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 #include "D3DPipeline.h" 27 #include "D3DVertexCacher.h" 28 #include "D3DPaints.h" 29 30 #include "math.h" 31 32 // non-texturized macros 33 34 #define ADD_VERTEX_XYC(X, Y, VCOLOR) \ 35 do { \ 36 vertices[firstUnusedVertex].x = (X); \ 37 vertices[firstUnusedVertex].y = (Y); \ 38 vertices[firstUnusedVertex].color = (DWORD)(VCOLOR); \ 39 firstUnusedVertex++; \ 40 } while (0) 41 42 #define ADD_LINE_XYC(X1, Y1, X2, Y2, VCOLOR) \ 43 do { \ 44 ADD_VERTEX_XYC(X1, Y1, VCOLOR); \ 45 ADD_VERTEX_XYC(X2, Y2, VCOLOR); \ 46 batches[currentBatch].pNum++; \ 47 } while (0) 48 49 #define ADD_LINE_SEG_XYC(X, Y, VCOLOR) \ 50 do { \ 51 ADD_VERTEX_XYC(X, Y, VCOLOR); \ 52 batches[currentBatch].pNum++; \ 53 } while (0) 54 55 #define ADD_TRIANGLE_XYC(X1, Y1, X2, Y2, X3, Y3, VCOLOR) \ 56 do { \ 57 ADD_VERTEX_XYC(X1, Y1, VCOLOR); \ 58 ADD_VERTEX_XYC(X2, Y2, VCOLOR); \ 59 ADD_VERTEX_XYC(X3, Y3, VCOLOR); \ 60 batches[currentBatch].pNum++; \ 61 } while (0) 62 63 // texturized macros 64 65 #define ADD_VERTEX_XYUVC(X, Y, U1, V1, VCOLOR) \ 66 do { \ 67 vertices[firstUnusedVertex].x = (X); \ 68 vertices[firstUnusedVertex].y = (Y); \ 69 vertices[firstUnusedVertex].tu1 = (U1); \ 70 vertices[firstUnusedVertex].tv1 = (V1); \ 71 vertices[firstUnusedVertex].color = (DWORD)(VCOLOR); \ 72 firstUnusedVertex++; \ 73 } while (0) 74 75 #define ADD_VERTEX_XYUVUVC(X, Y, U1, V1, U2, V2, VCOLOR) \ 76 do { \ 77 vertices[firstUnusedVertex].tu2 = (U2); \ 78 vertices[firstUnusedVertex].tv2 = (V2); \ 79 ADD_VERTEX_XYUVC(X, Y, U1, V1, VCOLOR); \ 80 } while (0) 81 82 #define ADD_TRIANGLE_XYUVC(X1, Y1, X2, Y2, X3, Y3, \ 83 U1, V1, U2, V2, U3, V3, VCOLOR) \ 84 do { \ 85 ADD_VERTEX_XYUVC(X1, Y1, U1, V1, VCOLOR); \ 86 ADD_VERTEX_XYUVC(X2, Y2, U2, V2, VCOLOR); \ 87 ADD_VERTEX_XYUVC(X3, Y3, U3, V3, VCOLOR); \ 88 batches[currentBatch].pNum++; \ 89 } while (0) 90 91 #define ADD_TRIANGLE_XYUVUVC(X1, Y1, X2, Y2, X3, Y3, \ 92 U11, V11, U12, V12, U13, V13, \ 93 U21, V21, U22, V22, U23, V23, \ 94 VCOLOR) \ 95 do { \ 96 ADD_VERTEX_XYUVUVC(X1, Y1, U11, V11, U21, V21, VCOLOR); \ 97 ADD_VERTEX_XYUVUVC(X2, Y2, U12, V12, U22, V22, VCOLOR); \ 98 ADD_VERTEX_XYUVUVC(X3, Y3, U13, V13, U23, V23, VCOLOR); \ 99 batches[currentBatch].pNum++; \ 100 } while (0) 101 102 // These are fudge factors for rendering lines found by experimenting. 103 // They are used to tweak the geometry such that the rendering (mostly) matches 104 // our software rendering on most hardware. The main goal was to pick the 105 // numbers such that the beginning and ending pixels of lines match. 