--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/jdk/src/java.desktop/windows/native/libawt/sun/java2d/d3d/D3DContext.cpp Sun Aug 17 15:54:13 2014 +0100
@@ -0,0 +1,1902 @@
+/*
+ * Copyright (c) 2007, 2008, 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.
+ */
+
+#include "D3DPipeline.h"
+#include "jlong.h"
+
+#include "GraphicsPrimitiveMgr.h"
+#include "D3DContext.h"
+#include "D3DSurfaceData.h"
+#include "D3DBufImgOps.h"
+#include "D3DPaints.h"
+#include "D3DRenderQueue.h"
+#include "D3DShaders.h"
+#include "D3DTextRenderer.h"
+#include "D3DPipelineManager.h"
+#include "D3DGlyphCache.h"
+
+typedef struct {
+ D3DBLEND src;
+ D3DBLEND dst;
+} D3DBlendRule;
+
+/**
+ * This table contains the standard blending rules (or Porter-Duff compositing
+ * factors) used in SetRenderState(), indexed by the rule constants from the
+ * AlphaComposite class.
+ */
+D3DBlendRule StdBlendRules[] = {
+ { D3DBLEND_ZERO, D3DBLEND_ZERO }, /* 0 - Nothing */
+ { D3DBLEND_ZERO, D3DBLEND_ZERO }, /* 1 - RULE_Clear */
+ { D3DBLEND_ONE, D3DBLEND_ZERO }, /* 2 - RULE_Src */
+ { D3DBLEND_ONE, D3DBLEND_INVSRCALPHA }, /* 3 - RULE_SrcOver */
+ { D3DBLEND_INVDESTALPHA, D3DBLEND_ONE }, /* 4 - RULE_DstOver */
+ { D3DBLEND_DESTALPHA, D3DBLEND_ZERO }, /* 5 - RULE_SrcIn */
+ { D3DBLEND_ZERO, D3DBLEND_SRCALPHA }, /* 6 - RULE_DstIn */
+ { D3DBLEND_INVDESTALPHA, D3DBLEND_ZERO }, /* 7 - RULE_SrcOut */
+ { D3DBLEND_ZERO, D3DBLEND_INVSRCALPHA }, /* 8 - RULE_DstOut */
+ { D3DBLEND_ZERO, D3DBLEND_ONE }, /* 9 - RULE_Dst */
+ { D3DBLEND_DESTALPHA, D3DBLEND_INVSRCALPHA }, /*10 - RULE_SrcAtop */
+ { D3DBLEND_INVDESTALPHA, D3DBLEND_SRCALPHA }, /*11 - RULE_DstAtop */
+ { D3DBLEND_INVDESTALPHA, D3DBLEND_INVSRCALPHA }, /*12 - RULE_AlphaXor*/
+};
+
+void
+D3DUtils_SetOrthoMatrixOffCenterLH(D3DMATRIX *m,
+ float width, float height)
+{
+ ZeroMemory(m, sizeof(D3DMATRIX));
+ m->_11 = 2.0f/width;
+ m->_22 = -2.0f/height;
+ m->_33 = 0.5f;
+ m->_44 = 1.0f;
+
+ m->_41 = -1.0f;
+ m->_42 = 1.0f;
+ m->_43 = 0.5f;
+}
+
+void
+D3DUtils_SetIdentityMatrix(D3DMATRIX *m)
+{
+ m->_12 = m->_13 = m->_14 = m->_21 = m->_23 = m->_24 = 0.0f;
+ m->_31 = m->_32 = m->_34 = m->_41 = m->_42 = m->_43 = 0.0f;
+ m->_11 = m->_22 = m->_33 = m->_44 = 1.0f;
+}
+
+// the following methods are copies of the AffineTransform's class
+// corresponding methods, with these changes to the indexes:
+// 00 -> 11
+// 11 -> 22
+// 01 -> 21
+// 10 -> 12
+// 02 -> 41
+// 12 -> 42
+
+void
+D3DUtils_2DConcatenateM(D3DMATRIX *m, D3DMATRIX *m1)
+{
+ float M0, M1;
+ float T00, T10, T01, T11;
+ float T02, T12;
+
+ T00 = m1->_11; T01 = m1->_21; T02 = m1->_41;
+ T10 = m1->_12; T11 = m1->_22; T12 = m1->_42;
+
+ M0 = m->_11;
+ M1 = m->_21;
+ m->_11 = T00 * M0 + T10 * M1;
+ m->_21 = T01 * M0 + T11 * M1;
+ m->_41 += T02 * M0 + T12 * M1;
+
+ M0 = m->_12;
+ M1 = m->_22;
+ m->_12 = T00 * M0 + T10 * M1;
+ m->_22 = T01 * M0 + T11 * M1;
+ m->_42 += T02 * M0 + T12 * M1;
+}
+
+#ifdef UPDATE_TX
+
+void
+D3DUtils_2DScaleM(D3DMATRIX *m, float sx, float sy)
+{
+ m->_11 *= sx;
+ m->_22 *= sy;
+}
+
+void
+D3DUtils_2DInvertM(D3DMATRIX *m)
+{
+ float M11, M21, M41;
+ float M12, M22, M42;
+ float det;
+
+ M11 = m->_11; M21 = m->_21; M41 = m->_41;
+ M12 = m->_12; M22 = m->_22; M42 = m->_42;
+ det = M11 * M22 - M21 * M12;
+ if (fabs(det) <= 0.0000000001f) {
+ memset(m, 0, sizeof(D3DMATRIX));
+ return;
+ }
+ m->_11 = M22 / det;
+ m->_12 = -M12 / det;
+ m->_21 = -M21 / det;
+ m->_22 = M11 / det;
+ m->_41 = (M21 * M42 - M22 * M41) / det;
+ m->_42 = (M12 * M41 - M11 * M42) / det;
