示例#1
0
/*
 * Class:     sun_java2d_d3d_D3DSurfaceData
 * Method:    dbGetPixelNative
 * Signature: (JII)I
 */
JNIEXPORT jint JNICALL Java_sun_java2d_d3d_D3DSurfaceData_dbGetPixelNative
  (JNIEnv *env, jclass clazz, jlong pData, jint x, jint y)
{
    HRESULT res;
    D3DSDOps *d3dsdo;
    D3DContext *pCtx;
    D3DPipelineManager *pMgr;
    D3DResource *pLockableRes;
    jint pixel = 0;

    J2dTraceLn(J2D_TRACE_INFO, "D3DSurfaceData_dbGetPixelNative");

    RETURN_STATUS_IF_NULL(d3dsdo = (D3DSDOps *)jlong_to_ptr(pData), pixel);
    RETURN_STATUS_IF_NULL(d3dsdo->pResource, pixel);
    RETURN_STATUS_IF_NULL(pMgr = D3DPipelineManager::GetInstance(), pixel);

    if (FAILED(res = pMgr->GetD3DContext(d3dsdo->adapter, &pCtx))) {
        D3DRQ_MarkLostIfNeeded(res, d3dsdo);
        return pixel;
    }
    RETURN_STATUS_IF_NULL(pCtx->GetResourceManager(), 0);

    IDirect3DDevice9 *pd3dDevice = pCtx->Get3DDevice();
    IDirect3DSurface9 *pSrc = d3dsdo->pResource->GetSurface();
    D3DFORMAT srcFmt = d3dsdo->pResource->GetDesc()->Format;

    pCtx->UpdateState(STATE_OTHEROP);

    res = pCtx->GetResourceManager()->
            GetLockableRTSurface(1, 1, srcFmt, &pLockableRes);
    if (SUCCEEDED(res)) {
        IDirect3DSurface9 *pTmpSurface;
        RECT srcRect = { x, y, x+1, y+1};
        RECT dstRect = { 0l, 0l, 1, 1 };

        pTmpSurface = pLockableRes->GetSurface();
        res = pd3dDevice->StretchRect(pSrc, &srcRect, pTmpSurface, &dstRect,
                                      D3DTEXF_NONE);
        if (SUCCEEDED(res)) {
            D3DLOCKED_RECT lRect;

            res = pTmpSurface->LockRect(&lRect, &dstRect, D3DLOCK_NOSYSLOCK);
            if (SUCCEEDED(res)) {
                if (srcFmt == D3DFMT_X8R8G8B8) {
                    pixel = *(jint*)lRect.pBits;
                } else {
                    pixel = *(unsigned short*)lRect.pBits;
                }
                pTmpSurface->UnlockRect();
            }
        }
    }
    D3DRQ_MarkLostIfNeeded(res, d3dsdo);

    return pixel;
}
示例#2
0
HRESULT
D3DTR_EnableGlyphVertexCache(D3DContext *d3dc)
{
    J2dTraceLn(J2D_TRACE_INFO, "D3DTR_EnableGlyphVertexCache");

    IDirect3DDevice9 *pd3dDevice = d3dc->Get3DDevice();
    D3DTEXTUREFILTERTYPE fhint =
        d3dc->IsTextureFilteringSupported(D3DTEXF_NONE) ?
        D3DTEXF_NONE : D3DTEXF_POINT;
    pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, fhint);
    pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, fhint);