106 #define LINE_FUDGE 107 // fudge factors 108 #ifdef LINE_FUDGE 109 110 // Horiz/vertical 111 #define HV_FF1 ( 0.0f) 112 #define HV_FF2 ( 0.51f) 113 // For the record: value below (or larger) is required for Intel 855, but 114 // breaks Nvidia, ATI and Intel 965, and since the pipeline is disabled on 115 // 855 anyway we'll use 0.51f. 116 //#define HV_FF2 ( 0.5315f) 117 #define HV_FF3 (-0.2f) 118 // single pixel 119 #define SP_FF4 ( 0.3f) 120 121 // diagonal, down 122 #define DD_FX1 (-0.1f) 123 #define DD_FY1 (-0.25f) 124 #define DD_FX2 ( 0.2f) 125 #define DD_FY2 ( 0.304f) 126 // For the record: with this value diagonal-down lines with Texture paint 127 // are a bit off on all chipsets but Intel 965. So instead we'll use 128 // .304f which makes it better for the rest, but at a price of a bit 129 // of pixel/texel shifting on 965G 130 //#define DD_FY2 ( 0.4f) 131 // diagonal, up 132 #define DU_FX1 (-0.1f) 133 #define DU_FY1 ( 0.4f) 134 #define DU_FX2 ( 0.3f) 135 #define DU_FY2 (-0.3f) 136 137 #else 138 139 #define HV_FF1 (0.0f) 140 #define HV_FF2 (0.0f) 141 #define HV_FF3 (0.0f) 142 #define SP_FF4 (0.0f) 143 144 #define DD_FX1 (0.0f) 145 #define DD_FY1 (0.0f) 146 #define DD_FX2 (0.0f) 147 #define DD_FY2 (0.0f) 148 #define DU_FX1 (0.0f) 149 #define DU_FY1 (0.0f) 150 #define DU_FX2 (0.0f) 151 #define DU_FY2 (0.0f) 152 153 #endif 154 155 HRESULT 156 D3DVertexCacher::CreateInstance(D3DContext *pCtx, D3DVertexCacher **ppVC) 157 { 158 HRESULT res; 159 160 J2dTraceLn(J2D_TRACE_INFO, "D3DVertexCacher::CreateInstance"); 161 162 *ppVC = new D3DVertexCacher(); 163 if (FAILED(res = (*ppVC)->Init(pCtx))) { 164 delete *ppVC; 165 *ppVC = NULL; 166 } 167 return res; 168 } 169 170 D3DVertexCacher::D3DVertexCacher() 171 { 172 lpD3DDevice = NULL; 173 lpD3DVertexBuffer = NULL; 174 } 175 176 HRESULT 177 D3DVertexCacher::Init(D3DContext *pCtx) 178 { 179 D3DCAPS9 caps; 180 181 RETURN_STATUS_IF_NULL(pCtx, E_FAIL); 182 183 ReleaseDefPoolResources(); 184 185 this->pCtx = pCtx; 186 187 firstPendingBatch = 0; 188 firstPendingVertex = 0; 189 firstUnusedVertex = 0; 190 currentBatch = 0; 191 ZeroMemory(vertices, sizeof(vertices)); 192 ZeroMemory(batches, sizeof(batches)); 193 194 lpD3DDevice = pCtx->Get3DDevice(); 195 RETURN_STATUS_IF_NULL(lpD3DDevice, E_FAIL); 196 197 ZeroMemory(&caps, sizeof(caps)); 198 lpD3DDevice->GetDeviceCaps(&caps); 199 200 D3DPOOL pool = (caps.DeviceType == D3DDEVTYPE_HAL) ? 201 D3DPOOL_DEFAULT : D3DPOOL_SYSTEMMEM; 202 // usage depends on whether we use hw or sw vertex processing 203 HRESULT res = 204 lpD3DDevice->CreateVertexBuffer(MAX_BATCH_SIZE*sizeof(J2DLVERTEX), 205 D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFVF_J2DLVERTEX, 206 pool, &lpD3DVertexBuffer, NULL); 207 RETURN_STATUS_IF_FAILED(res); 208 209 res = lpD3DDevice->SetStreamSource(0, lpD3DVertexBuffer, 0, 210 sizeof(J2DLVERTEX)); 211 RETURN_STATUS_IF_FAILED(res); 212 213 lpD3DDevice->SetFVF(D3DFVF_J2DLVERTEX); 214 return res; 215 } 216 217 void 218 D3DVertexCacher::ReleaseDefPoolResources() 219 { 220 SAFE_RELEASE(lpD3DVertexBuffer); 221 pCtx = NULL; 222 } 223 224 HRESULT D3DVertexCacher::DrawLine(int x1, int y1, int x2, int