/* * Copyright (c) 2007, 2008, 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. */ #include "D3DPipeline.h" #include "D3DVertexCacher.h" #include "D3DPaints.h" #include "math.h" // non-texturized macros #define ADD_VERTEX_XYC(X, Y, VCOLOR) \ do { \ vertices[firstUnusedVertex].x = (X); \ vertices[firstUnusedVertex].y = (Y); \ vertices[firstUnusedVertex].color = (DWORD)(VCOLOR); \ firstUnusedVertex++; \ } while (0) #define ADD_LINE_XYC(X1, Y1, X2, Y2, VCOLOR) \ do { \ ADD_VERTEX_XYC(X1, Y1, VCOLOR); \ ADD_VERTEX_XYC(X2, Y2, VCOLOR); \ batches[currentBatch].pNum++; \ } while (0) #define ADD_LINE_SEG_XYC(X, Y, VCOLOR) \ do { \ ADD_VERTEX_XYC(X, Y, VCOLOR); \ batches[currentBatch].pNum++; \ } while (0) #define ADD_TRIANGLE_XYC(X1, Y1, X2, Y2, X3, Y3, VCOLOR) \ do { \ ADD_VERTEX_XYC(X1, Y1, VCOLOR); \ ADD_VERTEX_XYC(X2, Y2, VCOLOR); \ ADD_VERTEX_XYC(X3, Y3, VCOLOR); \ batches[currentBatch].pNum++; \ } while (0) // texturized macros #define ADD_VERTEX_XYUVC(X, Y, U1, V1, VCOLOR) \ do { \ vertices[firstUnusedVertex].x = (X); \ vertices[firstUnusedVertex].y = (Y); \ vertices[firstUnusedVertex].tu1 = (U1); \ vertices[firstUnusedVertex].tv1 = (V1); \ vertices[firstUnusedVertex].color = (DWORD)(VCOLOR); \ firstUnusedVertex++; \ } while (0) #define ADD_VERTEX_XYUVUVC(X, Y, U1, V1, U2, V2, VCOLOR) \ do { \ vertices[firstUnusedVertex].tu2 = (U2); \ vertices[firstUnusedVertex].tv2 = (V2); \ ADD_VERTEX_XYUVC(X, Y, U1, V1, VCOLOR); \ } while (0) #define ADD_TRIANGLE_XYUVC(X1, Y1, X2, Y2, X3, Y3, \ U1, V1, U2, V2, U3, V3, VCOLOR) \ do { \ ADD_VERTEX_XYUVC(X1, Y1, U1, V1, VCOLOR); \ ADD_VERTEX_XYUVC(X2, Y2, U2, V2, VCOLOR); \ ADD_VERTEX_XYUVC(X3, Y3, U3, V3, VCOLOR); \ batches[currentBatch].pNum++; \ } while (0) #define ADD_TRIANGLE_XYUVUVC(X1, Y1, X2, Y2, X3, Y3, \ U11, V11, U12, V12, U13, V13, \ U21, V21, U22, V22, U23, V23, \ VCOLOR) \ do { \ ADD_VERTEX_XYUVUVC(X1, Y1, U11, V11, U21, V21, VCOLOR); \ ADD_VERTEX_XYUVUVC(X2, Y2, U12, V12, U22, V22, VCOLOR); \ ADD_VERTEX_XYUVUVC(X3, Y3, U13, V13, U23, V23, VCOLOR); \ batches[currentBatch].pNum++; \ } while (0) // These are fudge factors for rendering lines found by experimenting. // They are used to tweak the geometry such that the rendering (mostly) matches // our software rendering on most hardware. The main goal was to pick the // numbers such that the beginning and ending pixels of lines match. #define LINE_FUDGE // fudge factors #ifdef LINE_FUDGE // Horiz/vertical #define HV_FF1 ( 0.0f) #define HV_FF2 ( 0.51f) // For the record: value below (or larger) is required for Intel 855, but // breaks Nvidia, ATI and Intel 965, and since the pipeline is disabled on // 855 anyway we'll use 0.51f. //#define HV_FF2 ( 0.5315f) #define HV_FF3 (-0.2f) // single pixel #define SP_FF4 ( 0.3f) // diagonal, down #define DD_FX1 (-0.1f) #define DD_FY1 (-0.25f) #define DD_FX2 ( 