+}
+
+void
+D3DUtils_2DTranslateM(D3DMATRIX *m, float tx, float ty)
+{
+ m->_41 = tx * m->_11 + ty * m->_21 + m->_41;
+ m->_42 = tx * m->_12 + ty * m->_22 + m->_42;
+}
+
+void
+D3DUtils_2DTransformXY(D3DMATRIX *m, float *px, float *py)
+{
+ float x = *px;
+ float y = *py;
+
+ *px = x * m->_11 + y * m->_21 + m->_41;
+ *py = x * m->_12 + y * m->_22 + m->_42;
+}
+
+void
+D3DUtils_2DInverseTransformXY(D3DMATRIX *m, float *px, float *py)
+{
+ float x = *px, y = *py;
+
+ x -= m->_41;
+ y -= m->_42;
+
+ float det = m->_11 * m->_22 - m->_21 * m->_12;
+ if (fabs(det) < 0.0000000001f) {
+ *px = 0.0f;
+ *py = 0.0f;
+ } else {
+ *px = (x * m->_22 - y * m->_21) / det;
+ *py = (y * m->_11 - x * m->_12) / det;
+ }
+}
+
+#endif // UPDATE_TX
+
+static void
+D3DContext_DisposeShader(jlong programID)
+{
+ IDirect3DPixelShader9 *shader =
+ (IDirect3DPixelShader9 *)jlong_to_ptr(programID);
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext_DisposeShader");
+
+ SAFE_RELEASE(shader);
+}
+
+// static
+HRESULT
+D3DContext::CreateInstance(IDirect3D9 *pd3d9, UINT adapter, D3DContext **ppCtx)
+{
+ HRESULT res;
+ *ppCtx = new D3DContext(pd3d9, adapter);
+ if (FAILED(res = (*ppCtx)->InitContext())) {
+ delete *ppCtx;
+ *ppCtx = NULL;
+ }
+ return res;
+}
+
+D3DContext::D3DContext(IDirect3D9 *pd3d, UINT adapter)
+{
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::D3DContext");
+ J2dTraceLn1(J2D_TRACE_VERBOSE, " pd3d=0x%x", pd3d);
+ pd3dObject = pd3d;
+ pd3dDevice = NULL;
+ adapterOrdinal = adapter;
+
+ pResourceMgr = NULL;
+ pMaskCache = NULL;
+ pVCacher = NULL;
+
+ pSyncQuery = NULL;
+ pSyncRTRes = NULL;
+ pStateBlock = NULL;
+
+ D3DC_INIT_SHADER_LIST(convolvePrograms, MAX_CONVOLVE);
+ D3DC_INIT_SHADER_LIST(rescalePrograms, MAX_RESCALE);
+ D3DC_INIT_SHADER_LIST(lookupPrograms, MAX_LOOKUP);
+ D3DC_INIT_SHADER_LIST(basicGradPrograms, 4);
+ D3DC_INIT_SHADER_LIST(linearGradPrograms, 8);
+ D3DC_INIT_SHADER_LIST(radialGradPrograms, 8);
+
+ pLCDGlyphCache= NULL;
+ pGrayscaleGlyphCache= NULL;
+ lcdTextProgram = NULL;
+ aaPgramProgram = NULL;
+
+ contextCaps = CAPS_EMPTY;
+ bBeginScenePending = FALSE;
+
+ ZeroMemory(&devCaps, sizeof(D3DCAPS9));
+ ZeroMemory(&curParams, sizeof(curParams));
+
+ extraAlpha = 1.0f;
+}
+
+void D3DContext::ReleaseDefPoolResources()
+{
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ReleaseDefPoolResources");
+
+ EndScene();
+
+ D3DPipelineManager::NotifyAdapterEventListeners(devCaps.AdapterOrdinal,
+ DEVICE_RESET);
+
+ contextCaps = CAPS_EMPTY;
+
+ SAFE_RELEASE(pSyncQuery);
+ SAFE_RELEASE(pStateBlock);
+
+ if (pVCacher != NULL) {
+ pVCacher->ReleaseDefPoolResources();
+ }
+ if (pMaskCache != NULL) {
+ pMaskCache->ReleaseDefPoolResources();
+ }
+ if (pLCDGlyphCache != NULL) {
+ pLCDGlyphCache->ReleaseDefPoolResources();
+ }
+ if (pGrayscaleGlyphCache != NULL) {
+ pGrayscaleGlyphCache->ReleaseDefPoolResources();
+ }
+ if (pResourceMgr != NULL) {
+ if (pSyncRTRes != NULL) {
+ pResourceMgr->ReleaseResource(pSyncRTRes);
+ pSyncRTRes = NULL;
+ }
+ pResourceMgr->ReleaseDefPoolResources();
+ }
+ ZeroMemory(lastTexture, sizeof(lastTexture));
+ ZeroMemory(lastTextureColorState, sizeof(lastTextureColorState));
+}
+
+void D3DContext::ReleaseContextResources()
+{
+ J2dTraceLn1(J2D_TRACE_INFO,
+ "D3DContext::ReleaseContextResources: pd3dDevice = 0x%x",
+ pd3dDevice);
+
+ ReleaseDefPoolResources();
+
+ D3DPipelineManager::NotifyAdapterEventListeners(devCaps.AdapterOrdinal,
+ DEVICE_DISPOSED);
+
+ // dispose shader lists