y2) 225 { 226 HRESULT res; 227 if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, 1*2))) { 228 float fx1, fy1, fx2, fy2; 229 if (y1 == y2) { 230 // horizontal 231 fy1 = (float)y1+HV_FF1; 232 fy2 = fy1; 233 234 if (x1 > x2) { 235 fx1 = (float)x2+HV_FF3; 236 fx2 = (float)x1+HV_FF2; 237 } else if (x1 < x2) { 238 fx1 = (float)x1+HV_FF3; 239 fx2 = (float)x2+HV_FF2; 240 } else { 241 // single point, offset a little so that a single 242 // pixel is rendered 243 fx1 = (float)x1-SP_FF4; 244 fy1 = (float)y1-SP_FF4; 245 fx2 = (float)x2+SP_FF4; 246 fy2 = (float)y2+SP_FF4; 247 } 248 } else if (x1 == x2) { 249 // vertical 250 fx1 = (float)x1+HV_FF1; 251 fx2 = fx1; 252 if (y1 > y2) { 253 fy1 = (float)y2+HV_FF3; 254 fy2 = (float)y1+HV_FF2; 255 } else { 256 fy1 = (float)y1+HV_FF3; 257 fy2 = (float)y2+HV_FF2; 258 } 259 } else { 260 // diagonal 261 if (x1 > x2 && y1 > y2) { 262 // ^ 263 // \ case -> inverse 264 fx1 = (float)x2; 265 fy1 = (float)y2; 266 fx2 = (float)x1; 267 fy2 = (float)y1; 268 } else if (x1 > x2 && y2 > y1) { 269 // / 270 // v case - inverse 271 fx1 = (float)x2; 272 fy1 = (float)y2; 273 fx2 = (float)x1; 274 fy2 = (float)y1; 275 } else { 276 // \ ^ 277 // v or / - leave as is 278 fx1 = (float)x1; 279 fy1 = (float)y1; 280 fx2 = (float)x2; 281 fy2 = (float)y2; 282 } 283 284 if (fx2 > fx1 && fy2 > fy1) { 285 // \ 286 // v 287 fx1 += DD_FX1; 288 fy1 += DD_FY1; 289 fx2 += DD_FX2; 290 fy2 += DD_FY2; 291 } else { 292 // ^ 293 // / 294 fx1 += DU_FX1; 295 fy1 += DU_FY1; 296 fx2 += DU_FX2; 297 fy2 += DU_FY2; 298 } 299 } 300 ADD_LINE_XYC(fx1, fy1, fx2, fy2, color); 301 } 302 return res; 303 } 304 305 HRESULT 306 D3DVertexCacher::DrawPoly(jint nPoints, jboolean isClosed, 307 jint transX, jint transY, 308 jint *xPoints, jint *yPoints) 309 { 310 HRESULT res; 311 jfloat mx = (jfloat)xPoints[0]; 312 jfloat my = (jfloat)yPoints[0]; 313 jboolean isEmpty = TRUE; 314 315 if (nPoints == 0) { 316 return S_OK; 317 } 318 319 if (isClosed && 320 xPoints[nPoints - 1] == xPoints[0] && 321 yPoints[nPoints - 1] == yPoints[0]) 322 { 323 isClosed = FALSE; 324 } 325 326 // npoints is exactly the number of vertices we need, 327 // possibly plus one (if the path is closed) 328 UINT reqVerts = nPoints * 1; 329 int i = 0; 330 do { 331 // leave room for one possible additional closing point 332 UINT vertsInBatch = min(MAX_BATCH_SIZE-1, max(2, reqVerts)); 333 if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINESTRIP, vertsInBatch+1))) { 334 reqVerts -= vertsInBatch; 335 do { 336 jfloat x = (jfloat)xPoints[i]; 337 jfloat y = (jfloat)yPoints[i]; 338 339 isEmpty = isEmpty && (x == mx && y == my); 340 341 ADD_LINE_SEG_XYC(x + transX, y + transY, color); 342 i++; 343 vertsInBatch--; 344 } while (vertsInBatch > 0); 345 // include the last point from the current batch into the next 346 if (reqVerts > 0) { 347 i--; 348 reqVerts++; 349 // loop