1 /*
   2  * Copyright (c) 2007, 2013, 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 #ifndef D3DCONTEXT_H
  27 #define D3DCONTEXT_H
  28 
  29 #include "java_awt_Transparency.h"
  30 #include "sun_java2d_pipe_BufferedContext.h"
  31 #include "sun_java2d_d3d_D3DContext_D3DContextCaps.h"
  32 #include "sun_java2d_d3d_D3DSurfaceData.h"
  33 
  34 #include "ShaderList.h"
  35 #include "D3DPipeline.h"
  36 #include "D3DMaskCache.h"
  37 #include "D3DVertexCacher.h"
  38 #include "D3DResourceManager.h"
  39 
  40 #include "j2d_md.h"
  41 
  42 typedef enum {
  43     TILEFMT_UNKNOWN,
  44     TILEFMT_1BYTE_ALPHA,
  45     TILEFMT_3BYTE_RGB,
  46     TILEFMT_3BYTE_BGR,
  47     TILEFMT_4BYTE_ARGB_PRE,
  48 } TileFormat;
  49 
  50 typedef enum {
  51     CLIP_NONE,
  52     CLIP_RECT,
  53     CLIP_SHAPE,
  54 } ClipType;
  55 
  56 // - State switching optimizations -----------------------------------
  57 
  58 /**
  59  * The goal is to reduce device state switching as much as possible.
  60  * This means: don't reset the texture if not needed, don't change
  61  * the texture stage states unless necessary.
  62  * For this we need to track the current device state. So each operation
  63  * supplies its own operation type to BeginScene, which updates the state
  64  * as necessary.
  65  *
  66  * Another optimization is to use a single vertex format for
  67  * all primitives.
  68  *
  69  * See D3DContext::UpdateState() and D3DContext::BeginScene() for
  70  * more information.
  71  */
  72 #define STATE_CHANGE    (0 << 0)
  73 #define STATE_RENDEROP  (1 << 0)
  74 #define STATE_MASKOP    (1 << 1)
  75 #define STATE_GLYPHOP   (1 << 2)
  76 #define STATE_TEXTUREOP (1 << 3)
  77 #define STATE_AAPGRAMOP (1 << 4)
  78 #define STATE_OTHEROP   (1 << 5)
  79 
  80 // The max. stage number we currently use (could not be
  81 // larger than 7)
  82 #define MAX_USED_TEXTURE_SAMPLER 1
  83 
  84 // - Texture pixel format table  -------------------------------------
  85 #define TR_OPAQUE      java_awt_Transparency_OPAQUE
  86 #define TR_BITMASK     java_awt_Transparency_BITMASK
  87 #define TR_TRANSLUCENT java_awt_Transparency_TRANSLUCENT
  88 
  89 class D3DResource;
  90 class D3DResourceManager;
  91 class D3DMaskCache;
  92 class D3DVertexCacher;
  93 class D3DGlyphCache;
  94 
  95 // - D3DContext class  -----------------------------------------------
  96 
  97 /**
  98  * This class provides the following functionality:
  99  *  - holds the state of D3DContext java class (current pixel color,
 100  *    alpha compositing mode, extra alpha)
 101  *  - provides access to IDirect3DDevice9 interface (creation,
 102  *    disposal, exclusive access)
 103  *  - handles state changes of the direct3d device (transform,
 104  *    compositing mode, current texture)
 105  *  - provides means of creating textures, plain surfaces
 106  *  - holds a glyph cache texture for the associated device
 107  *  - implements primitives batching mechanism
 108  */
 109 class D3DPIPELINE_API D3DContext {
 110 public:
 111     /**
 112      * Releases the old device (if there was one) and all associated
 113      * resources, re-creates, initializes and tests the new device.
 114      *
 115      * If the device doesn't pass the test, it's released.
 116      *
 117      * Used when the context is first created, and then after a
 118      * display change event.
 119      *
 120      * Note that this method also does the necessary registry checks,
 121      * and if the registry shows that we've crashed when attempting
 122      * to initialize and test the device last time, it doesn't attempt
 123      * to create/init/test the device.