0.2f) #define DD_FY2 ( 0.304f) // For the record: with this value diagonal-down lines with Texture paint // are a bit off on all chipsets but Intel 965. So instead we'll use // .304f which makes it better for the rest, but at a price of a bit // of pixel/texel shifting on 965G //#define DD_FY2 ( 0.4f) // diagonal, up #define DU_FX1 (-0.1f) #define DU_FY1 ( 0.4f) #define DU_FX2 ( 0.3f) #define DU_FY2 (-0.3f) #else #define HV_FF1 (0.0f) #define HV_FF2 (0.0f) #define HV_FF3 (0.0f) #define SP_FF4 (0.0f) #define DD_FX1 (0.0f) #define DD_FY1 (0.0f) #define DD_FX2 (0.0f) #define DD_FY2 (0.0f) #define DU_FX1 (0.0f) #define DU_FY1 (0.0f) #define DU_FX2 (0.0f) #define DU_FY2 (0.0f) #endif HRESULT D3DVertexCacher::CreateInstance(D3DContext *pCtx, D3DVertexCacher **ppVC) { HRESULT res; J2dTraceLn(J2D_TRACE_INFO, "D3DVertexCacher::CreateInstance"); *ppVC = new D3DVertexCacher(); if (FAILED(res = (*ppVC)->Init(pCtx))) { delete *ppVC; *ppVC = NULL; } return res; } D3DVertexCacher::D3DVertexCacher() { lpD3DDevice = NULL; lpD3DVertexBuffer = NULL; } HRESULT D3DVertexCacher::Init(D3DContext *pCtx) { D3DCAPS9 caps; RETURN_STATUS_IF_NULL(pCtx, E_FAIL); ReleaseDefPoolResources(); this->pCtx = pCtx; firstPendingBatch = 0; firstPendingVertex = 0; firstUnusedVertex = 0; currentBatch = 0; ZeroMemory(vertices, sizeof(vertices)); ZeroMemory(batches, sizeof(batches)); lpD3DDevice = pCtx->Get3DDevice(); RETURN_STATUS_IF_NULL(lpD3DDevice, E_FAIL); ZeroMemory(&caps, sizeof(caps)); lpD3DDevice->GetDeviceCaps(&caps); D3DPOOL pool = (caps.DeviceType == D3DDEVTYPE_HAL) ? D3DPOOL_DEFAULT : D3DPOOL_SYSTEMMEM; // usage depends on whether we use hw or sw vertex processing HRESULT res = lpD3DDevice->CreateVertexBuffer(MAX_BATCH_SIZE*sizeof(J2DLVERTEX), D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFVF_J2DLVERTEX, pool, &lpD3DVertexBuffer, NULL); RETURN_STATUS_IF_FAILED(res); res = lpD3DDevice->SetStreamSource(0, lpD3DVertexBuffer, 0, sizeof(J2DLVERTEX)); RETURN_STATUS_IF_FAILED(res); lpD3DDevice->SetFVF(D3DFVF_J2DLVERTEX); return res; } void D3DVertexCacher::ReleaseDefPoolResources() { SAFE_RELEASE(lpD3DVertexBuffer); pCtx = NULL; } HRESULT D3DVertexCacher::DrawLine(int x1, int y1, int x2, int y2) { HRESULT res; if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, 1*2))) { float fx1, fy1, fx2, fy2; if (y1 == y2) { // horizontal fy1 = (float)y1+HV_FF1; fy2 = fy1; if (x1 > x2) { fx1 = (float)x2+HV_FF3; fx2 = (float)x1+HV_FF2; } else if (x1 < x2) { fx1 = (float)x1+HV_FF3; fx2 = (float)x2+HV_FF2; } else { // single point, offset a little so that a single // pixel is rendered fx1 = (float)x1-SP_FF4; fy1 = (float)y1-SP_FF4; fx2 = (float)x2+SP_FF4; fy2 = (float)y2+SP_FF4; } } else if (x1 == x2) { // vertical fx1 = (float)x1+HV_FF1; fx2 = fx1; if (y1 > y2) { fy1 = (float)y2+HV_FF3; fy2 = (float)y1+HV_FF2; } else { fy1 = (float)y1+HV_FF3; fy2 = (float)y2+HV_FF2; } } else { // diagonal if (x1 > x2 && y1 > y2) { // ^ // \ case -> inverse fx1 = (float)x2; fy1 = (float)y2; fx2 = (float)x1; fy2 = (float)y1; } else if (x1 > x2 && y2 > y1) { // / // v case - inverse fx1 = (float)x2; fy1 = (float)y2; fx2 = (float)x1; fy2 = (float)y1; } else { // \ ^ // v or / - leave as is fx1 = (float)x1; fy1 = (float)y1; fx2 = (float)x2; fy2 = (float)y2; } if (fx2 > fx1 && fy2 > fy1) { // \ // v fx1 += DD_FX1; fy1 += DD_FY1; fx2 += DD_FX2; fy2 += DD_FY2; } else { // ^ // / fx1 += DU_FX1; fy1 += DU_FY1; fx2 += DU_FX2; fy2 += DU_FY2; } } ADD_LINE_XYC(fx1, fy1, fx2, fy2, color); } return res; } HRESULT D3DVertexCacher::DrawPoly(jint nPoints, jboolean isClosed, jint transX, jint transY, jint *xPoints, jint *yPoints) { HRESULT res; jfloat mx = (jfloat)xPoints[0]; jfloat my = (jfloat)yPoints[0]; jboolean isEmpty = TRUE; if (nPoints == 0) { return S_OK; } if (isClosed && xPoints[nPoints - 1] == xPoints[0] && yPoints[nPoints - 1] == yPoints[0]) { isClosed = FALSE; } // npoints is exactly the number of vertices we need, // possibly plus one (if the path is closed) UINT reqVerts = nPoints * 1; int i = 0; do { // leave room for one possible additional closing point UINT vertsInBatch = min(MAX_BATCH_SIZE-1, max(2, reqVerts)); if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINESTRIP, vertsInBatch+1))) { reqVerts -= vertsInBatch; do { jfloat x = (jfloat)xPoints[i]; jfloat y = (jfloat)yPoints[i]; isEmpty = isEmpty && (x == mx && y == my); ADD_LINE_SEG_XYC(x + transX, y + transY, color); i++; vertsInBatch--; } while (vertsInBatch > 0); // include the last point from the current batch into the next if (reqVerts > 0) { i--; reqVerts++; // loop continues } else if (isClosed && !isEmpty) { // if this was the last batch, see if the closing point is needed; // note that we have left the room for it ADD_LINE_SEG_XYC(mx + transX, my + transY, color); // for clarity, the loop is ended anyway break; } else if (isEmpty || !isClosed) { // - either we went nowhere, then change the last point // so that a single pixel is rendered // - or it's not empty and not closed - add another // point because on some boards the last point is not rendered mx = xPoints[nPoints-1] + transX +SP_FF4; my = yPoints[nPoints-1] + transY +SP_FF4; ADD_LINE_SEG_XYC(mx, my, color); // for clarity break; } } } while (reqVerts > 0 && SUCCEEDED(res)); return res; } HRESULT D3DVertexCacher::DrawScanlines(jint scanlineCount, jint *scanlines) { HRESULT res; float x1, x2, y; UINT reqVerts = scanlineCount*2/*vertices per line*/; if (scanlineCount == 0) { return S_OK; } do { UINT vertsInBatch = min(2*(MAX_BATCH_SIZE/2), reqVerts); if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, vertsInBatch))) { reqVerts -= vertsInBatch; do { x1 = ((float)*(scanlines++)) +HV_FF3; x2 = ((float)*(scanlines++)) +HV_FF2; y = ((float)*(scanlines++)) +HV_FF1; ADD_LINE_XYC(x1, y, x2, y, color); vertsInBatch -= 2; } while (vertsInBatch > 0); } } while (reqVerts > 0 && SUCCEEDED(res)); return res; } HRESULT D3DVertexCacher::FillSpans(jint spanCount, jint *spans) { HRESULT res; float x1, y1, x2, y2; UINT reqVerts = spanCount*2*3/*vertices per span: two triangles*/; if (spanCount == 0) { return S_OK; } do { UINT vertsInBatch = min(6*(MAX_BATCH_SIZE/6), reqVerts); if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, vertsInBatch))) { reqVerts -= vertsInBatch; do { x1 = ((float)*(spans++)); y1 = ((float)*(spans++)); x2 = ((float)*(spans++)); y2 = ((float)*(spans++)); ADD_TRIANGLE_XYC(x1, y1, x2, y1, x1, y2, color); ADD_TRIANGLE_XYC(x1, y2, x2, y1, x2, y2, color); vertsInBatch -= 6; } while (vertsInBatch > 0); } } while (reqVerts > 0 && SUCCEEDED(res)); return res; } HRESULT D3DVertexCacher::DrawRect(int x1, int y1, int x2, int y2) { HRESULT res; if ((x2 - x1) < 2 || (y2 - y1) < 2) { return FillRect(x1, y1, x2+1, y2+1); } if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, 4*2))) { float fx1 = (float)x1; float fy1 = (float)y1; float fx2 = (float)x2; float fy2 = (float)y2; // horiz: top left - top right ADD_LINE_XYC(fx1+HV_FF3, fy1+HV_FF1, fx2-1.0f+HV_FF2, fy1+HV_FF1,color); // horiz: bottom left - bottom right ADD_LINE_XYC(fx1+1.0f+HV_FF3, fy2+HV_FF1, fx2+HV_FF2, fy2+HV_FF1,color); // vert : top right - bottom right ADD_LINE_XYC(fx2+HV_FF1, fy1+HV_FF3, fx2+HV_FF1, fy2-1.0f+HV_FF2,color); // vert : top left - bottom left ADD_LINE_XYC(fx1+HV_FF1, fy1+1.0f+HV_FF3, fx1+HV_FF1, fy2+HV_FF2,color); } return res; } HRESULT D3DVertexCacher::FillRect(int x1, int y1, int x2, int y2) { HRESULT res; if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { float fx1 = (float)x1; float fy1 = (float)y1; float fx2 = (float)x2; float fy2 = (float)y2; ADD_TRIANGLE_XYUVC(fx1, fy1, fx2, fy1, fx1, fy2, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, color); ADD_TRIANGLE_XYUVC(fx1, fy2, fx2, fy1, fx2, fy2, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, color); } return res; } HRESULT D3DVertexCacher::FillParallelogram(float fx11, float fy11, float dx21, float dy21, float dx12, float dy12) { HRESULT res; if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { // correct texel to pixel mapping; see D3DContext::SetTransform() // for non-id tx case if (pCtx->IsIdentityTx()) { fx11 -= 0.5f; fy11 -= 0.5f; } dx21 += fx11; dy21 += fy11; float fx22 = dx21 + dx12; float fy22 = dy21 + dy12; dx12 += fx11; dy12 += fy11; ADD_TRIANGLE_XYUVC(fx11, fy11, dx21, dy21, dx12, dy12, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, color); ADD_TRIANGLE_XYUVC(dx12, dy12, dx21, dy21, fx22, fy22, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, color); } return res; } #define ADJUST_PGRAM(V, DV, DIM) \ do { \ if ((DV) >= 0) { \ (DIM) += (DV); \ } else { \ (DIM) -= (DV); \ (V) += (DV); \ } \ } while (0) // Invert the following transform: // DeltaT(0, 0) == (0, 0) // DeltaT(1, 0) == (DX1, DY1) // DeltaT(0, 1) == (DX2, DY2) // DeltaT(1, 1) == (DX1+DX2, DY1+DY2) // TM00 = DX1, TM01 = DX2, (TM02 = X11) // TM10 = DY1, TM11 = DY2, (TM12 = Y11) // Determinant = TM00*TM11 - TM01*TM10 // = DX1*DY2 - DX2*DY1 // Inverse is: // IM00 = TM11/det, IM01 = -TM01/det // IM10 = -TM10/det, IM11 = TM00/det // IM02 = (TM01 * TM12 - TM11 * TM02) / det, // IM12 = (TM10 * TM02 - TM00 * TM12) / det, #define DECLARE_MATRIX(MAT) \ float MAT ## 00, MAT ## 01, MAT ## 02, MAT ## 10, MAT ## 11, MAT ## 12 #define GET_INVERTED_MATRIX(MAT, X11, Y11, DX1, DY1, DX2, DY2, RET_CODE) \ do { \ float det = DX1*DY2 - DX2*DY1; \ if (det == 0) { \ RET_CODE; \ } \ MAT ## 00 = DY2/det; \ MAT ## 01 = -DX2/det; \ MAT ## 10 = -DY1/det; \ MAT ## 11 = DX1/det; \ MAT ## 02 = (DX2 * Y11 - DY2 * X11) / det; \ MAT ## 12 = (DY1 * X11 - DX1 * Y11) / det; \ } while (0) #define TRANSFORM(MAT, TX, TY, X, Y) \ do { \ TX = (X) * MAT ## 00 + (Y) * MAT ## 01 + MAT ## 02; \ TY = (X) * MAT ## 10 + (Y) * MAT ## 11 + MAT ## 12; \ } while (0) HRESULT D3DVertexCacher::FillParallelogramAA(float fx11, float fy11, float dx21, float dy21, float dx12, float dy12) { HRESULT res; DECLARE_MATRIX(om); GET_INVERTED_MATRIX(om, fx11, fy11, dx21, dy21, dx12, dy12, return D3D_OK); if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { float px = fx11, py = fy11; float pw = 0.0f, ph = 0.0f; ADJUST_PGRAM(px, dx21, pw); ADJUST_PGRAM(py, dy21, ph); ADJUST_PGRAM(px, dx12, pw); ADJUST_PGRAM(py, dy12, ph); float px1 = static_cast(floor(px)); float py1 = static_cast(floor(py)); float px2 = static_cast(ceil(px + pw)); float py2 = static_cast(ceil(py + ph)); float u11, v11, u12, v12, u21, v21, u22, v22; TRANSFORM(om, u11, v11, px1, py1); TRANSFORM(om, u21, v21, px2, py1); TRANSFORM(om, u12, v12, px1, py2); TRANSFORM(om, u22, v22, px2, py2); ADD_TRIANGLE_XYUVUVC(px1, py1, px2, py1, px1, py2, u11, v11, u21, v21, u12, v12, 5.0, 5.0, 6.0, 5.0, 5.0, 6.0, color); ADD_TRIANGLE_XYUVUVC(px1, py2, px2, py1, px2, py2, u12, v12, u21, v21, u22, v22, 5.0, 6.0, 6.0, 5.0, 6.0, 6.0, color); } return res; } HRESULT D3DVertexCacher::DrawParallelogramAA(float ox11, float oy11, float ox21, float oy21, float ox12, float oy12, float ix11, float iy11, float ix21, float iy21, float ix12, float iy12) { HRESULT res; DECLARE_MATRIX(om); DECLARE_MATRIX(im); GET_INVERTED_MATRIX(im, ix11, iy11, ix21, iy21, ix12, iy12, // inner parallelogram is degenerate // therefore it encloses no area // fill outer return FillParallelogramAA(ox11, oy11, ox21, oy21, ox12, oy12)); GET_INVERTED_MATRIX(om, ox11, oy11, ox21, oy21, ox12, oy12, return D3D_OK); if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { float ox = ox11, oy = oy11; float ow = 0.0f, oh = 