continues 350 } else if (isClosed && !isEmpty) { 351 // if this was the last batch, see if the closing point is needed; 352 // note that we have left the room for it 353 ADD_LINE_SEG_XYC(mx + transX, my + transY, color); 354 // for clarity, the loop is ended anyway 355 break; 356 } else if (isEmpty || !isClosed) { 357 // - either we went nowhere, then change the last point 358 // so that a single pixel is rendered 359 // - or it's not empty and not closed - add another 360 // point because on some boards the last point is not rendered 361 mx = xPoints[nPoints-1] + transX +SP_FF4; 362 my = yPoints[nPoints-1] + transY +SP_FF4; 363 ADD_LINE_SEG_XYC(mx, my, color); 364 // for clarity 365 break; 366 } 367 } 368 } while (reqVerts > 0 && SUCCEEDED(res)); 369 370 return res; 371 } 372 373 HRESULT 374 D3DVertexCacher::DrawScanlines(jint scanlineCount, jint *scanlines) 375 { 376 HRESULT res; 377 float x1, x2, y; 378 UINT reqVerts = scanlineCount*2/*vertices per line*/; 379 380 if (scanlineCount == 0) { 381 return S_OK; 382 } 383 384 do { 385 UINT vertsInBatch = min(2*(MAX_BATCH_SIZE/2), reqVerts); 386 if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, vertsInBatch))) { 387 reqVerts -= vertsInBatch; 388 do { 389 x1 = ((float)*(scanlines++)) +HV_FF3; 390 x2 = ((float)*(scanlines++)) +HV_FF2; 391 y = ((float)*(scanlines++)) +HV_FF1; 392 ADD_LINE_XYC(x1, y, x2, y, color); 393 vertsInBatch -= 2; 394 } while (vertsInBatch > 0); 395 } 396 } while (reqVerts > 0 && SUCCEEDED(res)); 397 return res; 398 } 399 400 HRESULT 401 D3DVertexCacher::FillSpans(jint spanCount, jint *spans) 402 { 403 HRESULT res; 404 float x1, y1, x2, y2; 405 UINT reqVerts = spanCount*2*3/*vertices per span: two triangles*/; 406 407 if (spanCount == 0) { 408 return S_OK; 409 } 410 411 do { 412 UINT vertsInBatch = min(6*(MAX_BATCH_SIZE/6), reqVerts); 413 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, vertsInBatch))) { 414 reqVerts -= vertsInBatch; 415 do { 416 x1 = ((float)*(spans++)); 417 y1 = ((float)*(spans++)); 418 x2 = ((float)*(spans++)); 419 y2 = ((float)*(spans++)); 420 421 ADD_TRIANGLE_XYC(x1, y1, x2, y1, x1, y2, color); 422 ADD_TRIANGLE_XYC(x1, y2, x2, y1, x2, y2, color); 423 vertsInBatch -= 6; 424 } while (vertsInBatch > 0); 425 } 426 } while (reqVerts > 0 && SUCCEEDED(res)); 427 428 return res; 429 } 430 431 HRESULT D3DVertexCacher::DrawRect(int x1, int y1, int x2, int y2) 432 { 433 HRESULT res; 434 435 if ((x2 - x1) < 2 || (y2 - y1) < 2) { 436 return FillRect(x1, y1, x2+1, y2+1); 437 } 438 if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, 4*2))) { 439 440 float fx1 = (float)x1; 441 float fy1 = (float)y1; 442 float fx2 = (float)x2; 443 float fy2 = (float)y2; 444 445 // horiz: top left - top right 446 ADD_LINE_XYC(fx1+HV_FF3, fy1+HV_FF1, fx2-1.0f+HV_FF2, fy1+HV_FF1,color); 447 // horiz: bottom left - bottom right 448 