/*
* Copyright (c) 2007, 2018, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* 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).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
package sun.java2d.d3d;
import java.awt.Color;
import java.awt.Component;
import java.awt.Container;
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.Window;
import java.security.AccessController;
import java.security.PrivilegedAction;
import java.util.ArrayList;
import java.util.HashMap;
import sun.awt.AWTAccessor;
import sun.awt.AWTAccessor.ComponentAccessor;
import sun.awt.util.ThreadGroupUtils;
import sun.awt.Win32GraphicsConfig;
import sun.awt.windows.WComponentPeer;
import sun.java2d.InvalidPipeException;
import sun.java2d.ScreenUpdateManager;
import sun.java2d.SunGraphics2D;
import sun.java2d.SurfaceData;
import sun.java2d.windows.GDIWindowSurfaceData;
import sun.java2d.d3d.D3DSurfaceData.D3DWindowSurfaceData;
import sun.java2d.windows.WindowsFlags;
/**
* This class handles rendering to the screen with the D3D pipeline.
*
* Since it is not possible to render directly to the front buffer
* with D3D9, we create a swap chain surface (with COPY effect) in place of the
* GDIWindowSurfaceData. A background thread handles the swap chain flips.
*
* There are some restrictions to which windows we would use this for.
* @see #createScreenSurface
*/
public class D3DScreenUpdateManager extends ScreenUpdateManager
implements Runnable
{
/**
* A window must be at least MIN_WIN_SIZE in one or both dimensions
* to be considered for the update manager.
*/
private static final int MIN_WIN_SIZE = 150;
private volatile boolean done;
private volatile Thread screenUpdater;
private boolean needsUpdateNow;
/**
* Object used by the screen updater thread for waiting
*/
private Object runLock = new Object();
/**
* List of D3DWindowSurfaceData surfaces. Surfaces are added to the
* list when a graphics object is created, and removed when the surface
* is invalidated.
*/
private ArrayList<D3DWindowSurfaceData> d3dwSurfaces;
/**
* Cache of GDIWindowSurfaceData surfaces corresponding to the
* D3DWindowSurfaceData surfaces. Surfaces are added to the list when
* a d3dw surface is lost and could not be restored (due to lack of vram,
* for example), and removed then the d3dw surface is invalidated.
*/
private HashMap<D3DWindowSurfaceData, GDIWindowSurfaceData> gdiSurfaces;
public D3DScreenUpdateManager() {
done = false;
AccessController.doPrivileged((PrivilegedAction<Void>) () -> {
Runnable shutdownRunnable = () -> {
done = true;
wakeUpUpdateThread();
};
Thread shutdown = new Thread(
ThreadGroupUtils.getRootThreadGroup(), shutdownRunnable,
"ScreenUpdater", 0, false);
shutdown.setContextClassLoader(null);
try {
Runtime.getRuntime().addShutdownHook(shutdown);
} catch (Exception e) {
done = true;
}
return null;
});
}
/**
* If possible, creates a D3DWindowSurfaceData (which is actually
* a back-buffer surface). If the creation fails, returns GDI
* onscreen surface instead.
*
* Note that the created D3D surface does not initialize the native
* resources (and is marked lost) to avoid wasting video memory. It is
* restored when a graphics object is requested from the peer.
*
* Note that this method is called from a synchronized block in
* WComponentPeer, so we don't need to synchronize
*
* Note that we only create a substibute d3dw surface if certain conditions
* are met
* <ul>
* <li>the fake d3d rendering on screen is not disabled via flag
* <li>d3d on the device is enabled
* <li>surface is larger than MIN_WIN_SIZE (don't bother for smaller ones)
* <li>it doesn't have a backBuffer for a BufferStrategy already
* <li>the peer is either Canvas, Panel, Window, Frame,
* Dialog or EmbeddedFrame
* </ul>
*
* @param gc GraphicsConfiguration on associated with the surface
* @param peer peer for which the surface is to be created
* @param bbNum number of back-buffers requested. if this number is >0,
* method returns GDI surface (we don't want to have two swap chains)
* @param isResize whether this surface is being created in response to
* a component resize event. This determines whether a repaint event will
* be issued after a surface is created: it will be if {@code isResize}
* is {@code true}.
* @return surface data to be use for onscreen rendering
*/
@Override
public SurfaceData createScreenSurface(Win32GraphicsConfig gc,
WComponentPeer peer,
int bbNum, boolean isResize)
{
if (done || !(gc instanceof D3DGraphicsConfig)) {
return super.createScreenSurface(gc, peer, bbNum, isResize);
}
SurfaceData sd = null;
if (canUseD3DOnScreen(peer, gc, bbNum)) {
try {
// note that the created surface will be in the "lost"
// state, it will be restored prior to rendering to it
// for the first time. This is done so that vram is not
// wasted for surfaces never rendered to
sd = D3DSurfaceData.createData(peer);
} catch (InvalidPipeException ipe) {
sd = null;
}
}
if (sd == null) {
sd = GDIWindowSurfaceData.createData(peer);
// note that we do not add this surface to the list of cached gdi
// surfaces as there's no d3dw surface to associate it with;
// this peer will have a gdi surface until next time a surface
// will need to be replaced
}
if (isResize) {
// since we'd potentially replaced the back-buffer surface
// (either with another bb, or a gdi one), the
// component will need to be completely repainted;
// this only need to be done when the surface is created in
// response to a resize event since when a component is created it
// will be repainted anyway
repaintPeerTarget(peer);
}
return sd;
}
/**
* Determines if we can use a d3d surface for onscreen rendering for this
* peer.