    // glyph cache had been successfully initialized if we got here
    D3DResource *pGlyphCacheTexRes =
        d3dc->GetGrayscaleGlyphCache()->GetGlyphCacheTexture();
    return d3dc->SetTexture(pGlyphCacheTexRes->GetTexture(), 0);
}
示例#3
0
HRESULT
D3DResourceManager::GetStockTextureResource(UINT width, UINT height,
                                            BOOL isRTT, BOOL isOpaque,
                                            D3DFORMAT *pFormat/*in/out*/,
                                            DWORD dwUsage,
                                            D3DResource **ppTextureResource)
{
    D3DResource *pResource = *ppTextureResource;
    if (pResource != NULL) {
        if (pResource->GetTexture() != NULL) {
            return S_OK;
        }
        ReleaseResource(pResource);
        *ppTextureResource = NULL;
    }

    return CreateTexture(width, height, isRTT, isOpaque, pFormat, dwUsage,
                         ppTextureResource);
}
示例#4
0
HRESULT D3DMaskCache::Enable()
{
    HRESULT res;

    J2dTraceLn(J2D_TRACE_INFO, "D3DMaskCache::Enable");

    D3DResource *pMaskTexRes;
    res = pCtx->GetResourceManager()->GetMaskTexture(&pMaskTexRes);
    RETURN_STATUS_IF_FAILED(res);

    res = pCtx->SetTexture(pMaskTexRes->GetTexture(), 0);

    IDirect3DDevice9 *pd3dDevice = pCtx->Get3DDevice();
    D3DTEXTUREFILTERTYPE fhint =
        pCtx->IsTextureFilteringSupported(D3DTEXF_NONE) ?
            D3DTEXF_NONE : D3DTEXF_POINT;
    pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, fhint);
    pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, fhint);

    return res;
}
示例#5
0
/**
 * This method checks to see if the given LCD glyph bounds fall within the
 * cached destination texture bounds.  If so, this method can return
 * immediately.  If not, this method will copy a chunk of framebuffer data
 * into the cached destination texture and then update the current cached
 * destination bounds before returning.
 *
 * The agx1, agx2 are "adjusted" glyph bounds, which are only used when checking
 * against the previous glyph bounds.
 */
static HRESULT
D3DTR_UpdateCachedDestination(D3DContext *d3dc, D3DSDOps *dstOps,
                              GlyphInfo *ginfo,
                              jint gx1, jint gy1, jint gx2, jint gy2,
                              jint agx1, jint agx2,
                              jint glyphIndex, jint totalGlyphs)
{
    jint dx1, dy1, dx2, dy2;
    D3DResource *pCachedDestTexRes;
    IDirect3DSurface9 *pCachedDestSurface, *pDst;
    HRESULT res;

    if (isCachedDestValid && INSIDE(gx1, gy1, gx2, gy2, cachedDestBounds)) {
        // glyph is already within the cached destination bounds; no need
        // to read back the entire destination region again, but we do
        // need to see if the current glyph overlaps the previous glyph...

        // only use the "adjusted" glyph bounds when checking against
        // previous glyph's bounds
        gx1 = agx1;
        gx2 = agx2;

        if (INTERSECTS(gx1, gy1, gx2, gy2, previousGlyphBounds)) {
            // the current glyph overlaps the destination region touched
            // by the previous glyph, so now we need to read back the part
            // of the destination corresponding to the previous glyph
            dx1 = previousGlyphBounds.x1;
            dy1 = previousGlyphBounds.y1;
            dx2 = previousGlyphBounds.x2;
            dy2 = previousGlyphBounds.y2;

            // REMIND: make sure we flush any pending primitives that are
            // dependent on the current contents of the cached dest
            d3dc->FlushVertexQueue();

            RETURN_STATUS_IF_NULL(dstOps->pResource, E_FAIL);
            RETURN_STATUS_IF_NULL(pDst = dstOps->pResource->GetSurface(),
                                  E_FAIL);
            res = d3dc->GetResourceManager()->
                GetCachedDestTexture(dstOps->pResource->GetDesc()->Format,
                                     &pCachedDestTexRes);
            RETURN_STATUS_IF_FAILED(res);
            pCachedDestSurface = pCachedDestTexRes->GetSurface();