 124      */
 125     static
 126     HRESULT CreateInstance(IDirect3D9 *pd3d9, UINT adapter, D3DContext **ppCtx);
 127     // creates a new D3D windowed device with swap copy effect and default
 128     // present interval
 129     HRESULT InitContext();
 130     // creates or resets a D3D device given the parameters
 131     HRESULT ConfigureContext(D3DPRESENT_PARAMETERS *pNewParams);
 132     // resets existing D3D device with the current presentation parameters
 133     HRESULT ResetContext();
 134     HRESULT CheckAndResetDevice();
 135 
 136     // saves the state of the D3D device in a state block, resets
 137     // context's state to STATE_CHANGE
 138     HRESULT SaveState();
 139     // restores the state of the D3D device from existing state block,
 140     // resets context's state to STATE_CHANGE
 141     HRESULT RestoreState();
 142 
 143     void    ReleaseContextResources();
 144     void    ReleaseDefPoolResources();
 145     virtual ~D3DContext();
 146 
 147     // methods replicating java-level D3DContext objext
 148     HRESULT SetAlphaComposite(jint rule, jfloat extraAlpha, jint flags);
 149     HRESULT ResetComposite();
 150 
 151     /**
 152      * Glyph cache-related methods
 153      */
 154     HRESULT InitGrayscaleGlyphCache();
 155     HRESULT InitLCDGlyphCache();
 156     D3DGlyphCache* GetGrayscaleGlyphCache() { return pGrayscaleGlyphCache; }
 157     D3DGlyphCache* GetLCDGlyphCache() { return pLCDGlyphCache; }
 158 
 159     D3DResourceManager *GetResourceManager() { return pResourceMgr; }
 160     D3DMaskCache       *GetMaskCache() { return pMaskCache; }
 161 
 162     HRESULT UploadTileToTexture(D3DResource *pTextureRes, void *pixels,
 163                                 jint dstx, jint dsty,
 164                                 jint srcx, jint srcy,
 165                                 jint srcWidth, jint srcHeight,
 166                                 jint srcStride,
 167                                 TileFormat srcFormat,
 168                                 // out: num of pixels in first and last
 169                                 // columns, only counted for LCD glyph uploads
 170                                 jint *pPixelsTouchedL = NULL,
 171                                 jint *pPixelsTouchedR = NULL);
 172 
 173     // returns capabilities of the Direct3D device
 174     D3DCAPS9 *GetDeviceCaps() { return &devCaps; }
 175     // returns caps in terms of the D3DContext
 176     int GetContextCaps() { return contextCaps; }
 177     D3DPRESENT_PARAMETERS *GetPresentationParams() { return &curParams; }
 178 
 179     IDirect3DDevice9 *Get3DDevice() { return pd3dDevice; }
 180     IDirect3D9 *Get3DObject() { return pd3dObject; }
 181 
 182     /**
 183      * This method only sets the texture if it's not already set.
 184      */
 185     HRESULT SetTexture(IDirect3DTexture9 *pTexture, DWORD dwSampler = 0);
 186 
 187     /**
 188      * This method only updates the texture color state if it hasn't changed.
 189      */
 190     HRESULT UpdateTextureColorState(DWORD dwState, DWORD dwSampler = 0);
 191 
 192     HRESULT SetRenderTarget(IDirect3DSurface9 *pSurface);
 193     HRESULT SetTransform(jdouble m00, jdouble m10,
 194                          jdouble m01, jdouble m11,
 195                          jdouble m02, jdouble m12);
 196     HRESULT ResetTransform();
 197 
 198     // clipping-related methods
 199     HRESULT SetRectClip(int x1, int y1, int x2, int y2);
 200     HRESULT BeginShapeClip();
 201     HRESULT EndShapeClip();
 202     HRESULT ResetClip();
 203     ClipType GetClipType();
 204 
 205     /**
 206      * Shader-related methods
 207      */
 208     HRESULT EnableBasicGradientProgram(jint flags);
 209     HRESULT EnableLinearGradientProgram(jint flags);
 210     HRESULT EnableRadialGradientProgram(jint flags);
 211     HRESULT EnableConvolveProgram(jint flags);
 212     HRESULT EnableRescaleProgram(jint flags);
 213     HRESULT EnableLookupProgram(jint flags);
 214     HRESULT EnableLCDTextProgram();
 215     HRESULT EnableAAParallelogramProgram();
 216     HRESULT DisableAAParallelogramProgram();
 217 
 218     BOOL IsTextureFilteringSupported(D3DTEXTUREFILTERTYPE fType);
