/* * Copyright (c) 2019, 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. */ #ifndef MTLSurfaceDataBase_h_Included #define MTLSurfaceDataBase_h_Included #include "java_awt_image_AffineTransformOp.h" #include "sun_java2d_metal_MTLSurfaceData.h" #include "sun_java2d_pipe_hw_AccelSurface.h" #include "SurfaceData.h" #include "Trace.h" #include "MTLFuncs.h" typedef struct _BMTLSDOps BMTLSDOps; /** * The MTLPixelFormat structure contains all the information OpenGL needs to * know when copying from or into a particular system memory image buffer (via * glDrawPixels(), glReadPixels, glTexSubImage2D(), etc). * * GLenum format; * The pixel format parameter used in glDrawPixels() and other similar calls. * Indicates the component ordering for each pixel (e.g. GL_BGRA). * * GLenum type; * The pixel data type parameter used in glDrawPixels() and other similar * calls. Indicates the data type for an entire pixel or for each component * in a pixel (e.g. GL_UNSIGNED_BYTE with GL_BGR means a pixel consists of * 3 unsigned byte components, blue first, then green, then red; * GL_UNSIGNED_INT_8_8_8_8_REV with GL_BGRA means a pixel consists of 1 * unsigned integer comprised of four byte components, alpha first, then red, * then green, then blue). * * jint alignment; * The byte alignment parameter used in glPixelStorei(GL_UNPACK_ALIGNMENT). A * value of 4 indicates that each pixel starts on a 4-byte aligned region in * memory, and so on. This alignment parameter helps OpenGL speed up pixel * transfer operations by transferring memory in aligned blocks. * * jboolean hasAlpha; * If true, indicates that this pixel format contains an alpha component. * * jboolean isPremult; * If true, indicates that this pixel format contains color components that * have been pre-multiplied by their corresponding alpha component. */ typedef struct { //GLenum format; //GLenum type; jint format; jint type; jint alignment; jboolean hasAlpha; jboolean isPremult; } MTPixelFormat; /** * The MTLSDOps structure describes a native OpenGL surface and contains all * information pertaining to the native surface. Some information about * the more important/different fields: * * void *privOps; * Pointer to native-specific (GLX, WGL, etc.) SurfaceData info, such as the * native Drawable handle and GraphicsConfig data. * * jint drawableType; * The surface type; can be any one of the surface type constants defined * below (MTLSD_WINDOW, MTLSD_TEXTURE, etc). * * GLenum activeBuffer; * Can be either GL_FRONT if this is the front buffer surface of an onscreen * window or a pbuffer surface, or GL_BACK if this is the backbuffer surface * of an onscreen window. * * jboolean isOpaque; * If true, the surface should be treated as being fully opaque. If * the underlying surface (e.g. pbuffer) has an alpha channel and isOpaque * is true, then we should take appropriate action (i.e. call glColorMask() * to disable writes into the alpha channel) to ensure that the surface * remains fully opaque. * * jboolean needsInit; * If true, the surface requires some one-time initialization, which should * be performed after a context has been made current to the surface for * the first time. * * jint x/yOffset * The offset in pixels of the OpenGL viewport origin from the lower-left * corner of the heavyweight drawable. For example, a top-level frame on * Windows XP has lower-left insets of (4,4). The OpenGL viewport origin * would typically begin at the lower-left corner of the client region (inside * the frame decorations), but AWT/Swing will take the insets into account * when rendering into that window. So in order to account for this, we * need to adjust the OpenGL viewport origin by an x/yOffset of (-4,-4). On * X11, top-level frames typically don't have this insets issue, so their * x/yOffset would be (0,0) (the same applies to pbuffers). * * jint width/height; * The cached surface bounds. For offscreen surface types (MTLSD_FBOBJECT, * MTLSD_TEXTURE, etc.) these values must remain constant. Onscreen window * surfaces (MTLSD_WINDOW, MTLSD_FLIP_BACKBUFFER, etc.) may have their * bounds changed in response to a programmatic or user-initiated event, so * these values represent the last known dimensions. To determine the true * current bounds of this surface, query the native Drawable through the * privOps field. * * GLuint textureID; * The texture object handle, as generated by glGenTextures(). If this value * is zero, the texture has not yet been initialized. * * jint textureWidth/Height; * The actual bounds of the texture object for this surface. If the * GL_ARB_texture_non_power_of_two extension is not present, the dimensions * of an OpenGL texture object must be a power-of-two (e.g. 64x32 or 128x512). * The texture image that we care about has dimensions specified by the width * and height fields in this MTLSDOps structure. For example, if the image * to be stored in the texture has dimensions 115x47, the actual OpenGL * texture we allocate will have dimensions 128x64 to meet the pow2 * restriction. The image bounds within the texture can be accessed using * floating point texture coordinates in the range [0.0,1.0]. * * GLenum textureTarget; * The texture target of the texture object for this surface. If this * surface is not backed by a texture, this value is set to zero. Otherwise, * this value is GL_TEXTURE_RECTANGLE_ARB when the GL_ARB_texture_rectangle * extension is in use; if not, it is set to GL_TEXTURE_2D. * * GLint textureFilter; * The current filter state for this texture object (can be either GL_NEAREST * or GL_LINEAR). We cache this value here and check it before updating * the filter state to avoid redundant calls to glTexParameteri() when the * filter state remains constant (see the MTLSD_UPDATE_TEXTURE_FILTER() * macro below). * * GLuint fbobjectID, depthID; * The object handles for the framebuffer object and depth renderbuffer * associated with this surface. These fields are only used when * drawableType is MTLSD_FBOBJECT, otherwise they are zero. */ struct _BMTLSDOps { SurfaceDataOps sdOps; void *privOps; jint drawableType; jint activeBuffer; jboolean isOpaque; jboolean needsInit; jint xOffset; jint yOffset; jint width; jint height; /* GLuint */ jint textureID; jint textureWidth; jint textureHeight; /* GLenum */ jint textureTarget; /* GLint */ jint textureFilter; /* GLuint */ jint fbobjectID; /* GLuint */ jint depthID; }; /** * The following convenience macros are used when rendering rectangles (either * a single rectangle, or a whole series of them). To render a single * rectangle, simply invoke the GLRECT() macro. To render a whole series of * rectangles, such as spans in a complex shape, first invoke GLRECT_BEGIN(), * then invoke the appropriate inner loop macro (either XYXY or XYWH) for * each rectangle, and finally invoke GLRECT_END() to notify OpenGL that the * vertex list is complete. Care should be taken to avoid calling OpenGL * commands (besides GLRECT_BODY_*()) inside the BEGIN/END pair. */ #define GLRECT_BEGIN j2d_glBegin(GL_QUADS) #define GLRECT_BODY_XYXY(x1, y1, x2, y2) \ do { \ j2d_glVertex2i(x1, y1); \ j2d_glVertex2i(x2, y1); \ j2d_glVertex2i(x2, y2); \ j2d_glVertex2i(x1, y2); \ } while (0) #define GLRECT_BODY_XYWH(x, y, w, h) \ GLRECT_BODY_XYXY(x, y, (x) + (w), (y) + (h)) #define GLRECT_END j2d_glEnd() #define GLRECT(x, y, w, h) \ do { \ GLRECT_BEGIN; \ GLRECT_BODY_XYWH(x, y, w, h); \ GLRECT_END; \ } while (0) /** * These are shorthand names for the surface type constants defined in * MTLSurfaceData.java. */ #define MTLSD_UNDEFINED sun_java2d_pipe_hw_AccelSurface_UNDEFINED #define MTLSD_WINDOW sun_java2d_pipe_hw_AccelSurface_WINDOW #define MTLSD_TEXTURE sun_java2d_pipe_hw_AccelSurface_TEXTURE #define MTLSD_FLIP_BACKBUFFER sun_java2d_pipe_hw_AccelSurface_FLIP_BACKBUFFER #define MTLSD_FBOBJECT sun_java2d_pipe_hw_AccelSurface_RT_TEXTURE /** * These are shorthand names for the filtering method constants used by * image transform methods. */ #define MTLSD_XFORM_DEFAULT 0 #define MTLSD_XFORM_NEAREST_NEIGHBOR \ java_awt_image_AffineTransformOp_TYPE_NEAREST_NEIGHBOR #define MTLSD_XFORM_BILINEAR \ java_awt_image_AffineTransformOp_TYPE_BILINEAR /** * Helper macros that update the current texture filter state only when * it needs to be changed, which helps reduce overhead for small texturing * operations. The filter state is set on a per-texture (not per-context) * basis; for example, it is possible for one texture to be using GL_NEAREST * while another texture uses GL_LINEAR under the same context. */ #define MTLSD_INIT_TEXTURE_FILTER(mtlSDOps, filter) \ do { \ j2d_glTexParameteri((mtlSDOps)->textureTarget, \ GL_TEXTURE_MAG_FILTER, (filter)); \ j2d_glTexParameteri((mtlSDOps)->textureTarget, \ GL_TEXTURE_MIN_FILTER, (filter)); \ (mtlSDOps)->textureFilter = (filter); \ } while (0) #define MTLSD_UPDATE_TEXTURE_FILTER(mtlSDOps, filter) \ do { \ if ((mtlSDOps)->textureFilter != (filter)) { \ MTLSD_INIT_TEXTURE_FILTER(mtlSDOps, filter); \ } \ } while (0) /** * Convenience macros for setting the texture wrap mode for a given target. * The texture wrap mode should be reset to our default value of * GL_CLAMP_TO_EDGE by calling MTLSD_RESET_TEXTURE_WRAP() when a texture * is first created. If another mode is needed (e.g. GL_REPEAT in the case * of TexturePaint acceleration), one can call the MTLSD_UPDATE_TEXTURE_WRAP() * macro to easily set up the new wrap mode. However, it is important to * restore the wrap mode back to its default value (by calling the * MTLSD_RESET_TEXTURE_WRAP() macro) when the operation is finished. */ #define MTLSD_UPDATE_TEXTURE_WRAP(target, wrap) \ do { \ j2d_glTexParameteri((target), GL_TEXTURE_WRAP_S, (wrap)); \ j2d_glTexParameteri((target), GL_TEXTURE_WRAP_T, (wrap)); \ } while (0) #define MTLSD_RESET_TEXTURE_WRAP(target) \ MTLSD_UPDATE_TEXTURE_WRAP(target, GL_CLAMP_TO_EDGE) /** * Exported methods. */ jint MTLSD_Lock(JNIEnv *env, SurfaceDataOps *ops, SurfaceDataRasInfo *pRasInfo, jint lockflags); void MTLSD_GetRasInfo(JNIEnv *env, SurfaceDataOps *ops, SurfaceDataRasInfo *pRasInfo); void MTLSD_Unlock(JNIEnv *env, SurfaceDataOps *ops, SurfaceDataRasInfo *pRasInfo); void MTLSD_Dispose(JNIEnv *env, SurfaceDataOps *ops); void MTLSD_Delete(JNIEnv *env, BMTLSDOps *mtlsdo); jint MTLSD_NextPowerOfTwo(jint val, jint max); /*jboolean MTLSD_InitFBObject(GLuint *fbobjectID, GLuint *depthID, GLuint textureID, GLenum textureTarget, jint textureWidth, jint textureHeight);*/ #endif /* MTLSurfaceDataBase_h_Included */