            // now dxy12 represent the "desired" destination bounds, but the
            // StretchRect() call may fail if these fall outside the actual
            // surface bounds; therefore, we use cxy12 to represent the
            // clamped bounds, and dxy12 are saved for later
            jint cx1 = (dx1 < 0) ? 0 : dx1;
            jint cy1 = (dy1 < 0) ? 0 : dy1;
            jint cx2 = (dx2 > dstOps->width)  ? dstOps->width  : dx2;
            jint cy2 = (dy2 > dstOps->height) ? dstOps->height : dy2;

            if (cx2 > cx1 && cy2 > cy1) {
                // copy destination into subregion of cached texture tile
                //   cx1-cachedDestBounds.x1 == +xoffset from left of texture
                //   cy1-cachedDestBounds.y1 == +yoffset from top of texture
                //   cx2-cachedDestBounds.x1 == +xoffset from left of texture
                //   cy2-cachedDestBounds.y1 == +yoffset from top of texture
                jint cdx1 = cx1-cachedDestBounds.x1;
                jint cdy1 = cy1-cachedDestBounds.y1;
                jint cdx2 = cx2-cachedDestBounds.x1;
                jint cdy2 = cy2-cachedDestBounds.y1;
                RECT srcRect = {  cx1,  cy1,  cx2,  cy2 };
                RECT dstRect = { cdx1, cdy1, cdx2, cdy2 };

                IDirect3DDevice9 *pd3dDevice = d3dc->Get3DDevice();
                res = pd3dDevice->StretchRect(pDst, &srcRect,
                                              pCachedDestSurface, &dstRect,
                                              D3DTEXF_NONE);
            }
        }
    } else {
        // destination region is not valid, so we need to read back a
        // chunk of the destination into our cached texture

        // position the upper-left corner of the destination region on the
        // "top" line of glyph list
        // REMIND: this isn't ideal; it would be better if we had some idea
        //         of the bounding box of the whole glyph list (this is
        //         do-able, but would require iterating through the whole
        //         list up front, which may present its own problems)
        dx1 = gx1;
        dy1 = gy1;

        jint remainingWidth;
        if (ginfo->advanceX > 0) {
            // estimate the width based on our current position in the glyph
            // list and using the x advance of the current glyph (this is just
            // a quick and dirty heuristic; if this is a "thin" glyph image,
            // then we're likely to underestimate, and if it's "thick" then we
            // may end up reading back more than we need to)
            remainingWidth =
                (jint)(ginfo->advanceX * (totalGlyphs - glyphIndex));
            if (remainingWidth > D3DTR_CACHED_DEST_WIDTH) {
                remainingWidth = D3DTR_CACHED_DEST_WIDTH;
            } else if (remainingWidth < ginfo->width) {
                // in some cases, the x-advance may be slightly smaller
                // than the actual width of the glyph; if so, adjust our
                // estimate so that we can accomodate the entire glyph
                remainingWidth = ginfo->width;
            }
        } else {
            // a negative advance is possible when rendering rotated text,
            // in which case it is difficult to estimate an appropriate
            // region for readback, so we will pick a region that
            // encompasses just the current glyph
            remainingWidth = ginfo->width;
        }
        dx2 = dx1 + remainingWidth;

        // estimate the height (this is another sloppy heuristic; we'll
        // make the cached destination region tall enough to encompass most
        // glyphs that are small enough to fit in the glyph cache, and then
        // we add a little something extra to account for descenders
        dy2 = dy1 + D3DTR_CACHE_CELL_HEIGHT + 2;

        // REMIND: make sure we flush any pending primitives that are
        // dependent on the current contents of the cached dest
        d3dc->FlushVertexQueue();

        RETURN_STATUS_IF_NULL(dstOps->pResource, E_FAIL);
        RETURN_STATUS_IF_NULL(pDst = dstOps->pResource->GetSurface(), E_FAIL);
        res = d3dc->GetResourceManager()->
            GetCachedDestTexture(dstOps->pResource->GetDesc()->Format,
                                 &pCachedDestTexRes);
        RETURN_STATUS_IF_FAILED(res);
        pCachedDestSurface = pCachedDestTexRes->GetSurface();

