static void Blit( SurfaceData srcData, SurfaceData dstData, Composite comp, Region clip, AffineTransform xform, int hint, int sx1, int sy1, int sx2, int sy2, double dx1, double dy1, double dx2, double dy2, int srctype, boolean texture) { int ctxflags = 0; if (srcData.getTransparency() == Transparency.OPAQUE) { ctxflags |= D3DContext.SRC_IS_OPAQUE; } D3DSurfaceData d3dDst = (D3DSurfaceData) dstData; D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { // make sure the RenderQueue keeps a hard reference to the // source (sysmem) SurfaceData to prevent it from being // disposed while the operation is processed on the QFT rq.addReference(srcData); if (texture) { // make sure we have a current context before uploading // the sysmem data to the texture object D3DContext.setScratchSurface(d3dDst.getContext()); } else { D3DContext.validateContext(d3dDst, d3dDst, clip, comp, xform, null, null, ctxflags); } int packedParams = createPackedParams(false, texture, false, xform != null, hint, srctype); enqueueBlit(rq, srcData, dstData, packedParams, sx1, sy1, sx2, sy2, dx1, dy1, dx2, dy2); // always flush immediately, since we (currently) have no means // of tracking changes to the system memory surface rq.flushNow(); } finally { rq.unlock(); } if (d3dDst.getType() == D3DSurfaceData.WINDOW) { // flush immediately when copying to the screen to improve // responsiveness of applications using VI or BI backbuffers D3DScreenUpdateManager mgr = (D3DScreenUpdateManager) ScreenUpdateManager.getInstance(); mgr.runUpdateNow(); } }
@Override void restoreSurface() { if (!peer.isAccelCapable()) { throw new InvalidPipeException("Onscreen acceleration " + "disabled for this surface"); } Window fsw = graphicsDevice.getFullScreenWindow(); if (fsw != null && fsw != peer.getTarget()) { throw new InvalidPipeException( "Can't restore onscreen surface" + " when in full-screen mode"); } super.restoreSurface(); // if initialization was unsuccessful, an IPE will be thrown // and the surface will remain lost setSurfaceLost(false); // This is to make sure the render target is reset after this // surface is restored. The reason for this is that sometimes this // surface can be restored from multiple threads (the screen update // manager's thread and app's rendering thread) at the same time, // and when that happens the second restoration will create the // native resource which will not be set as render target because // the BufferedContext's validate method will think that since the // surface data object didn't change then the current render target // is correct and no rendering will appear on the screen. D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { getContext().invalidateContext(); } finally { rq.unlock(); } }
static void swapBuffers( D3DSurfaceData sd, final int x1, final int y1, final int x2, final int y2) { long pData = sd.getNativeOps(); D3DRenderQueue rq = D3DRenderQueue.getInstance(); // swapBuffers can be called from the toolkit thread by swing, we // should detect this and prevent the deadlocks if (rq.isRenderQueueThread()) { if (!rq.tryLock()) { // if we could not obtain the lock, repaint the area // that was supposed to be swapped, and no-op this swap final Component target = (Component) sd.getPeer().getTarget(); SunToolkit.executeOnEventHandlerThread( target, new Runnable() { public void run() { target.repaint(x1, y1, x2, y2); } }); return; } } else { rq.lock(); } try { RenderBuffer buf = rq.getBuffer(); rq.ensureCapacityAndAlignment(28, 4); buf.putInt(SWAP_BUFFERS); buf.putLong(pData); buf.putInt(x1); buf.putInt(y1); buf.putInt(x2); buf.putInt(y2); rq.flushNow(); } finally { rq.unlock(); } }
/** * Note: The srcImg and biop parameters are only used when invoked from the * D3DBufImgOps.renderImageWithOp() method; in all other cases, this method can be called with * null values for those two parameters, and they will be effectively ignored. */ static void IsoBlit( SurfaceData srcData, SurfaceData dstData, BufferedImage srcImg, BufferedImageOp biop, Composite comp, Region clip, AffineTransform xform, int hint, int sx1, int sy1, int sx2, int sy2, double dx1, double dy1, double dx2, double dy2, boolean texture) { int ctxflags = 0; if (srcData.getTransparency() == Transparency.OPAQUE) { ctxflags |= D3DContext.SRC_IS_OPAQUE; } D3DSurfaceData d3dDst = (D3DSurfaceData) dstData; D3DRenderQueue rq = D3DRenderQueue.getInstance(); boolean rtt = false; rq.lock(); try { D3DSurfaceData d3dSrc = (D3DSurfaceData) srcData; int srctype = d3dSrc.getType(); D3DSurfaceData srcCtxData = d3dSrc; if (srctype == D3DSurfaceData.TEXTURE) { rtt = false; } else { // the source is a backbuffer, or render-to-texture // surface; we set rtt to true to differentiate this kind // of surface from a regular texture object rtt = true; } D3DContext.validateContext(srcCtxData, d3dDst, clip, comp, xform, null, null, ctxflags); if (biop != null) { D3DBufImgOps.enableBufImgOp(rq, d3dSrc, srcImg, biop); } int packedParams = createPackedParams(true, texture, rtt, xform != null, hint, 0 /*unused*/); enqueueBlit(rq, srcData, dstData, packedParams, sx1, sy1, sx2, sy2, dx1, dy1, dx2, dy2); if (biop != null) { D3DBufImgOps.disableBufImgOp(rq, biop); } } finally { rq.unlock(); } if (rtt && (d3dDst.getType() == D3DSurfaceData.WINDOW)) { // we only have to flush immediately when copying from a // (non-texture) surface to the screen; otherwise Swing apps // might appear unresponsive until the auto-flush completes D3DScreenUpdateManager mgr = (D3DScreenUpdateManager) ScreenUpdateManager.getInstance(); mgr.runUpdateNow(); } }