+ ShaderList_Dispose(&convolvePrograms);
+ ShaderList_Dispose(&rescalePrograms);
+ ShaderList_Dispose(&lookupPrograms);
+ ShaderList_Dispose(&basicGradPrograms);
+ ShaderList_Dispose(&linearGradPrograms);
+ ShaderList_Dispose(&radialGradPrograms);
+
+ SAFE_DELETE(pLCDGlyphCache);
+ SAFE_DELETE(pGrayscaleGlyphCache);
+
+ SAFE_RELEASE(lcdTextProgram);
+ SAFE_RELEASE(aaPgramProgram);
+
+ SAFE_DELETE(pVCacher);
+ SAFE_DELETE(pMaskCache);
+ SAFE_DELETE(pResourceMgr);
+}
+
+D3DContext::~D3DContext() {
+ J2dTraceLn2(J2D_TRACE_INFO,
+ "~D3DContext: pd3dDevice=0x%x, pd3dObject =0x%x",
+ pd3dDevice, pd3dObject);
+ ReleaseContextResources();
+ SAFE_RELEASE(pd3dDevice);
+}
+
+HRESULT
+D3DContext::InitDevice(IDirect3DDevice9 *pd3dDevice)
+{
+ HRESULT res = S_OK;
+
+ pd3dDevice->GetDeviceCaps(&devCaps);
+
+ J2dRlsTraceLn1(J2D_TRACE_INFO,
+ "D3DContext::InitDevice: device %d", adapterOrdinal);
+
+ // disable some of the unneeded and costly d3d functionality
+ pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
+ pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
+ pd3dDevice->SetRenderState(D3DRS_CLIPPING, FALSE);
+ pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+ pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, D3DZB_FALSE);
+ pd3dDevice->SetRenderState(D3DRS_COLORVERTEX, FALSE);
+ pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+
+ // set the default texture addressing mode
+ pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
+ pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
+
+ // REMIND: check supported filters with
+ // IDirect3D9::CheckDeviceFormat with D3DUSAGE_QUERY_FILTER
+ pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+ pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+
+ // these states never change
+ pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+ pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
+ pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+ pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+ pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
+ pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
+
+ // init the array of latest textures
+ ZeroMemory(lastTexture, sizeof(lastTexture));
+ ZeroMemory(lastTextureColorState, sizeof(lastTextureColorState));
+
+ opState = STATE_CHANGE;
+
+ if (pResourceMgr == NULL) {
+ res = D3DResourceManager::CreateInstance(this, &pResourceMgr);
+ } else {
+ res = pResourceMgr->Init(this);
+ }
+ RETURN_STATUS_IF_FAILED(res);
+
+ if (pVCacher == NULL) {
+ res = D3DVertexCacher::CreateInstance(this, &pVCacher);
+ } else {
+ res = pVCacher->Init(this);
+ }
+ RETURN_STATUS_IF_FAILED(res);
+
+ if (pMaskCache == NULL) {
+ res = D3DMaskCache::CreateInstance(this, &pMaskCache);
+ } else{
+ res = pMaskCache->Init(this);
+ }
+ RETURN_STATUS_IF_FAILED(res);
+
+ if (pLCDGlyphCache != NULL) {
+ if (FAILED(res = pLCDGlyphCache->Init(this))) {
+ // we can live without the cache
+ SAFE_DELETE(pLCDGlyphCache);
+ res = S_OK;
+ }
+ }
+
+ if (pGrayscaleGlyphCache != NULL) {
+ if (FAILED(res = pGrayscaleGlyphCache->Init(this))) {
+ // we can live without the cache
+ SAFE_DELETE(pGrayscaleGlyphCache);
+ res = S_OK;
+ }
+ }
+
+ D3DMATRIX tx;
+ D3DUtils_SetIdentityMatrix(&tx);
+ pd3dDevice->SetTransform(D3DTS_WORLD, &tx);
+ bIsIdentityTx = TRUE;
+
+ if (pSyncQuery == NULL) {
+ // this is allowed to fail, do not propagate the error
+ if (FAILED(pd3dDevice->CreateQuery(D3DQUERYTYPE_EVENT, &pSyncQuery))) {
+ J2dRlsTraceLn(J2D_TRACE_WARNING,
+ "D3DContext::InitDevice: sync query not available");