        // now dxy12 represent the "desired" destination bounds, but the
        // StretchRect() call may fail if these fall outside the actual
        // surface bounds; therefore, we use cxy12 to represent the
        // clamped bounds, and dxy12 are saved for later
        jint cx1 = (dx1 < 0) ? 0 : dx1;
        jint cy1 = (dy1 < 0) ? 0 : dy1;
        jint cx2 = (dx2 > dstOps->width)  ? dstOps->width  : dx2;
        jint cy2 = (dy2 > dstOps->height) ? dstOps->height : dy2;

        if (cx2 > cx1 && cy2 > cy1) {
            // copy destination into cached texture tile (the upper-left
            // corner of the destination region will be positioned at the
            // upper-left corner (0,0) of the texture)
            RECT srcRect = { cx1, cy1, cx2, cy2 };
            RECT dstRect = { cx1-dx1, cy1-dy1, cx2-dx1, cy2-dy1 };

            IDirect3DDevice9 *pd3dDevice = d3dc->Get3DDevice();
            res = pd3dDevice->StretchRect(pDst, &srcRect,
                                          pCachedDestSurface, &dstRect,
                                          D3DTEXF_NONE);
        }

        // update the cached bounds and mark it valid
        cachedDestBounds.x1 = dx1;
        cachedDestBounds.y1 = dy1;
        cachedDestBounds.x2 = dx2;
        cachedDestBounds.y2 = dy2;
        isCachedDestValid = JNI_TRUE;
    }

    // always update the previous glyph bounds
    previousGlyphBounds.x1 = gx1;
    previousGlyphBounds.y1 = gy1;
    previousGlyphBounds.x2 = gx2;
    previousGlyphBounds.y2 = gy2;

    return res;
}
示例#6
0
/*
 * Class:     sun_java2d_d3d_D3DSurfaceData
 * Method:    updateWindowAccelImpl
 * Signature: (JJII)Z
 */
JNIEXPORT jboolean
JNICALL Java_sun_java2d_d3d_D3DSurfaceData_updateWindowAccelImpl
  (JNIEnv *env, jclass clazz, jlong pd3dsd, jlong pData, jint w, jint h)
{
    HRESULT res;
    AwtWindow *window;
    HBITMAP hBitmap = NULL;
    D3DSDOps *d3dsdo;
    D3DResource *pSrcRes;
    D3DContext *pCtx;
    D3DPipelineManager *pMgr;
    D3DResource *pLockableRes = NULL;
    IDirect3DSurface9 *pTmpSurface = NULL;
    IDirect3DDevice9 *pd3dDevice = NULL;
    D3DLOCKED_RECT lockedRect;

    J2dTraceLn(J2D_TRACE_ERROR, "D3DSurfaceData_updateWindowAccelImpl");

    if (w <= 0 || h <= 0) {
        return JNI_TRUE;
    }

    RETURN_STATUS_IF_NULL(window = (AwtWindow *)jlong_to_ptr(pData), JNI_FALSE);
    RETURN_STATUS_IF_NULL(d3dsdo = (D3DSDOps *)jlong_to_ptr(pd3dsd), JNI_FALSE);
    RETURN_STATUS_IF_NULL(pMgr = D3DPipelineManager::GetInstance(), JNI_FALSE);
    RETURN_STATUS_IF_NULL(pSrcRes = d3dsdo->pResource, JNI_FALSE);

    if (FAILED(res = pMgr->GetD3DContext(d3dsdo->adapter, &pCtx))) {
        D3DRQ_MarkLostIfNeeded(res, d3dsdo);
        return JNI_FALSE;
    }

