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* 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).
*
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package sun.java2d.d3d;
import java.lang.annotation.Native;
import sun.java2d.pipe.BufferedContext;
import sun.java2d.pipe.RenderBuffer;
import sun.java2d.pipe.RenderQueue;
import sun.java2d.pipe.hw.ContextCapabilities;
import static sun.java2d.pipe.BufferedOpCodes.INVALIDATE_CONTEXT;
import static sun.java2d.pipe.BufferedOpCodes.SET_SCRATCH_SURFACE;
/**
* Note that the RenderQueue lock must be acquired before calling any of
* the methods in this class.
*/
final class D3DContext extends BufferedContext {
private final D3DGraphicsDevice device;
D3DContext(RenderQueue rq, D3DGraphicsDevice device) {
super(rq);
this.device = device;
}
/**
* Invalidates the currentContext field to ensure that we properly
* revalidate the D3DContext (make it current, etc.) next time through
* the validate() method. This is typically invoked from methods
* that affect the current context state (e.g. disposing a context or
* surface).
*/
static void invalidateCurrentContext() {
// assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread();
// invalidate the current Java-level context so that we
// revalidate everything the next time around
if (currentContext != null) {
currentContext.invalidateContext();
currentContext = null;
}
// invalidate the context reference at the native level, and
// then flush the queue so that we have no pending operations
// dependent on the current context
D3DRenderQueue rq = D3DRenderQueue.getInstance();
rq.ensureCapacity(4);
rq.getBuffer().putInt(INVALIDATE_CONTEXT);
rq.flushNow();
}
/**
* Sets the current context on the native level to be the one passed as
* the argument.
* If the context is not the same as the defaultContext the latter
* will be reset to null.
*
* This call is needed when copying from a SW surface to a Texture
* (the upload test) or copying from d3d to SW surface to make sure we
* have the correct current context.
*
* @param d3dc the context to be made current on the native level
*/
static void setScratchSurface(D3DContext d3dc) {
// assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread();
// invalidate the current context
if (d3dc != currentContext) {
currentContext = null;
}
// set the scratch context
D3DRenderQueue rq = D3DRenderQueue.getInstance();
RenderBuffer buf = rq.getBuffer();
rq.ensureCapacity(8);
buf.putInt(SET_SCRATCH_SURFACE);
buf.putInt(d3dc.getDevice().getScreen());
}
D3DGraphicsDevice getDevice() {
return device;
}
static class D3DContextCaps extends ContextCapabilities {
/**
* Indicates the presence of pixel shaders (v2.0 or greater).
* This cap will only be set if the hardware supports the minimum number
* of texture units.
*/
@Native static final int CAPS_LCD_SHADER = (FIRST_PRIVATE_CAP << 0);
/**
* Indicates the presence of pixel shaders (v2.0 or greater).
* This cap will only be set if the hardware meets our
* minimum requirements.
*/
@Native static final int CAPS_BIOP_SHADER = (FIRST_PRIVATE_CAP << 1);
/**
* Indicates that the device was successfully initialized and can
* be safely used.
*/
@Native static final int CAPS_DEVICE_OK = (FIRST_PRIVATE_CAP << 2);
/**
* Indicates that the device has all of the necessary capabilities
* to support the Antialiasing Pixel Shader program.
*/
@Native static final int CAPS_AA_SHADER = (FIRST_PRIVATE_CAP << 3);
D3DContextCaps(int caps, String adapterId) {
super(caps, adapterId);
}
@Override
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