* We only create onscreen d3d surfaces if the following conditions are met:
* - d3d is enabled on this device and onscreen emulation is enabled
* - window is big enough to bother (either dimension > MIN_WIN_SIZE)
* - this heavyweight doesn't have a BufferStrategy
* - if we are in full-screen mode then it must be the peer of the
* full-screen window (since there could be only one SwapChain in fs)
* and it must not have any heavyweight children
* (as Present() doesn't respect component clipping in fullscreen mode)
* - it's one of the classes likely to have custom rendering worth
* accelerating
*
* @return true if we can use a d3d surface for this peer's onscreen
* rendering
*/
public static boolean canUseD3DOnScreen(final WComponentPeer peer,
final Win32GraphicsConfig gc,
final int bbNum)
{
if (!(gc instanceof D3DGraphicsConfig)) {
return false;
}
D3DGraphicsConfig d3dgc = (D3DGraphicsConfig)gc;
D3DGraphicsDevice d3dgd = d3dgc.getD3DDevice();
String peerName = peer.getClass().getName();
Rectangle r = peer.getBounds();
Component target = (Component)peer.getTarget();
Window fsw = d3dgd.getFullScreenWindow();
return
WindowsFlags.isD3DOnScreenEnabled() &&
d3dgd.isD3DEnabledOnDevice() &&
peer.isAccelCapable() &&
(r.width > MIN_WIN_SIZE || r.height > MIN_WIN_SIZE) &&
bbNum == 0 &&
(fsw == null || (fsw == target && !hasHWChildren(target))) &&
(peerName.equals("sun.awt.windows.WCanvasPeer") ||
peerName.equals("sun.awt.windows.WDialogPeer") ||
peerName.equals("sun.awt.windows.WPanelPeer") ||
peerName.equals("sun.awt.windows.WWindowPeer") ||
peerName.equals("sun.awt.windows.WFramePeer") ||
peerName.equals("sun.awt.windows.WEmbeddedFramePeer"));
}
/**
* Creates a graphics object for the passed in surface data. If
* the surface is lost, it is restored.
* If the surface wasn't lost or the restoration was successful
* the surface is added to the list of maintained surfaces
* (if it hasn't been already).
*
* If the updater thread hasn't been created yet , it will be created and
* started.
*
* @param sd surface data for which to create SunGraphics2D
* @param peer peer associated with the surface data
* @param fgColor fg color to be used in graphics
* @param bgColor bg color to be used in graphics
* @param font font to be used in graphics
* @return a SunGraphics2D object for the surface (or for temp GDI
* surface data)
*/
@Override
public Graphics2D createGraphics(SurfaceData sd,
WComponentPeer peer, Color fgColor, Color bgColor, Font font)
{
if (!done && sd instanceof D3DWindowSurfaceData) {
D3DWindowSurfaceData d3dw = (D3DWindowSurfaceData)sd;
if (!d3dw.isSurfaceLost() || validate(d3dw)) {
trackScreenSurface(d3dw);
return new SunGraphics2D(sd, fgColor, bgColor, font);
}
// could not restore the d3dw surface, use the cached gdi surface
// instead for this graphics object; note that we do not track
// this new gdi surface, it is only used for this graphics
// object
sd = getGdiSurface(d3dw);
}
return super.createGraphics(sd, peer, fgColor, bgColor, font);
}
/**
* Posts a repaint event for the peer's target to the EDT
* @param peer for which target's the repaint should be issued
*/
private void repaintPeerTarget(WComponentPeer peer) {
Component target = (Component)peer.getTarget();
Rectangle bounds = AWTAccessor.getComponentAccessor().getBounds(target);
// the system-level painting operations should call the handlePaint()
// method of the WComponentPeer class to repaint the component;
// calling repaint() forces AWT to make call to update()
peer.handlePaint(0, 0, bounds.width, bounds.height);
}
/**
* Adds a surface to the list of tracked surfaces.
*
* @param sd the surface to be added
*/
private void trackScreenSurface(SurfaceData sd) {
if (!done && sd instanceof D3DWindowSurfaceData) {
synchronized (this) {
if (d3dwSurfaces == null) {
d3dwSurfaces = new ArrayList<D3DWindowSurfaceData>();
}
D3DWindowSurfaceData d3dw = (D3DWindowSurfaceData)sd;
if (!d3dwSurfaces.contains(d3dw)) {
d3dwSurfaces.add(d3dw);
}
}
startUpdateThread();
}
}
@Override
public synchronized void dropScreenSurface(SurfaceData sd) {
if (d3dwSurfaces != null && sd instanceof D3DWindowSurfaceData) {
D3DWindowSurfaceData d3dw = (D3DWindowSurfaceData)sd;
removeGdiSurface(d3dw);
d3dwSurfaces.remove(d3dw);
}
}
@Override
public SurfaceData getReplacementScreenSurface(WComponentPeer peer,
SurfaceData sd)
{
SurfaceData newSurface = super.getReplacementScreenSurface(peer, sd);
// if some outstanding graphics context wants to get a replacement we
// need to make sure that the new surface (if it is accelerated) is
// being tracked
trackScreenSurface(newSurface);
return newSurface;
}
/**
* Remove the gdi surface corresponding to the passed d3dw surface
* from list of the cached gdi surfaces.
