/* * Copyright (c) 2007, 2014, 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.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 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 gdiSurfaces; public D3DScreenUpdateManager() { done = false; AccessController.doPrivileged( (PrivilegedAction) () -> { ThreadGroup rootTG = ThreadGroupUtils.getRootThreadGroup(); Thread shutdown = new Thread(rootTG, () -> { done = true; wakeUpUpdateThread(); }); 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 *
    *
  • the fake d3d rendering on screen is not disabled via flag *
  • d3d on the device is enabled *
  • surface is larger than MIN_WIN_SIZE (don't bother for smaller ones) *
  • it doesn't have a backBuffer for a BufferStrategy already *
  • the peer is either Canvas, Panel, Window, Frame, * Dialog or EmbeddedFrame *
* * @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 isResize * is 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 * * @returns 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 d3dw the surface to be added */ private void trackScreenSurface(SurfaceData sd) { if (!done && sd instanceof D3DWindowSurfaceData) { synchronized (this) { if (d3dwSurfaces == null) { d3dwSurfaces = new ArrayList(); } 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) () -> { ThreadGroup rootTG = ThreadGroupUtils.getRootThreadGroup(); Thread t = new Thread(rootTG, D3DScreenUpdateManager.this, "D3D Screen Updater"); // 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(); SunGraphics2D sg2d = new SunGraphics2D(sd, bg, bg, null); sg2d.fillRect(0, 0, sd.getBounds().width, sd.getBounds().height); sg2d.dispose(); // now clean the dirty status so that we don't flip it // next time before it gets repainted; it is safe // to do without the lock because we will issue a // repaint anyway so we will not lose any rendering sd.markClean(); // since the surface was successfully restored we need to // repaint whole window to repopulate the back-buffer repaintPeerTarget(sd.getPeer()); } catch (InvalidPipeException ipe) { return false; } } return true; } /** * Creates (or returns a cached one) gdi surface for the same peer as * the passed d3dw surface has. * * @param d3dw surface used as key into the cache * @return gdi window surface associated with the d3d window surfaces' peer */ private synchronized SurfaceData getGdiSurface(D3DWindowSurfaceData d3dw) { if (gdiSurfaces == null) { gdiSurfaces = new HashMap(); } GDIWindowSurfaceData gdisd = gdiSurfaces.get(d3dw); if (gdisd == null) { gdisd = GDIWindowSurfaceData.createData(d3dw.getPeer()); gdiSurfaces.put(d3dw, gdisd); } return gdisd; } /** * Returns true if the component has heavyweight children. * * @param comp component to check for hw children * @return true if Component has heavyweight children */ private static boolean hasHWChildren(Component comp) { if (comp instanceof Container) { for (Component c : ((Container)comp).getComponents()) { if (c.getPeer() instanceof WComponentPeer || hasHWChildren(c)) { return true; } } } return false; } }