@Override protected MaskFill getMaskFill(SunGraphics2D sg2d) { if (sg2d.paintState > sg2d.PAINT_ALPHACOLOR) { /* * We can only accelerate non-Color MaskFill operations if * all of the following conditions hold true: * - there is an implementation for the given paintState * - the current Paint can be accelerated for this destination * - multitexturing is available (since we need to modulate * the alpha mask texture with the paint texture) * * In all other cases, we return null, in which case the * validation code will choose a more general software-based loop. */ if (!D3DPaints.isValid(sg2d) || !graphicsDevice.isCapPresent(CAPS_MULTITEXTURE)) { return null; } } return super.getMaskFill(sg2d); }
public void validatePipe(SunGraphics2D sg2d) { TextPipe textpipe; boolean validated = false; // REMIND: the D3D pipeline doesn't support XOR!, more // fixes will be needed below. For now we disable D3D rendering // for the surface which had any XOR rendering done to. if (sg2d.compositeState >= sg2d.COMP_XOR) { super.validatePipe(sg2d); sg2d.imagepipe = d3dImagePipe; disableAccelerationForSurface(); return; } // D3DTextRenderer handles both AA and non-AA text, but // only works with the following modes: // (Note: For LCD text we only enter this code path if // canRenderLCDText() has already validated that the mode is // CompositeType.SrcNoEa (opaque color), which will be subsumed // by the CompositeType.SrcNoEa (any color) test below.) if ( /* CompositeType.SrcNoEa (any color) */ (sg2d.compositeState <= sg2d.COMP_ISCOPY && sg2d.paintState <= sg2d.PAINT_ALPHACOLOR) || /* CompositeType.SrcOver (any color) */ (sg2d.compositeState == sg2d.COMP_ALPHA && sg2d.paintState <= sg2d.PAINT_ALPHACOLOR && (((AlphaComposite) sg2d.composite).getRule() == AlphaComposite.SRC_OVER)) || /* CompositeType.Xor (any color) */ (sg2d.compositeState == sg2d.COMP_XOR && sg2d.paintState <= sg2d.PAINT_ALPHACOLOR)) { textpipe = d3dTextPipe; } else { // do this to initialize textpipe correctly; we will attempt // to override the non-text pipes below super.validatePipe(sg2d); textpipe = sg2d.textpipe; validated = true; } PixelToParallelogramConverter txPipe = null; D3DRenderer nonTxPipe = null; if (sg2d.antialiasHint != SunHints.INTVAL_ANTIALIAS_ON) { if (sg2d.paintState <= sg2d.PAINT_ALPHACOLOR) { if (sg2d.compositeState <= sg2d.COMP_XOR) { txPipe = d3dTxRenderPipe; nonTxPipe = d3dRenderPipe; } } else if (sg2d.compositeState <= sg2d.COMP_ALPHA) { if (D3DPaints.isValid(sg2d)) { txPipe = d3dTxRenderPipe; nonTxPipe = d3dRenderPipe; } // custom paints handled by super.validatePipe() below } } else { if (sg2d.paintState <= sg2d.PAINT_ALPHACOLOR) { if (graphicsDevice.isCapPresent(CAPS_AA_SHADER) && (sg2d.imageComp == CompositeType.SrcOverNoEa || sg2d.imageComp == CompositeType.SrcOver)) { if (!validated) { super.validatePipe(sg2d); validated = true; } PixelToParallelogramConverter aaConverter = new PixelToParallelogramConverter( sg2d.shapepipe, d3dAAPgramPipe, 1.0 / 8.0, 0.499, false); sg2d.drawpipe = aaConverter; sg2d.fillpipe = aaConverter; sg2d.shapepipe = aaConverter; } else if (sg2d.compositeState == sg2d.COMP_XOR) { // install the solid pipes when AA and XOR are both enabled txPipe = d3dTxRenderPipe; nonTxPipe = d3dRenderPipe; } } // other cases handled by super.validatePipe() below } if (txPipe != null) { if (sg2d.transformState >= sg2d.TRANSFORM_TRANSLATESCALE) { sg2d.drawpipe = txPipe; sg2d.fillpipe = txPipe; } else if (sg2d.strokeState != sg2d.STROKE_THIN) { sg2d.drawpipe = txPipe; sg2d.fillpipe = nonTxPipe; } else { sg2d.drawpipe = nonTxPipe; sg2d.fillpipe = nonTxPipe; } // Note that we use the transforming pipe here because it // will examine the shape and possibly perform an optimized // operation if it can be simplified. The simplifications // will be valid for all STROKE and TRANSFORM types. sg2d.shapepipe = txPipe; } else { if (!validated) { super.validatePipe(sg2d); } } // install the text pipe based on our earlier decision sg2d.textpipe = textpipe; // always override the image pipe with the specialized D3D pipe sg2d.imagepipe = d3dImagePipe; }
/** * For now, we can only render LCD text if: - the pixel shaders are available, and - blending is * disabled, and - the source color is opaque - and the destination is opaque */ public boolean canRenderLCDText(SunGraphics2D sg2d) { return graphicsDevice.isCapPresent(CAPS_LCD_SHADER) && sg2d.compositeState <= SunGraphics2D.COMP_ISCOPY && sg2d.paintState <= SunGraphics2D.PAINT_OPAQUECOLOR && sg2d.surfaceData.getTransparency() == Transparency.OPAQUE; }