1 /*
   2  * Copyright (c) 2007, 2008, Oracle and/or its affiliates. All rights reserved.
   3  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
   4  *
   5  * This code is free software; you can redistribute it and/or modify it
   6  * under the terms of the GNU General Public License version 2 only, as
   7  * published by the Free Software Foundation.  Oracle designates this
   8  * particular file as subject to the "Classpath" exception as provided
   9  * by Oracle in the LICENSE file that accompanied this code.
  10  *
  11  * This code is distributed in the hope that it will be useful, but WITHOUT
  12  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
  13  * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
  14  * version 2 for more details (a copy is included in the LICENSE file that
  15  * accompanied this code).
  16  *
  17  * You should have received a copy of the GNU General Public License version
  18  * 2 along with this work; if not, write to the Free Software Foundation,
  19  * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
  20  *
  21  * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
  22  * or visit www.oracle.com if you need additional information or have any
  23  * questions.
  24  */
  25 
  26 package sun.java2d.d3d;
  27 
  28 import javax.tools.annotation.GenerateNativeHeader;
  29 import sun.java2d.pipe.BufferedContext;
  30 import sun.java2d.pipe.RenderBuffer;
  31 import sun.java2d.pipe.RenderQueue;
  32 import sun.java2d.pipe.hw.ContextCapabilities;
  33 import static sun.java2d.pipe.BufferedOpCodes.*;
  34 import static sun.java2d.pipe.hw.ContextCapabilities.*;
  35 import static sun.java2d.d3d.D3DContext.D3DContextCaps.*;
  36 
  37 /**
  38  * Note that the RenderQueue lock must be acquired before calling any of
  39  * the methods in this class.
  40  */
  41 /* No native methods here, but the constants are needed in the supporting JNI code */
  42 @GenerateNativeHeader
  43 class D3DContext extends BufferedContext {
  44 
  45     private final D3DGraphicsDevice device;
  46 
  47     D3DContext(RenderQueue rq, D3DGraphicsDevice device) {
  48         super(rq);
  49         this.device = device;
  50     }
  51 
  52     /**
  53      * Invalidates the currentContext field to ensure that we properly
  54      * revalidate the D3DContext (make it current, etc.) next time through
  55      * the validate() method.  This is typically invoked from methods
  56      * that affect the current context state (e.g. disposing a context or
  57      * surface).
  58      */
  59     static void invalidateCurrentContext() {
  60         // assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread();
  61 
  62         // invalidate the current Java-level context so that we
  63         // revalidate everything the next time around
  64         if (currentContext != null) {
  65             currentContext.invalidateContext();
  66             currentContext = null;
  67         }
  68 
  69         // invalidate the context reference at the native level, and
  70         // then flush the queue so that we have no pending operations
  71         // dependent on the current context
  72         D3DRenderQueue rq = D3DRenderQueue.getInstance();
  73         rq.ensureCapacity(4);
  74         rq.getBuffer().putInt(INVALIDATE_CONTEXT);
  75         rq.flushNow();
  76     }
  77 
  78     /**
  79      * Sets the current context on the native level to be the one passed as
  80      * the argument.
  81      * If the context is not the same as the defaultContext the latter
  82      * will be reset to null.
  83      *
  84      * This call is needed when copying from a SW surface to a Texture
  85      * (the upload test) or copying from d3d to SW surface to make sure we
  86      * have the correct current context.
  87      *
  88      * @param d3dc the context to be made current on the native level
  89      */
  90     static void setScratchSurface(D3DContext d3dc) {
  91         // assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread();
  92 
  93         // invalidate the current context
  94         if (d3dc != currentContext) {
  95             currentContext = null;
  96         }
  97 
  98         // set the scratch context
  99         D3DRenderQueue rq = D3DRenderQueue.getInstance();
 100         RenderBuffer buf = rq.getBuffer();
 101         rq.ensureCapacity(8);
 102         buf.putInt(SET_SCRATCH_SURFACE);
 103         buf.putInt(d3dc.getDevice().getScreen());
 104     }
 105 
 106     public RenderQueue getRenderQueue() {
 107         return D3DRenderQueue.getInstance();
 108     }
 109 
 110     @Override
 111     public void saveState() {
 112         // assert rq.lock.isHeldByCurrentThread();
 113 
 114         // reset all attributes of this and current contexts
 115         invalidateContext();
 116         invalidateCurrentContext();
 117 
 118         setScratchSurface(this);
 119 
 120         // save the state on the native level
 121         rq.ensureCapacity(4);
 122         buf.putInt(SAVE_STATE);
 123         rq.flushNow();
 124     }
 125 
 126     @Override
 127     public void restoreState() {
 128         // assert rq.lock.isHeldByCurrentThread();
 129 
 130         // reset all attributes of this and current contexts
 131         invalidateContext();
 132         invalidateCurrentContext();
 133 
 134         setScratchSurface(this);
 135 
 136         // restore the state on the native level
 137         rq.ensureCapacity(4);
 138         buf.putInt(RESTORE_STATE);
 139         rq.flushNow();
 140     }
 141 
 142     D3DGraphicsDevice getDevice() {
 143         return device;
 144     }
 145 
 146     /* No native methods here, but the constants are needed in the supporting JNI code */
 147     @GenerateNativeHeader
 148     static class D3DContextCaps extends ContextCapabilities {
 149         /**
 150          * Indicates the presence of pixel shaders (v2.0 or greater).
 151          * This cap will only be set if the hardware supports the minimum number
 152          * of texture units.
 153          */
 154         static final int CAPS_LCD_SHADER       = (FIRST_PRIVATE_CAP << 0);
 155         /**
 156          * Indicates the presence of pixel shaders (v2.0 or greater).
 157          * This cap will only be set if the hardware meets our
 158          * minimum requirements.
 159          */
 160         static final int CAPS_BIOP_SHADER      = (FIRST_PRIVATE_CAP << 1);
 161         /**
 162          * Indicates that the device was successfully initialized and can
 163          * be safely used.
 164          */
 165         static final int CAPS_DEVICE_OK        = (FIRST_PRIVATE_CAP << 2);
 166         /**
 167          * Indicates that the device has all of the necessary capabilities
 168          * to support the Antialiasing Pixel Shader program.
 169          */
 170         static final int CAPS_AA_SHADER        = (FIRST_PRIVATE_CAP << 3);
 171 
 172         D3DContextCaps(int caps, String adapterId) {
 173             super(caps, adapterId);
 174         }
 175 
 176         @Override
 177         public String toString() {
 178             StringBuffer buf = new StringBuffer(super.toString());
 179             if ((caps & CAPS_LCD_SHADER) != 0) {
 180                 buf.append("CAPS_LCD_SHADER|");
 181             }
 182             if ((caps & CAPS_BIOP_SHADER) != 0) {
 183                 buf.append("CAPS_BIOP_SHADER|");
 184             }
 185             if ((caps & CAPS_AA_SHADER) != 0) {
 186                 buf.append("CAPS_AA_SHADER|");
 187             }
 188             if ((caps & CAPS_DEVICE_OK) != 0) {
 189                 buf.append("CAPS_DEVICE_OK|");
 190             }
 191             return buf.toString();
 192         }
 193     }
 194 }