+ pSyncQuery = NULL;
+ }
+ }
+ if (pSyncRTRes == NULL) {
+ D3DFORMAT format;
+ if (FAILED(GetResourceManager()->
+ CreateRTSurface(32, 32, TRUE, TRUE, &format, &pSyncRTRes))) {
+ J2dRlsTraceLn(J2D_TRACE_WARNING,
+ "D3DContext::InitDevice: "
+ "error creating sync surface");
+ }
+ }
+
+ bBeginScenePending = FALSE;
+
+ J2dRlsTraceLn1(J2D_TRACE_INFO,
+ "D3DContext::InitDefice: successfully initialized device %d",
+ adapterOrdinal);
+
+ return res;
+}
+
+HRESULT
+D3DContext::CheckAndResetDevice()
+{
+ HRESULT res = E_FAIL;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::CheckAndResetDevice");
+
+ if (pd3dDevice != NULL) {
+ if (FAILED(res = pd3dDevice->TestCooperativeLevel())) {
+ if (res == D3DERR_DEVICELOST) {
+ J2dTraceLn1(J2D_TRACE_VERBOSE, " device %d is still lost",
+ adapterOrdinal);
+ // nothing to be done here, wait for D3DERR_DEVICENOTRESET
+ return res;
+ } else if (res == D3DERR_DEVICENOTRESET) {
+ J2dTraceLn1(J2D_TRACE_VERBOSE, " device %d needs to be reset",
+ adapterOrdinal);
+ res = ResetContext();
+ } else {
+ // some unexpected error
+ DebugPrintD3DError(res, "D3DContext::CheckAndResetDevice: "\
+ "unknown error %x from TestCooperativeLevel");
+ }
+ } else {
+ J2dTraceLn1(J2D_TRACE_VERBOSE, " device %d is not lost",
+ adapterOrdinal);
+ }
+ } else {
+ J2dTraceLn(J2D_TRACE_VERBOSE, " null device");
+ }
+ return res;
+}
+
+HRESULT
+D3DContext::ResetContext()
+{
+ HRESULT res = E_FAIL;
+
+ J2dRlsTraceLn(J2D_TRACE_INFO, "D3DContext::ResetContext");
+ if (pd3dDevice != NULL) {
+ D3DPRESENT_PARAMETERS newParams;
+
+ newParams = curParams;
+
+ if (newParams.Windowed) {
+ // reset to the current display mode if we're windowed,
+ // otherwise to the display mode we were in when the device
+ // was lost
+ newParams.BackBufferFormat = D3DFMT_UNKNOWN;
+ newParams.FullScreen_RefreshRateInHz = 0;
+ newParams.BackBufferWidth = 0;
+ newParams.BackBufferHeight = 0;
+ }
+ res = ConfigureContext(&newParams);
+ }
+ return res;
+}
+
+HRESULT
+D3DContext::ConfigureContext(D3DPRESENT_PARAMETERS *pNewParams)
+{
+ J2dRlsTraceLn1(J2D_TRACE_INFO, "D3DContext::ConfigureContext device %d",
+ adapterOrdinal);
+ HRESULT res = S_OK;
+ D3DFORMAT stencilFormat;
+ HWND focusHWND = D3DPipelineManager::GetInstance()->GetCurrentFocusWindow();
+ D3DDEVTYPE devType = D3DPipelineManager::GetInstance()->GetDeviceType();
+ // this is needed so that we can find the stencil buffer format
+ if (pNewParams->BackBufferFormat == D3DFMT_UNKNOWN) {
+ D3DDISPLAYMODE dm;
+
+ pd3dObject->GetAdapterDisplayMode(adapterOrdinal, &dm);
+ pNewParams->BackBufferFormat = dm.Format;
+ }
+
+ stencilFormat =
+ D3DPipelineManager::GetInstance()->GetMatchingDepthStencilFormat(
+ adapterOrdinal,
+ pNewParams->BackBufferFormat, pNewParams->BackBufferFormat);
+
+ pNewParams->EnableAutoDepthStencil = TRUE;
+ pNewParams->AutoDepthStencilFormat = stencilFormat;
+
+ // do not set device window in the windowed mode, we use additional
+ // swap chains for rendering, the default chain is not used. otherwise
+ // our scratch focus window will be made visible
+ J2dTraceLn1(J2D_TRACE_VERBOSE, " windowed=%d",pNewParams->Windowed);
+ if (pNewParams->Windowed) {
+ pNewParams->hDeviceWindow = (HWND)0;
+ }
+
+ // The focus window may change when we're entering/exiting the full-screen
+ // mode. It may either be set to the default focus window (when there are
+ // no more devices in fs mode), or to fs window for another device
+ // in fs mode. See D3DPipelineManager::GetCurrentFocusWindow.