    RETURN_STATUS_IF_NULL(pd3dDevice = pCtx->Get3DDevice(), JNI_FALSE);
    pCtx->UpdateState(STATE_OTHEROP);

    res = pCtx->GetResourceManager()->
            GetBlitOSPSurface(pSrcRes->GetDesc()->Width,
                              pSrcRes->GetDesc()->Height,
                              pSrcRes->GetDesc()->Format,
                              &pLockableRes);
    if (FAILED(res)) {
        D3DRQ_MarkLostIfNeeded(res, d3dsdo);
        return JNI_FALSE;
    }
    pTmpSurface = pLockableRes->GetSurface();

    res = pd3dDevice->GetRenderTargetData(pSrcRes->GetSurface(), pTmpSurface);
    if (FAILED(res)) {
        D3DRQ_MarkLostIfNeeded(res, d3dsdo);
        return JNI_FALSE;
    }

    res = pTmpSurface->LockRect(&lockedRect, NULL, D3DLOCK_NOSYSLOCK);
    if (SUCCEEDED(res)) {
        hBitmap =
            BitmapUtil::CreateBitmapFromARGBPre(w, h,
                                                lockedRect.Pitch,
                                                (int*)lockedRect.pBits);
        pTmpSurface->UnlockRect();
    }
    RETURN_STATUS_IF_NULL(hBitmap, JNI_FALSE);

    window->UpdateWindow(env, NULL, w, h, hBitmap);

    // hBitmap is released in UpdateWindow

    return JNI_TRUE;
}
示例#7
0
HRESULT
D3DBufImgOps_EnableLookupOp(D3DContext *d3dc,
                            jboolean nonPremult, jboolean shortData,
                            jint numBands, jint bandLength, jint offset,
                            void *tableValues)
{
    HRESULT res;
    IDirect3DDevice9 *pd3dDevice;
    D3DResource *pLutTexRes;
    IDirect3DTexture9 *pLutTex;
    int bytesPerElem = (shortData ? 2 : 1);
    jfloat foffsets[4];
    void *bands[4];
    int i;
    jint flags = 0;

    J2dTraceLn4(J2D_TRACE_INFO,
                "D3DBufImgOps_EnableLookupOp: short=%d num=%d len=%d off=%d",
                shortData, numBands, bandLength, offset);

    RETURN_STATUS_IF_NULL(d3dc, E_FAIL);

    d3dc->UpdateState(STATE_CHANGE);

    // choose the appropriate shader, depending on the source image
    // and the number of bands involved
    if (numBands != 4) {
        flags |= LOOKUP_USE_SRC_ALPHA;
    }
    if (nonPremult) {
        flags |= LOOKUP_NON_PREMULT;
    }

    // locate/enable the shader program for the given flags
    res = d3dc->EnableLookupProgram(flags);
    RETURN_STATUS_IF_FAILED(res);

    // update the "uniform" offset value
    for (i = 0; i < 4; i++) {
        foffsets[i] = offset / 255.0f;
    }
    pd3dDevice = d3dc->Get3DDevice();
    pd3dDevice->SetPixelShaderConstantF(0, foffsets, 1);

    res = d3dc->GetResourceManager()->GetLookupOpLutTexture(&pLutTexRes);
    RETURN_STATUS_IF_FAILED(res);
    pLutTex = pLutTexRes->GetTexture();

    // update the lookup table with the user-provided values
    if (numBands == 1) {
        // replicate the single band for R/G/B; alpha band is unused
        for (i = 0; i < 3; i++) {
            bands[i] = tableValues;
        }
        bands[3] = NULL;
    } else if (numBands == 3) {
        // user supplied band for each of R/G/B; alpha band is unused
        for (i = 0; i < 3; i++) {
            bands[i] = PtrAddBytes(tableValues, i*bandLength*bytesPerElem);
        }
        bands[3] = NULL;
    } else if (numBands == 4) {
        // user supplied band for each of R/G/B/A
        for (i = 0; i < 4; i++) {
            bands[i] = PtrAddBytes(tableValues, i*bandLength*bytesPerElem);
        }
    }

