jdk/src/java.desktop/windows/classes/sun/java2d/d3d/D3DRenderQueue.java
author alexsch
Fri, 13 Nov 2015 05:02:26 -0800
changeset 34394 259d6e4e0978
parent 25859 3317bb8137f4
permissions -rw-r--r--
8073320: Windows HiDPI Graphics support Reviewed-by: flar, serb
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/*
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 * Copyright (c) 2007, 2008, Oracle and/or its affiliates. All rights reserved.
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 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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 *
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 * This code is free software; you can redistribute it and/or modify it
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 * under the terms of the GNU General Public License version 2 only, as
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 * published by the Free Software Foundation.  Oracle designates this
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 * particular file as subject to the "Classpath" exception as provided
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 * by Oracle in the LICENSE file that accompanied this code.
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 *
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 * This code is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
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 * version 2 for more details (a copy is included in the LICENSE file that
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 * accompanied this code).
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 *
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 * You should have received a copy of the GNU General Public License version
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 * 2 along with this work; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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 *
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 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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 * or visit www.oracle.com if you need additional information or have any
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 * questions.
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 */
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package sun.java2d.d3d;
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import sun.java2d.ScreenUpdateManager;
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import sun.java2d.pipe.RenderBuffer;
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import sun.java2d.pipe.RenderQueue;
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import static sun.java2d.pipe.BufferedOpCodes.*;
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/**
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 * D3D-specific implementation of RenderQueue.
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 */
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public class D3DRenderQueue extends RenderQueue {
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    private static D3DRenderQueue theInstance;
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    private static Thread rqThread;
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    private D3DRenderQueue() {
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    }
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    /**
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     * Returns the single D3DRenderQueue instance.  If it has not yet been
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     * initialized, this method will first construct the single instance
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     * before returning it.
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     */
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    public static synchronized D3DRenderQueue getInstance() {
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        if (theInstance == null) {
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            theInstance = new D3DRenderQueue();
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            // no need to lock, noone has reference to this instance yet
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            theInstance.flushAndInvokeNow(new Runnable() {
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                public void run() {
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                    rqThread = Thread.currentThread();
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                }
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            });
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        }
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        return theInstance;
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    }
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    /**
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     * Flushes the single D3DRenderQueue instance synchronously.  If an
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     * D3DRenderQueue has not yet been instantiated, this method is a no-op.
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     * This method is useful in the case of Toolkit.sync(), in which we want
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     * to flush the D3D pipeline, but only if the D3D pipeline is currently
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     * enabled.  Since this class has few external dependencies, callers need
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     * not be concerned that calling this method will trigger initialization
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     * of the D3D pipeline and related classes.
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     */
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    public static void sync() {
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        if (theInstance != null) {
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            // need to make sure any/all screen surfaces are presented prior
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            // to completing the sync operation
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            D3DScreenUpdateManager mgr =
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                (D3DScreenUpdateManager)ScreenUpdateManager.getInstance();
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            mgr.runUpdateNow();
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            theInstance.lock();
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            try {
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                theInstance.ensureCapacity(4);
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                theInstance.getBuffer().putInt(SYNC);
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                theInstance.flushNow();
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            } finally {
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                theInstance.unlock();
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            }
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        }
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    }
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    /**
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     * Attempt to restore the devices if they're in the lost state.
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     * (used when a full-screen window is activated/deactivated)
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     */
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    public static void restoreDevices() {
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        D3DRenderQueue rq = getInstance();
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        rq.lock();
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        try {
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            rq.ensureCapacity(4);
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            rq.getBuffer().putInt(RESTORE_DEVICES);
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            rq.flushNow();
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        } finally {
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            rq.unlock();
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        }
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    }
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    /**
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     * @return true if current thread is the render queue thread,
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     * false otherwise
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     */
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    public static boolean isRenderQueueThread() {
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        return (Thread.currentThread() == rqThread);
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    }
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    /**
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     * Disposes the native memory associated with the given native
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     * graphics config info pointer on the single queue flushing thread.
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     */
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    public static void disposeGraphicsConfig(long pConfigInfo) {
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        D3DRenderQueue rq = getInstance();
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        rq.lock();
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        try {
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            RenderBuffer buf = rq.getBuffer();
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            rq.ensureCapacityAndAlignment(12, 4);
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            buf.putInt(DISPOSE_CONFIG);
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            buf.putLong(pConfigInfo);
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            // this call is expected to complete synchronously, so flush now
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            rq.flushNow();
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        } finally {
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            rq.unlock();
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        }
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    }
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    public void flushNow() {
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        // assert lock.isHeldByCurrentThread();
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        flushBuffer(null);
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    }
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    public void flushAndInvokeNow(Runnable r) {
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        // assert lock.isHeldByCurrentThread();
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        flushBuffer(r);
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    }
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    private native void flushBuffer(long buf, int limit, Runnable task);
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    private void flushBuffer(Runnable task) {
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        // assert lock.isHeldByCurrentThread();
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        int limit = buf.position();
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        if (limit > 0 || task != null) {
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            // process the queue
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            flushBuffer(buf.getAddress(), limit, task);
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        }
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        // reset the buffer position
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        buf.clear();
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        // clear the set of references, since we no longer need them
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        refSet.clear();
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    }
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}