+ if (pd3dDevice != NULL) {
+ D3DDEVICE_CREATION_PARAMETERS cParams;
+ pd3dDevice->GetCreationParameters(&cParams);
+ if (cParams.hFocusWindow != focusHWND) {
+ J2dTraceLn(J2D_TRACE_VERBOSE,
+ " focus window changed, need to recreate the device");
+
+ // if fs -> windowed, first exit fs, then recreate, otherwise
+ // the screen might be left in a different display mode
+ if (pNewParams->Windowed && !curParams.Windowed) {
+ J2dTraceLn(J2D_TRACE_VERBOSE,
+ " exiting full-screen mode, reset the device");
+ curParams.Windowed = FALSE;
+ ReleaseDefPoolResources();
+ res = pd3dDevice->Reset(&curParams);
+
+ if (FAILED(res)) {
+ DebugPrintD3DError(res, "D3DContext::ConfigureContext: "\
+ "cound not reset the device");
+ }
+ }
+
+ // note that here we should release all device resources, not only
+ // thos in the default pool since the device is released
+ ReleaseContextResources();
+ SAFE_RELEASE(pd3dDevice);
+ }
+ }
+
+ if (pd3dDevice != NULL) {
+ J2dTraceLn(J2D_TRACE_VERBOSE, " resetting the device");
+
+ ReleaseDefPoolResources();
+
+ if (pNewParams->PresentationInterval == D3DPRESENT_INTERVAL_IMMEDIATE &&
+ !IsImmediateIntervalSupported())
+ {
+ pNewParams->PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+ }
+
+ res = pd3dDevice->Reset(pNewParams);
+ if (FAILED(res)) {
+ DebugPrintD3DError(res,
+ "D3DContext::ConfigureContext: cound not reset the device");
+ return res;
+ }
+ J2dRlsTraceLn1(J2D_TRACE_INFO,
+ "D3DContext::ConfigureContext: successfully reset device: %d",
+ adapterOrdinal);
+ } else {
+ D3DCAPS9 d3dCaps;
+ DWORD dwBehaviorFlags;
+
+ J2dTraceLn(J2D_TRACE_VERBOSE, " creating a new device");
+
+ if (FAILED(res = pd3dObject->GetDeviceCaps(adapterOrdinal,
+ devType, &d3dCaps)))
+ {
+ DebugPrintD3DError(res,
+ "D3DContext::ConfigureContext: failed to get caps");
+ return res;
+ }
+
+ if (pNewParams->PresentationInterval == D3DPRESENT_INTERVAL_IMMEDIATE &&
+ !(d3dCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE))
+ {
+ pNewParams->PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+ }
+
+ // not preserving fpu control word could cause issues (4860749)
+ dwBehaviorFlags = D3DCREATE_FPU_PRESERVE;
+
+ J2dRlsTrace(J2D_TRACE_VERBOSE,
+ "[V] dwBehaviorFlags=D3DCREATE_FPU_PRESERVE|");
+ if (d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
+ J2dRlsTrace(J2D_TRACE_VERBOSE,
+ "D3DCREATE_HARDWARE_VERTEXPROCESSING");
+ dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
+ } else {
+ J2dRlsTrace(J2D_TRACE_VERBOSE,
+ "D3DCREATE_SOFTWARE_VERTEXPROCESSING");
+ dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
+ }
+ // Handling focus changes by ourselves proved to be problematic,
+ // so we're reverting back to D3D handling
+ // dwBehaviorFlags |= D3DCREATE_NOWINDOWCHANGES;
+ J2dRlsTrace(J2D_TRACE_VERBOSE,"\n");
+
+ if (FAILED(res = pd3dObject->CreateDevice(adapterOrdinal, devType,
+ focusHWND,
+ dwBehaviorFlags,
+ pNewParams, &pd3dDevice)))
+ {
+ DebugPrintD3DError(res,
+ "D3DContext::ConfigureContext: error creating d3d device");
+ return res;
+ }
+ J2dRlsTraceLn1(J2D_TRACE_INFO,
+ "D3DContext::ConfigureContext: successfully created device: %d",
+ adapterOrdinal);
+ bIsHWRasterizer = (devType == D3DDEVTYPE_HAL);
+ }
+
+ curParams = *pNewParams;
+ // during the creation of the device d3d modifies this field, we reset
+ // it back to 0
+ curParams.Flags = 0;
+
+ if (FAILED(res = InitDevice(pd3dDevice))) {
+ ReleaseContextResources();
+ return res;
+ }
+
+ res = InitContextCaps();
+
+ return res;
+}
+
+HRESULT
+D3DContext::InitContext()
+{
+ J2dRlsTraceLn1(J2D_TRACE_INFO, "D3DContext::InitContext device %d",
+ adapterOrdinal);
+
+ D3DPRESENT_PARAMETERS params;
+ ZeroMemory(¶ms, sizeof(D3DPRESENT_PARAMETERS));
+
+ params.hDeviceWindow = 0;
+ params.Windowed = TRUE;