0.0f; ADJUST_PGRAM(ox, ox21, ow); ADJUST_PGRAM(oy, oy21, oh); ADJUST_PGRAM(ox, ox12, ow); ADJUST_PGRAM(oy, oy12, oh); float ox11 = static_cast(floor(ox)); float oy11 = static_cast(floor(oy)); float ox22 = static_cast(ceil(ox + ow)); float oy22 = static_cast(ceil(oy + oh)); float ou11, ov11, ou12, ov12, ou21, ov21, ou22, ov22; TRANSFORM(om, ou11, ov11, ox11, oy11); TRANSFORM(om, ou21, ov21, ox22, oy11); TRANSFORM(om, ou12, ov12, ox11, oy22); TRANSFORM(om, ou22, ov22, ox22, oy22); float iu11, iv11, iu12, iv12, iu21, iv21, iu22, iv22; TRANSFORM(im, iu11, iv11, ox11, oy11); TRANSFORM(im, iu21, iv21, ox22, oy11); TRANSFORM(im, iu12, iv12, ox11, oy22); TRANSFORM(im, iu22, iv22, ox22, oy22); ADD_TRIANGLE_XYUVUVC(ox11, oy11, ox22, oy11, ox11, oy22, ou11, ov11, ou21, ov21, ou12, ov12, iu11, iv11, iu21, iv21, iu12, iv12, color); ADD_TRIANGLE_XYUVUVC(ox11, oy22, ox22, oy11, ox22, oy22, ou12, ov12, ou21, ov21, ou22, ov22, iu12, iv12, iu21, iv21, iu22, iv22, color); } return res; } HRESULT D3DVertexCacher::DrawTexture(float x1, float y1, float x2, float y2, float u1, float v1, float u2, float v2) { HRESULT res; if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { // correct texel to pixel mapping; see D3DContext::SetTransform() // for non-id tx case if (pCtx->IsIdentityTx()) { x1 -= 0.5f; y1 -= 0.5f; x2 -= 0.5f; y2 -= 0.5f; } ADD_TRIANGLE_XYUVC(x1, y1, x2, y1, x1, y2, u1, v1, u2, v1, u1, v2, color); ADD_TRIANGLE_XYUVC(x1, y2, x2, y1, x2, y2, u1, v2, u2, v1, u2, v2, color); } return res; } HRESULT D3DVertexCacher::DrawTexture(float x1, float y1, float x2, float y2, float u11, float v11, float u12, float v12, float u21, float v21, float u22, float v22) { HRESULT res; if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { // correct texel to pixel mapping; see D3DContext::SetTransform() // for non-id tx case if (pCtx->IsIdentityTx()) { x1 -= 0.5f; y1 -= 0.5f; x2 -= 0.5f; y2 -= 0.5f; } ADD_TRIANGLE_XYUVUVC(x1, y1, x2, y1, x1, y2, u11, v11, u12, v11, u11, v12, u21, v21, u22, v21, u21, v22, color); ADD_TRIANGLE_XYUVUVC(x1, y2, x2, y1, x2, y2, u11, v12, u12, v11, u12, v12, u21, v22, u22, v21, u22, v22, color); } return res; } HRESULT D3DVertexCacher::Render(int actionType) { J2DLVERTEX *lpVert; HRESULT res; DWORD dwLockFlags; UINT pendingVertices = firstUnusedVertex - firstPendingVertex; // nothing to render if (pendingVertices == 0) { if (actionType == RESET_ACTION) { firstPendingBatch = 0; firstPendingVertex = 0; firstUnusedVertex = 0; currentBatch = 0; } return D3D_OK; } if (firstPendingVertex == 0) { // no data in the buffer yet, we don't care about // vertex buffer's contents dwLockFlags = D3DLOCK_DISCARD; } else { // append to the existing data in the vertex buffer dwLockFlags = D3DLOCK_NOOVERWRITE; } if (SUCCEEDED(res = lpD3DVertexBuffer->Lock((UINT)firstPendingVertex*sizeof(J2DLVERTEX), (UINT)pendingVertices*sizeof(J2DLVERTEX), (void**)&lpVert, dwLockFlags))) { // copy