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src/java.desktop/windows/classes/sun/java2d/d3d/D3DSurfaceData.java

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 101  * surface as if it were of type D3DSurface, but the process of copying
 102  * this kind of surface to another is more like a D3DTexture.  (Note that
 103  * "RTT" stands for "render-to-texture".)
 104  *
 105  * In addition to these SurfaceType variants, we have also defined some
 106  * constants that describe in more detail the type of underlying D3D
 107  * surface.  This table helps explain the relationships between those
 108  * "type" constants and their corresponding SurfaceType:
 109  *
 110  * D3D Type          Corresponding SurfaceType
 111  * --------          -------------------------
 112  * RT_PLAIN          D3DSurface
 113  * TEXTURE           D3DTexture
 114  * FLIP_BACKBUFFER   D3DSurface
 115  * RT_TEXTURE        D3DSurfaceRTT
 116  */
 117 public class D3DSurfaceData extends SurfaceData implements AccelSurface {
 118 
 119     /**
 120      * To be used with getNativeResource() only.
 121      * @see #getNativeResource()
 122      */
 123     public static final int D3D_DEVICE_RESOURCE= 100;
 124     /*
 125      * Surface types.
 126      * We use these surface types when copying from a sw surface
 127      * to a surface or texture.
 128      */
 129     public static final int ST_INT_ARGB        = 0;
 130     public static final int ST_INT_ARGB_PRE    = 1;
 131     public static final int ST_INT_ARGB_BM     = 2;
 132     public static final int ST_INT_RGB         = 3;
 133     public static final int ST_INT_BGR         = 4;
 134     public static final int ST_USHORT_565_RGB  = 5;
 135     public static final int ST_USHORT_555_RGB  = 6;
 136     public static final int ST_BYTE_INDEXED    = 7;
 137     public static final int ST_BYTE_INDEXED_BM = 8;
 138     public static final int ST_3BYTE_BGR       = 9;
 139 
 140     /** Equals to D3DSWAPEFFECT_DISCARD */
 141     public static final int SWAP_DISCARD       = 1;




 101  * surface as if it were of type D3DSurface, but the process of copying
 102  * this kind of surface to another is more like a D3DTexture.  (Note that
 103  * "RTT" stands for "render-to-texture".)
 104  *
 105  * In addition to these SurfaceType variants, we have also defined some
 106  * constants that describe in more detail the type of underlying D3D
 107  * surface.  This table helps explain the relationships between those
 108  * "type" constants and their corresponding SurfaceType:
 109  *
 110  * D3D Type          Corresponding SurfaceType
 111  * --------          -------------------------
 112  * RT_PLAIN          D3DSurface
 113  * TEXTURE           D3DTexture
 114  * FLIP_BACKBUFFER   D3DSurface
 115  * RT_TEXTURE        D3DSurfaceRTT
 116  */
 117 public class D3DSurfaceData extends SurfaceData implements AccelSurface {
 118 
 119     /**
 120      * To be used with getNativeResource() only.
 121      * @see #getNativeResource
 122      */
 123     public static final int D3D_DEVICE_RESOURCE= 100;
 124     /*
 125      * Surface types.
 126      * We use these surface types when copying from a sw surface
 127      * to a surface or texture.
 128      */
 129     public static final int ST_INT_ARGB        = 0;
 130     public static final int ST_INT_ARGB_PRE    = 1;
 131     public static final int ST_INT_ARGB_BM     = 2;
 132     public static final int ST_INT_RGB         = 3;
 133     public static final int ST_INT_BGR         = 4;
 134     public static final int ST_USHORT_565_RGB  = 5;
 135     public static final int ST_USHORT_555_RGB  = 6;
 136     public static final int ST_BYTE_INDEXED    = 7;
 137     public static final int ST_BYTE_INDEXED_BM = 8;
 138     public static final int ST_3BYTE_BGR       = 9;
 139 
 140     /** Equals to D3DSWAPEFFECT_DISCARD */
 141     public static final int SWAP_DISCARD       = 1;


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