+ params.BackBufferCount = 1;
+ params.BackBufferFormat = D3DFMT_UNKNOWN;
+ params.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+
+ return ConfigureContext(¶ms);
+}
+
+HRESULT
+D3DContext::Sync()
+{
+ HRESULT res = S_OK;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::Sync");
+
+ if (pSyncQuery != NULL) {
+ J2dTrace(J2D_TRACE_VERBOSE, " flushing the device queue..");
+ while (S_FALSE ==
+ (res = pSyncQuery->GetData(NULL, 0, D3DGETDATA_FLUSH))) ;
+ J2dTrace(J2D_TRACE_VERBOSE, ".. done\n");
+ }
+ if (pSyncRTRes != NULL) {
+ D3DLOCKED_RECT lr;
+ IDirect3DSurface9 *pSurface = pSyncRTRes->GetSurface();
+ if (SUCCEEDED(pSurface->LockRect(&lr, NULL, D3DLOCK_NOSYSLOCK))) {
+ pSurface->UnlockRect();
+ }
+ }
+ return res;
+}
+
+HRESULT
+D3DContext::SaveState()
+{
+ HRESULT res;
+
+ RETURN_STATUS_IF_NULL(pd3dDevice, S_OK);
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SaveState");
+
+ FlushVertexQueue();
+ UpdateState(STATE_CHANGE);
+
+ if (pStateBlock != NULL) {
+ J2dTraceLn(J2D_TRACE_WARNING,
+ "D3DContext::SaveState: existing state block!");
+ SAFE_RELEASE(pStateBlock);
+ }
+
+ if (SUCCEEDED(res =
+ pd3dDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock)))
+ {
+ J2dTraceLn(J2D_TRACE_VERBOSE, " created state block");
+ } else {
+ J2dTraceLn(J2D_TRACE_WARNING,
+ "D3DContext::SaveState: failed to create state block");
+ }
+ ZeroMemory(lastTexture, sizeof(lastTexture));
+
+ return res;
+}
+
+HRESULT
+D3DContext::RestoreState()
+{
+ HRESULT res = S_OK;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::RestoreState");
+
+ FlushVertexQueue();
+ UpdateState(STATE_CHANGE);
+
+ if (pStateBlock != NULL) {
+ if (SUCCEEDED(res = pStateBlock->Apply())) {
+ J2dTraceLn(J2D_TRACE_VERBOSE, " restored device state");
+ } else {
+ J2dTraceLn(J2D_TRACE_WARNING,
+ "D3DContext::RestoreState: failed to restore state");
+ }
+ SAFE_RELEASE(pStateBlock);
+ } else {
+ J2dTraceLn(J2D_TRACE_WARNING,
+ "D3DContext::RestoreState: empty state block!");
+ }
+ ZeroMemory(lastTexture, sizeof(lastTexture));
+
+ return res;
+}
+
+#define POINT_FILTER_CAP (D3DPTFILTERCAPS_MAGFPOINT|D3DPTFILTERCAPS_MINFPOINT)
+#define LINEAR_FILTER_CAP (D3DPTFILTERCAPS_MAGFLINEAR|D3DPTFILTERCAPS_MINFLINEAR)
+
+BOOL
+D3DContext::IsStretchRectFilteringSupported(D3DTEXTUREFILTERTYPE fType)
+{
+ if (fType == D3DTEXF_POINT) {
+ return ((devCaps.StretchRectFilterCaps & POINT_FILTER_CAP) != 0);
+ }
+ if (fType == D3DTEXF_LINEAR) {
+ return ((devCaps.StretchRectFilterCaps & LINEAR_FILTER_CAP) != 0);
+ }
+ return FALSE;
+}
+
+BOOL
+D3DContext::IsTextureFilteringSupported(D3DTEXTUREFILTERTYPE fType)
+{
+ if (fType == D3DTEXF_POINT) {
+ return ((devCaps.TextureFilterCaps & POINT_FILTER_CAP) != 0);
+ }
+ if (fType == D3DTEXF_LINEAR) {
+ return ((devCaps.TextureFilterCaps & LINEAR_FILTER_CAP) != 0);
+ }
+ return FALSE;
+}
+
+BOOL
+D3DContext::IsTextureFormatSupported(D3DFORMAT format, DWORD usage)
+{
+ HRESULT hr = pd3dObject->CheckDeviceFormat(adapterOrdinal,
+ devCaps.DeviceType,
+ curParams.BackBufferFormat,
+ usage,
+ D3DRTYPE_TEXTURE,
+ format);
+ return SUCCEEDED( hr );
+}
+
+BOOL
+D3DContext::IsDepthStencilBufferOk(D3DSURFACE_DESC *pTargetDesc)
+{
+ IDirect3DSurface9 *pStencil;
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::IsDepthStencilBufferOk");
+
+ if (SUCCEEDED(pd3dDevice->GetDepthStencilSurface(&pStencil))) {
+ D3DSURFACE_DESC descStencil;
+ pStencil->GetDesc(&descStencil);
+ pStencil->Release();
+
+ D3DDISPLAYMODE dm;
+ return
+ (SUCCEEDED(pd3dDevice->GetDisplayMode(0, &dm)) &&
+ pTargetDesc->Width <= descStencil.Width &&
+ pTargetDesc->Height <= descStencil.Height &&
+ SUCCEEDED(pd3dObject->CheckDepthStencilMatch(
+ adapterOrdinal,
+ devCaps.DeviceType,
+ dm.Format, pTargetDesc->Format,