ADD_LINE_XYC(fx1+1.0f+HV_FF3, fy2+HV_FF1, fx2+HV_FF2, fy2+HV_FF1,color); 449 // vert : top right - bottom right 450 ADD_LINE_XYC(fx2+HV_FF1, fy1+HV_FF3, fx2+HV_FF1, fy2-1.0f+HV_FF2,color); 451 // vert : top left - bottom left 452 ADD_LINE_XYC(fx1+HV_FF1, fy1+1.0f+HV_FF3, fx1+HV_FF1, fy2+HV_FF2,color); 453 } 454 return res; 455 } 456 457 HRESULT D3DVertexCacher::FillRect(int x1, int y1, int x2, int y2) 458 { 459 HRESULT res; 460 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { 461 float fx1 = (float)x1; 462 float fy1 = (float)y1; 463 float fx2 = (float)x2; 464 float fy2 = (float)y2; 465 ADD_TRIANGLE_XYUVC(fx1, fy1, fx2, fy1, fx1, fy2, 466 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 467 color); 468 ADD_TRIANGLE_XYUVC(fx1, fy2, fx2, fy1, fx2, fy2, 469 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 470 color); 471 } 472 return res; 473 } 474 475 HRESULT D3DVertexCacher::FillParallelogram(float fx11, float fy11, 476 float dx21, float dy21, 477 float dx12, float dy12) 478 { 479 HRESULT res; 480 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { 481 // correct texel to pixel mapping; see D3DContext::SetTransform() 482 // for non-id tx case 483 if (pCtx->IsIdentityTx()) { 484 fx11 -= 0.5f; 485 fy11 -= 0.5f; 486 } 487 dx21 += fx11; 488 dy21 += fy11; 489 float fx22 = dx21 + dx12; 490 float fy22 = dy21 + dy12; 491 dx12 += fx11; 492 dy12 += fy11; 493 494 ADD_TRIANGLE_XYUVC(fx11, fy11, dx21, dy21, dx12, dy12, 495 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 496 color); 497 ADD_TRIANGLE_XYUVC(dx12, dy12, dx21, dy21, fx22, fy22, 498 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 499 color); 500 } 501 return res; 502 } 503 504 #define ADJUST_PGRAM(V, DV, DIM) \ 505 do { \ 506 if ((DV) >= 0) { \ 507 (DIM) += (DV); \ 508 } else { \ 509 (DIM) -= (DV); \ 510 (V) += (DV); \ 511 } \ 512 } while (0) 513 514 // Invert the following transform: 515 // DeltaT(0, 0) == (0, 0) 516 // DeltaT(1, 0) == (DX1, DY1) 517 // DeltaT(0, 1) == (DX2, DY2) 518 // DeltaT(1, 1) == (DX1+DX2, DY1+DY2) 519 // TM00 = DX1, TM01 = DX2, (TM02 = X11) 520 // TM10 = DY1, TM11 = DY2, (TM12 = Y11) 521 // Determinant = TM00*TM11 - TM01*TM10 522 // = DX1*DY2 - DX2*DY1 523 // Inverse is: 524 // IM00 = TM11/det, IM01 = -TM01/det 525 // IM10 = -TM10/det, IM11 = TM00/det 526 // IM02 = (TM01 * TM12 - TM11 * TM02) / det, 527 // IM12 = (TM10 * TM02 - TM00 * TM12) / det, 528 529 #define DECLARE_MATRIX(MAT) \ 530 float MAT ## 00, MAT ## 01, MAT ## 02, MAT ## 10, MAT ## 11, MAT ## 12 531 532 #define GET_INVERTED_MATRIX(MAT, X11, Y11, DX1, DY1, DX2, DY2, RET_CODE) \ 533 do { \ 534 float det = DX1*DY2 - DX2*DY1; \ 535 if (det == 0) { \ 536 RET_CODE; \ 537 } \ 538 MAT ## 00 = DY2/det; \ 539 MAT ## 01 = -DX2/det; \ 540 MAT ## 10 = -DY1/det; \ 541 MAT ## 11 = DX1/det; \ 542 MAT ## 02 = (DX2 * Y11 - DY2 * X11) / det; \ 543 MAT ## 12 = (DY1 * X11 - DX1 * Y11) / det; \ 544 } while (0) 545 546 #define TRANSFORM(MAT, TX, TY, X, Y) \ 547 do { \ 548 TX = (X) * MAT ## 00 + (Y) * MAT ## 01 + MAT ## 02; \ 549 TY = (X) * MAT ## 10 + (Y) * MAT ## 11 + MAT ## 12; \ 550 } while (0) 551 552 HRESULT D3DVertexCacher::FillParallelogramAA(float fx11, float fy11, 553 float dx21, float dy21, 554 float dx12, float dy12) 555 { 556 HRESULT res; 557 DECLARE_MATRIX(om); 558 559 GET_INVERTED_MATRIX(om, fx11, fy11, dx21, dy21, dx12, dy12, 560 return D3D_OK); 561 562 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { 563 float px = fx11, py = fy11; 564 float pw = 0.0f, ph = 0.0f; 565 ADJUST_PGRAM(px, dx21, pw); 566 ADJUST_PGRAM(py, dy21, ph); 567 ADJUST_PGRAM(px, dx12, pw); 568 ADJUST_PGRAM(py, dy12, ph); 569 float px1 = floor(px); 570 float py1 = floor(py); 571 float px2 = ceil(px + pw); 572 float py2 = ceil(py + ph); 573 float u11, v11, u12, v12, u21, v21, u22, v22; 574 TRANSFORM(om, u11, v11, px1, py1); 575 TRANSFORM(om, u21, v21, px2, py1); 576 TRANSFORM(om, u12, v12, px1, py2); 577 TRANSFORM(om, u22, v22, px2, py2); 578 ADD_TRIANGLE_XYUVUVC(px1, py1, px2, py1, px1, py2, 579 u11, v11, u21, v21, u12, v12, 580 5.0, 5.0, 6.0, 5.0, 5.0, 6.0, 581 color); 582 ADD_TRIANGLE_XYUVUVC(px1, py2, px2, py1, px2, py2, 583 u12, v12, u21, v21, u22, v22, 584 5.0, 6.0, 6.0, 5.0, 6.0, 6.0, 585 color); 586 } 587 return res; 588 } 589 590 HRESULT D3DVertexCacher::DrawParallelogramAA(float ox11, float oy11, 591 float ox21, float oy21, 592 float ox12, float oy12, 593 float ix11, float iy11, 594 float ix21, float iy21, 595 float ix12, float iy12) 596 { 597 HRESULT res; 598 DECLARE_MATRIX(om); 599 DECLARE_MATRIX(im); 600 601 GET_INVERTED_MATRIX(im, ix11, iy11, ix21, iy21, ix12, iy12, 602 // inner parallelogram is degenerate 603 // therefore it encloses no area 604 // fill outer 605 return FillParallelogramAA(ox11, oy11, 606 ox21, oy21, 607 ox12, oy12)); 608 GET_INVERTED_MATRIX(om, ox11, oy11, ox21, oy21, ox12, oy12, 609 return D3D_OK); 610 611 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { 612 float ox = ox11, oy = oy11; 613 float ow = 0.0f, oh = 0.0f; 614 ADJUST_PGRAM(ox, ox21, ow); 615 ADJUST_PGRAM(oy, oy21, oh); 616 ADJUST_PGRAM(ox, ox12, ow); 617 ADJUST_PGRAM(oy, oy12, oh); 618 float ox11 = floor(ox); 619 float oy11 = floor(oy); 620 float ox22 = ceil(ox + ow); 621 float oy22 = ceil(oy + oh); 622 float ou11, ov11, ou12, ov12, ou21, ov21, ou22, ov22; 623 TRANSFORM(om, ou11, ov11, ox11, oy11); 624 TRANSFORM(om, ou21, ov21, ox22, oy11); 625 TRANSFORM(om, ou12, ov12, ox11, oy22); 626 TRANSFORM(om, ou22, ov22, ox22, oy22); 627 float iu11, iv11, iu12, iv12, iu21, iv21, iu22, iv22; 628 TRANSFORM(im, iu11, iv11, ox11, oy11); 629 TRANSFORM(im, iu21, iv21, ox22, oy11); 630 TRANSFORM(im, iu12, iv12, ox11, oy22); 631 TRANSFORM(im, iu22, iv22, ox22, oy22); 632 ADD_TRIANGLE_XYUVUVC(ox11, oy11, ox22, oy11, ox11, oy22, 