the D3DContext (make it current, etc.) next time through
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* the validate() method. This is typically invoked from methods
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* that affect the current context state (e.g. disposing a context or
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* surface).
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*/
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static void invalidateCurrentContext() {
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// assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread();
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// invalidate the current Java-level context so that we
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// revalidate everything the next time around
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if (currentContext != null) {
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currentContext.invalidateContext();
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currentContext = null;
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}
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// invalidate the context reference at the native level, and
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// then flush the queue so that we have no pending operations
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// dependent on the current context
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D3DRenderQueue rq = D3DRenderQueue.getInstance();
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rq.ensureCapacity(4);
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rq.getBuffer().putInt(INVALIDATE_CONTEXT);
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rq.flushNow();
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}
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/**
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* Sets the current context on the native level to be the one passed as
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* the argument.
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* If the context is not the same as the defaultContext the latter
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* will be reset to null.
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*
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* This call is needed when copying from a SW surface to a Texture
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* (the upload test) or copying from d3d to SW surface to make sure we
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* have the correct current context.
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*
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* @param d3dc the context to be made current on the native level
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*/
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static void setScratchSurface(D3DContext d3dc) {
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// assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread();
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// invalidate the current context
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if (d3dc != currentContext) {
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currentContext = null;
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}
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// set the scratch context
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D3DRenderQueue rq = D3DRenderQueue.getInstance();
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RenderBuffer buf = rq.getBuffer();
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rq.ensureCapacity(8);
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buf.putInt(SET_SCRATCH_SURFACE);
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buf.putInt(d3dc.getDevice().getScreen());
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}
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public RenderQueue getRenderQueue() {
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return D3DRenderQueue.getInstance();
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}
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@Override
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public void saveState() {
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// assert rq.lock.isHeldByCurrentThread();
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// reset all attributes of this and current contexts
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invalidateContext();
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invalidateCurrentContext();
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setScratchSurface(this);
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// save the state on the native level
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rq.ensureCapacity(4);
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buf.putInt(SAVE_STATE);
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rq.flushNow();
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}
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@Override
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public void restoreState() {
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// assert rq.lock.isHeldByCurrentThread();
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// reset all attributes of this and current contexts
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invalidateContext();
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invalidateCurrentContext();
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setScratchSurface(this);
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// restore the state on the native level
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rq.ensureCapacity(4);
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buf.putInt(RESTORE_STATE);
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rq.flushNow();
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}
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D3DGraphicsDevice getDevice() {
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return device;
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}
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static class D3DContextCaps extends ContextCapabilities {
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/**
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* Indicates the presence of pixel shaders (v2.0 or greater).
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* This cap will only be set if the hardware supports the minimum number
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* of texture units.
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*/
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@Native static final int CAPS_LCD_SHADER = (FIRST_PRIVATE_CAP << 0);
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/**
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* Indicates the presence of pixel shaders (v2.0 or greater).
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* This cap will only be set if the hardware meets our
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* minimum requirements.
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*/
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@Native static final int CAPS_BIOP_SHADER = (FIRST_PRIVATE_CAP << 1);
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/**
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* Indicates that the device was successfully initialized and can
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* be safely used.
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*/
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@Native static final int CAPS_DEVICE_OK = (FIRST_PRIVATE_CAP << 2);
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/**
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* Indicates that the device has all of the necessary capabilities
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* to support the Antialiasing Pixel Shader program.
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*/
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@Native static final int CAPS_AA_SHADER = (FIRST_PRIVATE_CAP << 3);
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D3DContextCaps(int caps, String adapterId) {
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super(caps, adapterId);
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}
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@Override
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public String toString() {
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StringBuffer buf = new StringBuffer(super.toString());
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if ((caps & CAPS_LCD_SHADER) != 0) {
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buf.append("CAPS_LCD_SHADER|");
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}
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if ((caps & CAPS_BIOP_SHADER) != 0) {
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buf.append("CAPS_BIOP_SHADER|");
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}
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if ((caps & CAPS_AA_SHADER) != 0) {
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buf.append("CAPS_AA_SHADER|");
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}
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if ((caps & CAPS_DEVICE_OK) != 0) {
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buf.append("CAPS_DEVICE_OK|");
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}
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return buf.toString();
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}
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}
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}
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