+ descStencil.Format)));
+ }
+ J2dTraceLn(J2D_TRACE_VERBOSE,
+ " current stencil buffer is not compatible with new Render Target");
+
+ return false;
+}
+
+
+
+HRESULT
+D3DContext::InitDepthStencilBuffer(D3DSURFACE_DESC *pTargetDesc)
+{
+ HRESULT res;
+ IDirect3DSurface9 *pBB;
+ D3DDISPLAYMODE dm;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::InitDepthStencilBuffer");
+
+ if (FAILED(res = pd3dDevice->GetDisplayMode(0, &dm))) {
+ return res;
+ }
+
+ D3DFORMAT newFormat =
+ D3DPipelineManager::GetInstance()->GetMatchingDepthStencilFormat(
+ adapterOrdinal, dm.Format, pTargetDesc->Format);
+
+ res = pd3dDevice->CreateDepthStencilSurface(
+ pTargetDesc->Width, pTargetDesc->Height,
+ newFormat, D3DMULTISAMPLE_NONE, 0, false, &pBB, 0);
+ if (SUCCEEDED(res)) {
+ res = pd3dDevice->SetDepthStencilSurface(pBB);
+ pBB->Release();
+ }
+
+ return res;
+}
+
+
+HRESULT
+D3DContext::SetRenderTarget(IDirect3DSurface9 *pSurface)
+{
+ static D3DMATRIX tx;
+ HRESULT res;
+ D3DSURFACE_DESC descNew;
+ IDirect3DSurface9 *pCurrentTarget;
+
+ J2dTraceLn1(J2D_TRACE_INFO,
+ "D3DContext::SetRenderTarget: pSurface=0x%x",
+ pSurface);
+
+ RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
+ RETURN_STATUS_IF_NULL(pSurface, E_FAIL);
+
+ pSurface->GetDesc(&descNew);
+
+ if (SUCCEEDED(res = pd3dDevice->GetRenderTarget(0, &pCurrentTarget))) {
+ if (pCurrentTarget != pSurface) {
+ FlushVertexQueue();
+ if (FAILED(res = pd3dDevice->SetRenderTarget(0, pSurface))) {
+ DebugPrintD3DError(res, "D3DContext::SetRenderTarget: "\
+ "error setting render target");
+ SAFE_RELEASE(pCurrentTarget);
+ return res;
+ }
+
+ if (!IsDepthStencilBufferOk(&descNew)) {
+ if (FAILED(res = InitDepthStencilBuffer(&descNew))) {
+ SAFE_RELEASE(pCurrentTarget);
+ return res;
+ }
+ }
+ }
+ SAFE_RELEASE(pCurrentTarget);
+ }
+ // we set the transform even if the render target didn't change;
+ // this is because in some cases (fs mode) we use the default SwapChain of
+ // the device, and its render target will be the same as the device's, and
+ // we have to set the matrix correctly. This shouldn't be a performance
+ // issue as render target changes are relatively rare
+ D3DUtils_SetOrthoMatrixOffCenterLH(&tx,
+ (float)descNew.Width,
+ (float)descNew.Height);
+ pd3dDevice->SetTransform(D3DTS_PROJECTION, &tx);
+
+ J2dTraceLn1(J2D_TRACE_VERBOSE, " current render target=0x%x", pSurface);
+ return res;
+}
+
+HRESULT
+D3DContext::ResetTransform()
+{
+ HRESULT res = S_OK;
+ D3DMATRIX tx;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ResetTransform");
+ if (pd3dDevice == NULL) {
+ return E_FAIL;
+ }
+
+ // no need for state change, just flush the queue
+ FlushVertexQueue();
+
+ D3DUtils_SetIdentityMatrix(&tx);
+ if (FAILED(res = pd3dDevice->SetTransform(D3DTS_WORLD, &tx))) {
+ DebugPrintD3DError(res, "D3DContext::SetTransform failed");
+ }
+ bIsIdentityTx = TRUE;
+ return res;
+}
+
+HRESULT
+D3DContext::SetTransform(jdouble m00, jdouble m10,
+ jdouble m01, jdouble m11,
+ jdouble m02, jdouble m12)
+{
+ HRESULT res = S_OK;
+ D3DMATRIX tx, tx1;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SetTransform");
+ if (pd3dDevice == NULL) {
+ return E_FAIL;
+ }
+
+ // no need for state change, just flush the queue
+ FlushVertexQueue();
+
+ // In order to correctly map texels to pixels we need to
+ // adjust geometry by -0.5f in the transformed space.
+ // In order to do that we first create a translated matrix
+ // and then concatenate it with the world transform.
+ //
+ // Note that we only use non-id transform with DrawTexture,
+ // the rest is rendered pre-transformed.
+ //
+ // The identity transform for textures is handled in
+ // D3DVertexCacher::DrawTexture() because shifting by -0.5 for id
+ // transform breaks lines rendering.
