/** * Enqueues a BLIT operation with the given parameters. Note that the RenderQueue lock must be * held before calling this method. */ private static void enqueueBlit( RenderQueue rq, SurfaceData src, SurfaceData dst, int packedParams, int sx1, int sy1, int sx2, int sy2, double dx1, double dy1, double dx2, double dy2) { // assert rq.lock.isHeldByCurrentThread(); RenderBuffer buf = rq.getBuffer(); rq.ensureCapacityAndAlignment(72, 24); buf.putInt(BLIT); buf.putInt(packedParams); buf.putInt(sx1).putInt(sy1); buf.putInt(sx2).putInt(sy2); buf.putDouble(dx1).putDouble(dy1); buf.putDouble(dx2).putDouble(dy2); buf.putLong(src.getNativeOps()); buf.putLong(dst.getNativeOps()); }
/** * Disposes the native resources associated with the given D3DSurfaceData (referenced by the pData * parameter). This method is invoked from the native Dispose() method from the Disposer thread * when the Java-level D3DSurfaceData object is about to go away. */ static void dispose(long pData) { D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { RenderBuffer buf = rq.getBuffer(); rq.ensureCapacityAndAlignment(12, 4); buf.putInt(DISPOSE_SURFACE); buf.putLong(pData); // this call is expected to complete synchronously, so flush now rq.flushNow(); } finally { rq.unlock(); } }
@Override public void flush() { D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { RenderBuffer buf = rq.getBuffer(); rq.ensureCapacityAndAlignment(12, 4); buf.putInt(FLUSH_SURFACE); buf.putLong(getNativeOps()); // this call is expected to complete synchronously, so flush now rq.flushNow(); } finally { rq.unlock(); } }
public void Blit( SurfaceData src, SurfaceData dst, Composite comp, Region clip, int sx, int sy, int dx, int dy, int w, int h) { D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { // make sure the RenderQueue keeps a hard reference to the // destination (sysmem) SurfaceData to prevent it from being // disposed while the operation is processed on the QFT rq.addReference(dst); RenderBuffer buf = rq.getBuffer(); D3DContext.setScratchSurface(((D3DSurfaceData) src).getContext()); rq.ensureCapacityAndAlignment(48, 32); buf.putInt(SURFACE_TO_SW_BLIT); buf.putInt(sx).putInt(sy); buf.putInt(dx).putInt(dy); buf.putInt(w).putInt(h); buf.putInt(typeval); buf.putLong(src.getNativeOps()); buf.putLong(dst.getNativeOps()); // always flush immediately rq.flushNow(); } 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(); } }