only new vertices memcpy((void *)lpVert, (void *)(vertices + firstPendingVertex), pendingVertices * sizeof(J2DLVERTEX)); res = lpD3DVertexBuffer->Unlock(); UINT currentVertex = firstPendingVertex; UINT batchSize; J2dTraceLn2(J2D_TRACE_VERBOSE, "D3DVC::Render Starting flushing of %d vertices "\ "in %d batches", pendingVertices, (currentBatch - firstPendingBatch + 1)); for (UINT b = firstPendingBatch; b <= currentBatch; b++) { D3DPRIMITIVETYPE pType = batches[b].pType; UINT primCount = batches[b].pNum; switch (pType) { // the macro for adding a line segment adds one too many prims case D3DPT_LINESTRIP: batchSize = primCount; primCount--; break; case D3DPT_LINELIST: batchSize = primCount*2; break; default: batchSize = primCount*3; break; } res = lpD3DDevice->DrawPrimitive(pType, currentVertex, primCount); currentVertex += batchSize; // init to something it can never be batches[b].pType = (D3DPRIMITIVETYPE)0; batches[b].pNum = 0; } } else { DebugPrintD3DError(res, "Can't lock vertex buffer"); } // REMIND: may need to rethink what to do in case of an error, // should we try to render them later? if (actionType == RESET_ACTION) { firstPendingBatch = 0; firstPendingVertex = 0; firstUnusedVertex = 0; currentBatch = 0; } else { firstPendingBatch = currentBatch; firstPendingVertex = firstUnusedVertex; } return res; } HRESULT D3DVertexCacher::EnsureCapacity(D3DPRIMITIVETYPE newPType, UINT vNum) { HRESULT res = D3D_OK; if (vNum > MAX_BATCH_SIZE) { // REMIND: need to define our own errors return D3DERR_NOTAVAILABLE; } if ((firstUnusedVertex + vNum) > MAX_BATCH_SIZE) { // if we can't fit new vertices in the vertex buffer, // render whatever we have in the buffer and start // from the beginning of the vertex buffer J2dTraceLn2(J2D_TRACE_VERBOSE, "D3DVC::EnsureCapacity exceeded capacity. "\ "current v: %d, requested vertices: %d\n", firstUnusedVertex, vNum); if (FAILED(res = Render(RESET_ACTION))) { return res; } } J2dTraceLn5(J2D_TRACE_VERBOSE, "D3DVC::EnsureCapacity current batch: %d "\ " batch.type=%d newType=%d vNum=%d firstUnusedV=%d", currentBatch, batches[currentBatch].pType, newPType, vNum, firstUnusedVertex); // there should not be multiple linestrips in a batch, // or they will be counted as a single line strip if (batches[currentBatch].pType != newPType || batches[currentBatch].pType == D3DPT_LINESTRIP) { // if this is a first unused batch, use it if (firstUnusedVertex == firstPendingVertex) { // record the first batch and vertex scheduled for rendering firstPendingBatch = currentBatch; firstPendingVertex = firstUnusedVertex; } else { // otherwise go to the next batch currentBatch++; } batches[currentBatch].pType = newPType; batches[currentBatch].pNum = 0; } // firstUnusedVertex is updated when new vertices are added // to the vertices array return res; }