633 ou11, ov11, ou21, ov21, ou12, ov12, 634 iu11, iv11, iu21, iv21, iu12, iv12, 635 color); 636 ADD_TRIANGLE_XYUVUVC(ox11, oy22, ox22, oy11, ox22, oy22, 637 ou12, ov12, ou21, ov21, ou22, ov22, 638 iu12, iv12, iu21, iv21, iu22, iv22, 639 color); 640 } 641 return res; 642 } 643 644 HRESULT 645 D3DVertexCacher::DrawTexture(float x1, float y1, float x2, float y2, 646 float u1, float v1, float u2, float v2) 647 { 648 HRESULT res; 649 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { 650 // correct texel to pixel mapping; see D3DContext::SetTransform() 651 // for non-id tx case 652 if (pCtx->IsIdentityTx()) { 653 x1 -= 0.5f; 654 y1 -= 0.5f; 655 x2 -= 0.5f; 656 y2 -= 0.5f; 657 } 658 659 ADD_TRIANGLE_XYUVC(x1, y1, x2, y1, x1, y2, 660 u1, v1, u2, v1, u1, v2, 661 color); 662 ADD_TRIANGLE_XYUVC(x1, y2, x2, y1, x2, y2, 663 u1, v2, u2, v1, u2, v2, 664 color); 665 } 666 return res; 667 } 668 669 HRESULT 670 D3DVertexCacher::DrawTexture(float x1, float y1, float x2, float y2, 671 float u11, float v11, float u12, float v12, 672 float u21, float v21, float u22, float v22) 673 { 674 HRESULT res; 675 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) { 676 // correct texel to pixel mapping; see D3DContext::SetTransform() 677 // for non-id tx case 678 if (pCtx->IsIdentityTx()) { 679 x1 -= 0.5f; 680 y1 -= 0.5f; 681 x2 -= 0.5f; 682 y2 -= 0.5f; 683 } 684 685 ADD_TRIANGLE_XYUVUVC(x1, y1, x2, y1, x1, y2, 686 u11, v11, u12, v11, u11, v12, 687 u21, v21, u22, v21, u21, v22, 688 color); 689 ADD_TRIANGLE_XYUVUVC(x1, y2, x2, y1, x2, y2, 690 u11, v12, u12, v11, u12, v12, 691 u21, v22, u22, v21, u22, v22, 692 color); 693 } 694 return res; 695 } 696 697 HRESULT D3DVertexCacher::Render(int actionType) 698 { 699 J2DLVERTEX *lpVert; 700 HRESULT res; 701 DWORD dwLockFlags; 702 UINT pendingVertices = firstUnusedVertex - firstPendingVertex; 703 704 // nothing to render 705 if (pendingVertices == 0) { 706 if (actionType == RESET_ACTION) { 707 firstPendingBatch = 0; 708 firstPendingVertex = 0; 709 firstUnusedVertex = 0; 710 currentBatch = 0; 711 } 712 return D3D_OK; 713 } 714 715 if (firstPendingVertex == 0) { 716 // no data in the buffer yet, we don't care about 717 // vertex buffer's contents 718 dwLockFlags = D3DLOCK_DISCARD; 719 } else { 720 // append to the existing data in the vertex buffer 721 dwLockFlags = D3DLOCK_NOOVERWRITE; 722 } 723 724 if (SUCCEEDED(res = 725 lpD3DVertexBuffer->Lock((UINT)firstPendingVertex*sizeof(J2DLVERTEX), 726 (UINT)pendingVertices*sizeof(J2DLVERTEX), 727 (void**)&lpVert, dwLockFlags))) 728 { 729 // copy only new vertices 730 memcpy((void *)lpVert, 731 (void *)(vertices + firstPendingVertex), 732 pendingVertices * sizeof(J2DLVERTEX)); 733 res = lpD3DVertexBuffer->Unlock(); 734 UINT currentVertex = firstPendingVertex; 735 UINT batchSize; 736 J2dTraceLn2(J2D_TRACE_VERBOSE, 737 "D3DVC::Render Starting flushing of %d vertices "\ 738 "in %d batches", 739 pendingVertices, 740 (currentBatch - firstPendingBatch + 1)); 741 742 743 for (UINT b = firstPendingBatch; b <= currentBatch; b++) { 744 D3DPRIMITIVETYPE pType = batches[b].pType; 745 UINT primCount = batches[b].pNum; 746 switch (pType) { 747 // the macro for adding a line segment adds one too many prims 748 case D3DPT_LINESTRIP: batchSize = primCount; primCount--; break; 749 case D3DPT_LINELIST: batchSize = primCount*2; break; 750 default: batchSize = primCount*3; break; 751 } 752 res = lpD3DDevice->DrawPrimitive(pType, currentVertex, primCount); 753 currentVertex += batchSize; 754 // init to something it can never be 755 batches[b].pType = (D3DPRIMITIVETYPE)0; 756 batches[b].pNum = 0; 757 } 758 } else { 759 DebugPrintD3DError(res, "Can't lock vertex buffer"); 760 } 761 762 // REMIND: may need to rethink what to do in case of an error, 763 // should we try to render them later? 764 if (actionType == RESET_ACTION) { 765 firstPendingBatch = 0; 766 firstPendingVertex = 0; 767 firstUnusedVertex = 0; 768 currentBatch = 0; 769 } else { 770 firstPendingBatch = currentBatch; 771 firstPendingVertex = firstUnusedVertex; 772 } 773 774 return res; 775 } 776 777 HRESULT D3DVertexCacher::EnsureCapacity(D3DPRIMITIVETYPE newPType, UINT vNum) 778 { 779 HRESULT res = D3D_OK; 780 if (vNum > MAX_BATCH_SIZE) { 781 // REMIND: need to define our own errors 782 return D3DERR_NOTAVAILABLE; 783 } 784 if ((firstUnusedVertex + vNum) > MAX_BATCH_SIZE) { 785 // if we can't fit new vertices in the vertex buffer, 786 // render whatever we have in the buffer and start 787 // from the beginning of the vertex buffer 788 J2dTraceLn2(J2D_TRACE_VERBOSE, 789 "D3DVC::EnsureCapacity exceeded capacity. "\ 790 "current v: %d, requested vertices: %d\n", 791 firstUnusedVertex, vNum); 792 if (FAILED(res = Render(RESET_ACTION))) { 793 return res; 794 } 795 } 796 797 J2dTraceLn5(J2D_TRACE_VERBOSE, 798 "D3DVC::EnsureCapacity current batch: %d "\ 799 " batch.type=%d newType=%d vNum=%d firstUnusedV=%d", 800 currentBatch, batches[currentBatch].pType, newPType, vNum, 801 firstUnusedVertex); 802 // there should not be multiple linestrips in a batch, 803 // or they will be counted as a single line strip 804 if (batches[currentBatch].pType != newPType || 805 batches[currentBatch].pType == D3DPT_LINESTRIP) 806 { 807 // if this is a first unused batch, use it 808 if (firstUnusedVertex == firstPendingVertex) { 809 // record the first batch and vertex scheduled for rendering 810 firstPendingBatch = currentBatch; 811 firstPendingVertex = firstUnusedVertex; 812 } else { 813 // otherwise go to the next batch 814 currentBatch++; 815 } 816 batches[currentBatch].pType = newPType; 817 batches[currentBatch].pNum = 0; 818 } 819 // firstUnusedVertex is updated when new vertices are added 820 // to the vertices array 821 822 return res; 823 }