    // upload the bands one row at a time into our lookup table texture
    D3DLOCKED_RECT lockedRect;
    res = pLutTex->LockRect(0, &lockedRect, NULL, D3DLOCK_NOSYSLOCK);
    RETURN_STATUS_IF_FAILED(res);

    jushort *pBase = (jushort*)lockedRect.pBits;
    for (i = 0; i < 4; i++) {
        jushort *pDst;
        if (bands[i] == NULL) {
            continue;
        }
        pDst = pBase + (i * 256);
        if (shortData) {
            memcpy(pDst, bands[i], bandLength*sizeof(jushort));
        } else {
            int j;
            jubyte *pSrc = (jubyte *)bands[i];
            for (j = 0; j < bandLength; j++) {
                pDst[j] = (jushort)(pSrc[j] << 8);
            }
        }
    }
    pLutTex->UnlockRect(0);

    // bind the lookup table to texture unit 1 and enable texturing
    res = d3dc->SetTexture(pLutTex, 1);
    pd3dDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    pd3dDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
    pd3dDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    pd3dDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    return res;
}
示例#8
0
/**
 * REMIND: This method assumes that the dimensions of the incoming pixel
 *         array are less than or equal to the cached blit texture tile;
 *         these are rather fragile assumptions, and should be cleaned up...
 */
HRESULT
D3DMaskBlit_MaskBlit(JNIEnv *env, D3DContext *d3dc,
                     jint dstx, jint dsty,
                     jint width, jint height,
                     void *pPixels)
{
    HRESULT res = S_OK;
    jfloat dx1, dy1, dx2, dy2;
    jfloat tx1, ty1, tx2, ty2;

    J2dTraceLn(J2D_TRACE_INFO, "D3DMaskBlit_MaskBlit");

    if (width <= 0 || height <= 0) {
        J2dTraceLn(J2D_TRACE_WARNING,
                   "D3DMaskBlit_MaskBlit: invalid dimensions");
        return res;
    }

    RETURN_STATUS_IF_NULL(pPixels, E_FAIL);
    RETURN_STATUS_IF_NULL(d3dc, E_FAIL);
    if (FAILED(res = d3dc->BeginScene(STATE_TEXTUREOP))) {
        return res;
    }

    D3DResource *pBlitTexRes;
    if (FAILED(res =
               d3dc->GetResourceManager()->GetBlitTexture(&pBlitTexRes)))
    {
        return res;
    }
    IDirect3DTexture9 *pBlitTex = pBlitTexRes->GetTexture();

    if (FAILED(res = d3dc->SetTexture(pBlitTex, 0))) {
        return res;
    }

    IDirect3DDevice9 *pd3dDevice = d3dc->Get3DDevice();
    D3DTEXTUREFILTERTYPE fhint =
        d3dc->IsTextureFilteringSupported(D3DTEXF_NONE) ?
            D3DTEXF_NONE : D3DTEXF_POINT;
    pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, fhint);
    pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, fhint);

    // copy system memory IntArgbPre surface into cached texture
    if (FAILED(res = d3dc->UploadTileToTexture(pBlitTexRes, pPixels,
                                               0, 0, 0, 0,
                                               width, height,
                                               width*4,
                                               TILEFMT_4BYTE_ARGB_PRE)))
    {
        return res;
    }

    dx1 = (jfloat)dstx;
    dy1 = (jfloat)dsty;
    dx2 = dx1 + width;
    dy2 = dy1 + height;

    tx1 = 0.0f;
    ty1 = 0.0f;
    tx2 = ((jfloat)width) / D3DC_BLIT_TILE_SIZE;
    ty2 = ((jfloat)height) / D3DC_BLIT_TILE_SIZE;

    // render cached texture to the destination surface
    res = d3dc->pVCacher->DrawTexture(dx1, dy1, dx2, dy2,
                                      tx1, ty1, tx2, ty2);
    res = d3dc->pVCacher->Render();

    return res;
}