 219     BOOL IsStretchRectFilteringSupported(D3DTEXTUREFILTERTYPE fType);
 220     BOOL IsPow2TexturesOnly()
 221         { return devCaps.TextureCaps & D3DPTEXTURECAPS_POW2; };
 222     BOOL IsSquareTexturesOnly()
 223         { return devCaps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY; }
 224     BOOL IsHWRasterizer() { return bIsHWRasterizer; }
 225     BOOL IsTextureFormatSupported(D3DFORMAT format, DWORD usage = 0);
 226     BOOL IsDynamicTextureSupported()
 227         { return devCaps.Caps2 & D3DCAPS2_DYNAMICTEXTURES; }
 228 // REMIND: for now for performance testing
 229 //        { return (getenv("J2D_D3D_USE_DYNAMIC_TEX") != NULL); }
 230     BOOL IsImmediateIntervalSupported()
 231         { return devCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE;}
 232     BOOL IsPixelShader20Supported()
 233         { return (devCaps.PixelShaderVersion >= D3DPS_VERSION(2,0)); }
 234     BOOL IsGradientInstructionExtensionSupported()
 235         { return devCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS; }
 236     BOOL IsPixelShader30Supported()
 237         { return (devCaps.PixelShaderVersion >= D3DPS_VERSION(3,0)); }
 238     BOOL IsMultiTexturingSupported()
 239         { return (devCaps.MaxSimultaneousTextures > 1); }
 240     BOOL IsAlphaRTSurfaceSupported();
 241     BOOL IsAlphaRTTSupported();
 242     BOOL IsOpaqueRTTSupported();
 243 
 244     jint GetPaintState() { return paintState; }
 245     void SetPaintState(jint state) { this->paintState = state; }
 246     BOOL IsIdentityTx() { return bIsIdentityTx; }
 247 
 248     HRESULT FlushVertexQueue();
 249     D3DVertexCacher *pVCacher;
 250     HRESULT UpdateState(jbyte newState);
 251 
 252     HRESULT Sync();
 253 
 254     // primitives batching-related methods
 255     /**
 256      * Calls devices's BeginScene if there weren't one already pending,
 257      * sets the pending flag.
 258      */
 259     HRESULT BeginScene(jbyte newState);
 260     /**
 261      * Flushes the vertex queue and does end scene if
 262      * a BeginScene is pending
 263      */
 264     HRESULT EndScene();
 265 
 266     /**
 267      * Fields that track native-specific state.
 268      */
 269     jint       paintState;
 270     jboolean   useMask;
 271     jfloat     extraAlpha;
 272 
 273     /**
 274      * Current operation state.
 275      * See STATE_* macros above.
 276      */
 277     jbyte      opState;
 278 
 279 private:
 280 
 281     /**
 282      * Glyph cache-related methods/fields...
 283      */
 284     D3DGlyphCache *pGrayscaleGlyphCache;
 285     D3DGlyphCache *pLCDGlyphCache;
 286 
 287     /**
 288      * The handle to the LCD text pixel shader program.
 289      */
 290     IDirect3DPixelShader9 *lcdTextProgram;
 291 
 292     /**
 293      * The handle to the AA pixel and vertex shader programs.
 294      */
 295     IDirect3DPixelShader9 *aaPgramProgram;
 296 
 297     IDirect3DPixelShader9 *CreateFragmentProgram(DWORD **shaders,
 298                                                  ShaderList *programs,
 299                                                  jint flags);
 300     HRESULT EnableFragmentProgram(DWORD **shaders,
 301                                   ShaderList *programList,
 302                                   jint flags);
 303 
 304     // finds appropriate to the target surface depth format,
 305     // creates the depth buffer and installs it onto the device
 306     HRESULT InitDepthStencilBuffer(D3DSURFACE_DESC *pTargetDesc);
 307     // returns true if the current depth buffer is compatible
 308     // with the new target, and the dimensions fit, false otherwise
 309     BOOL IsDepthStencilBufferOk(D3DSURFACE_DESC *pTargetDesc);
 310 
 311     D3DContext(IDirect3D9 *pd3dObject, UINT adapter);
 312     HRESULT InitDevice(IDirect3DDevice9 *d3dDevice);
 313     HRESULT InitContextCaps();
 314     // updates the texture transform(s) used for better texel to pixel mapping
 315     // for the passed in sampler;
 316     // if -1 is passed as the sampler, texture transforms for
 317     // samplers [0..MAX_USED_TEXTURE_SAMPLER] are updated
 318     // REMIND: see the comment in the method implementation before enabling.