*
* @param d3dw surface for which associated gdi surface is to be removed
*/
private void removeGdiSurface(final D3DWindowSurfaceData d3dw) {
if (gdiSurfaces != null) {
GDIWindowSurfaceData gdisd = gdiSurfaces.get(d3dw);
if (gdisd != null) {
gdisd.invalidate();
gdiSurfaces.remove(d3dw);
}
}
}
/**
* If the update thread hasn't yet been created, it will be;
* otherwise it is awaken
*/
private synchronized void startUpdateThread() {
if (screenUpdater == null) {
screenUpdater = AccessController.doPrivileged((PrivilegedAction<Thread>) () -> {
String name = "D3D Screen Updater";
Thread t = new Thread(
ThreadGroupUtils.getRootThreadGroup(), this, name,
0, false);
// REMIND: should it be higher?
t.setPriority(Thread.NORM_PRIORITY + 2);
t.setDaemon(true);
return t;
});
screenUpdater.start();
} else {
wakeUpUpdateThread();
}
}
/**
* Wakes up the screen updater thread.
*
* This method is not synchronous, it doesn't wait
* for the updater thread to complete the updates.
*
* It should be used when it is not necessary to wait for the
* completion, for example, when a new surface had been added
* to the list of tracked surfaces (which means that it's about
* to be rendered to).
*/
public void wakeUpUpdateThread() {
synchronized (runLock) {
runLock.notifyAll();
}
}
/**
* Wakes up the screen updater thread and waits for the completion
* of the update.
*
* This method is called from Toolkit.sync() or
* when there was a copy from a VI to the screen
* so that swing applications would not appear to be
* sluggish.
*/
public void runUpdateNow() {
synchronized (this) {
// nothing to do if the updater thread hadn't been started or if
// there are no tracked surfaces
if (done || screenUpdater == null ||
d3dwSurfaces == null || d3dwSurfaces.size() == 0)
{
return;
}
}
synchronized (runLock) {
needsUpdateNow = true;
runLock.notifyAll();
while (needsUpdateNow) {
try {
runLock.wait();
} catch (InterruptedException e) {}
}
}
}
public void run() {
while (!done) {
synchronized (runLock) {
// If the list is empty, suspend the thread until a
// new surface is added. Note that we have to check before
// wait() (and inside the runLock), otherwise we could miss a
// notify() when a new surface is added and sleep forever.
long timeout = d3dwSurfaces.size() > 0 ? 100 : 0;
// don't go to sleep if there's a thread waiting for an update
if (!needsUpdateNow) {
try { runLock.wait(timeout); }
catch (InterruptedException e) {}
}
// if we were woken up, there are probably surfaces in the list,
// no need to check if the list is empty
}
// make a copy to avoid synchronization during the loop
D3DWindowSurfaceData[] surfaces = new D3DWindowSurfaceData[] {};
synchronized (this) {
surfaces = d3dwSurfaces.toArray(surfaces);
}
for (D3DWindowSurfaceData sd : surfaces) {
// skip invalid surfaces (they could have become invalid
// after we made a copy of the list) - just a precaution
if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) {
if (!sd.isSurfaceLost()) {
// the flip and the clearing of the dirty state
// must be done under the lock, otherwise it's
// possible to miss an update to the surface
D3DRenderQueue rq = D3DRenderQueue.getInstance();
rq.lock();
try {
Rectangle r = sd.getBounds();
D3DSurfaceData.swapBuffers(sd, 0, 0,
r.width, r.height);
sd.markClean();
} finally {
rq.unlock();
}
} else if (!validate(sd)) {
// it is possible that the validation may never
// succeed, we need to detect this and replace
// the d3dw surface with gdi; the replacement of
// the surface will also trigger a repaint
sd.getPeer().replaceSurfaceDataLater();
}
}
}
synchronized (runLock) {
needsUpdateNow = false;
runLock.notifyAll();
}
}
}
/**
* Restores the passed surface if it was lost, resets the lost status.
* @param sd surface to be validated
* @return true if surface wasn't lost or if restoration was successful,
* false otherwise
*/
private boolean validate(D3DWindowSurfaceData sd) {
if (sd.isSurfaceLost()) {
try {
sd.restoreSurface();
// if succeeded, first fill the surface with bg color
// note: use the non-synch method to avoid incorrect lock order
Color bg = sd.getPeer().getBackgroundNoSync();
/**代码未完, 请加载全部代码(NowJava.com).**/