 319 #undef UPDATE_TX
 320 #ifdef UPDATE_TX
 321     HRESULT UpdateTextureTransforms(DWORD dwSamplerToUpdate);
 322 #endif // UPDATE_TX
 323     IDirect3DDevice9        *pd3dDevice;
 324     IDirect3D9              *pd3dObject;
 325 
 326     D3DResourceManager      *pResourceMgr;
 327     D3DMaskCache            *pMaskCache;
 328 
 329     ShaderList convolvePrograms;
 330     ShaderList rescalePrograms;
 331     ShaderList lookupPrograms;
 332     ShaderList basicGradPrograms;
 333     ShaderList linearGradPrograms;
 334     ShaderList radialGradPrograms;
 335 
 336     // array of the textures currently set to the device
 337     IDirect3DTexture9     *lastTexture[MAX_USED_TEXTURE_SAMPLER+1];
 338 
 339     DWORD lastTextureColorState[MAX_USED_TEXTURE_SAMPLER+1];
 340 
 341     UINT adapterOrdinal;
 342     D3DPRESENT_PARAMETERS   curParams;
 343     D3DCAPS9 devCaps;
 344     int contextCaps;
 345     BOOL bIsHWRasterizer;
 346 
 347     BOOL bIsIdentityTx;
 348 
 349     IDirect3DQuery9* pSyncQuery;
 350     D3DResource* pSyncRTRes;
 351 
 352     IDirect3DStateBlock9* pStateBlock;
 353 
 354     /**
 355      * Used to implement simple primitive batching.
 356      * See BeginScene/EndScene/ForceEndScene.
 357      */
 358     BOOL    bBeginScenePending;
 359 };
 360 
 361 // - Helper Macros ---------------------------------------------------
 362 
 363 #define D3DC_INIT_SHADER_LIST(list, max) \
 364     do { \
 365         (list).head     = NULL; \
 366         (list).maxItems = (max); \
 367         (list).dispose  = D3DContext_DisposeShader; \
 368     } while (0)
 369 
 370 /**
 371  * This constant determines the size of the shared tile texture used
 372  * by a number of image rendering methods.  For example, the blit tile texture
 373  * will have dimensions with width D3DC_BLIT_TILE_SIZE and height
 374  * D3DC_BLIT_TILE_SIZE (the tile will always be square).
 375  */
 376 #define D3DC_BLIT_TILE_SIZE 256
 377 
 378 /**
 379  * See BufferedContext.java for more on these flags...
 380  */
 381 #define D3DC_NO_CONTEXT_FLAGS \
 382     sun_java2d_pipe_BufferedContext_NO_CONTEXT_FLAGS
 383 #define D3DC_SRC_IS_OPAQUE    \
 384     sun_java2d_pipe_BufferedContext_SRC_IS_OPAQUE
 385 #define D3DC_USE_MASK         \
 386     sun_java2d_pipe_BufferedContext_USE_MASK
 387 
 388 #define CAPS_EMPTY          \
 389     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_EMPTY
 390 #define CAPS_RT_PLAIN_ALPHA \
 391     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_RT_PLAIN_ALPHA
 392 #define CAPS_RT_TEXTURE_ALPHA      \
 393     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_RT_TEXTURE_ALPHA
 394 #define CAPS_RT_TEXTURE_OPAQUE     \
 395     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_RT_TEXTURE_OPAQUE
 396 #define CAPS_MULTITEXTURE   \
 397     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_MULTITEXTURE
 398 #define CAPS_TEXNONPOW2     \
 399     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_TEXNONPOW2
 400 #define CAPS_TEXNONSQUARE   \
 401     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_TEXNONSQUARE
 402 #define CAPS_LCD_SHADER     \
 403     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_LCD_SHADER
 404 #define CAPS_BIOP_SHADER    \
 405     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_BIOP_SHADER
 406 #define CAPS_AA_SHADER    \
 407     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_AA_SHADER
 408 #define CAPS_DEVICE_OK      \
 409     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_DEVICE_OK
 410 #define CAPS_PS20           \
 411     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_PS20
 412 #define CAPS_PS30           \
 413     sun_java2d_d3d_D3DContext_D3DContextCaps_CAPS_PS30
 414 
 415 #endif // D3DCONTEXT_H