+
+ ZeroMemory(&tx1, sizeof(D3DMATRIX));
+
+ tx1._11 = (float)m00;
+ tx1._12 = (float)m10;
+ tx1._21 = (float)m01;
+ tx1._22 = (float)m11;
+ tx1._41 = (float)m02;
+ tx1._42 = (float)m12;
+
+ tx1._33 = 1.0f;
+ tx1._44 = 1.0f;
+
+ D3DUtils_SetIdentityMatrix(&tx);
+ tx._41 = -0.5f;
+ tx._42 = -0.5f;
+ D3DUtils_2DConcatenateM(&tx, &tx1);
+
+ J2dTraceLn4(J2D_TRACE_VERBOSE,
+ " %5f %5f %5f %5f", tx._11, tx._12, tx._13, tx._14);
+ J2dTraceLn4(J2D_TRACE_VERBOSE,
+ " %5f %5f %5f %5f", tx._21, tx._22, tx._23, tx._24);
+ J2dTraceLn4(J2D_TRACE_VERBOSE,
+ " %5f %5f %5f %5f", tx._31, tx._32, tx._33, tx._34);
+ J2dTraceLn4(J2D_TRACE_VERBOSE,
+ " %5f %5f %5f %5f", tx._41, tx._42, tx._43, tx._44);
+ if (FAILED(res = pd3dDevice->SetTransform(D3DTS_WORLD, &tx))) {
+ DebugPrintD3DError(res, "D3DContext::SetTransform failed");
+ }
+ bIsIdentityTx = FALSE;
+
+ return res;
+}
+
+HRESULT
+D3DContext::SetRectClip(int x1, int y1, int x2, int y2)
+{
+ HRESULT res = S_OK;
+ D3DSURFACE_DESC desc;
+ IDirect3DSurface9 *pCurrentTarget;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SetRectClip");
+ J2dTraceLn4(J2D_TRACE_VERBOSE,
+ " x1=%-4d y1=%-4d x2=%-4d y2=%-4d",
+ x1, y1, x2, y2);
+
+ RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
+
+ // no need for state change, just flush the queue
+ FlushVertexQueue();
+
+ pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+
+ res = pd3dDevice->GetRenderTarget(0, &pCurrentTarget);
+ RETURN_STATUS_IF_FAILED(res);
+
+ pCurrentTarget->GetDesc(&desc);
+ SAFE_RELEASE(pCurrentTarget);
+
+ if (x1 <= 0 && y1 <= 0 &&
+ (UINT)x2 >= desc.Width && (UINT)y2 >= desc.Height)
+ {
+ J2dTraceLn(J2D_TRACE_VERBOSE,
+ " disabling clip (== render target dimensions)");
+ return pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ }
+
+ // clip to the dimensions of the target surface, otherwise
+ // SetScissorRect will fail
+ if (x1 < 0) x1 = 0;
+ if (y1 < 0) y1 = 0;
+ if ((UINT)x2 > desc.Width) x2 = desc.Width;
+ if ((UINT)y2 > desc.Height) y2 = desc.Height;
+ if (x1 > x2) x2 = x1 = 0;
+ if (y1 > y2) y2 = y1 = 0;
+ RECT newRect = { x1, y1, x2, y2 };
+ if (SUCCEEDED(res = pd3dDevice->SetScissorRect(&newRect))) {
+ res = pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
+ } else {
+ DebugPrintD3DError(res, "Error setting scissor rect");
+ J2dRlsTraceLn4(J2D_TRACE_ERROR,
+ " x1=%-4d y1=%-4d x2=%-4d y2=%-4d",
+ x1, y1, x2, y2);
+ }
+
+ return res;
+}
+
+HRESULT
+D3DContext::ResetClip()
+{
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ResetClip");
+ // no need for state change, just flush the queue
+ FlushVertexQueue();
+ pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ return pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+}
+
+ClipType
+D3DContext::GetClipType()
+{
+ // REMIND: this method could be optimized: we could keep the
+ // clip state around when re/setting the clip instead of asking
+ // every time.
+ DWORD zEnabled = 0;
+ DWORD stEnabled = 0;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::GetClipType");
+ pd3dDevice->GetRenderState(D3DRS_SCISSORTESTENABLE, &stEnabled);
+ if (stEnabled) {
+ return CLIP_RECT;
+ }
+ pd3dDevice->GetRenderState(D3DRS_ZENABLE, &zEnabled);
+ if (zEnabled) {
+ return CLIP_SHAPE;
+ }
+ return CLIP_NONE;
+}
+
+
+/**
+ * This method assumes that ::SetRenderTarget has already
+ * been called. SetRenderTarget creates and attaches a
+ * depth buffer to the target surface prior to setting it
+ * as target surface to the device.
+ */
+DWORD dwAlphaSt, dwSrcBlendSt, dwDestBlendSt;
+D3DMATRIX tx, idTx;
+
+HRESULT
+D3DContext::BeginShapeClip()
+{
+ HRESULT res = S_OK;
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::BeginShapeClip");
+
+ UpdateState(STATE_CHANGE);
+
+ pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+
+ // save alpha blending state
+ pd3dDevice->GetRenderState(D3DRS_ALPHABLENDENABLE, &dwAlphaSt);
+ pd3dDevice->GetRenderState(D3DRS_SRCBLEND, &dwSrcBlendSt);
+ pd3dDevice->GetRenderState(D3DRS_DESTBLEND, &dwDestBlendSt);
+
+ pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+ pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
+ pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
+
+ pd3dDevice->GetTransform(D3DTS_WORLD, &tx);
+ D3DUtils_SetIdentityMatrix(&idTx);
+ // translate the clip spans by 1.0f in z direction so that the
+ // clip spans are rendered to the z buffer
+ idTx._43 = 1.0f;
+ pd3dDevice->SetTransform(D3DTS_WORLD, &idTx);
+
+ // The depth buffer is first cleared with zeroes, which is the farthest
+ // plane from the viewer (our projection matrix is an inversed orthogonal
+ // transform).
+ // To set the clip we'll render the clip spans with Z coordinates of 1.0f
+ // (the closest to the viewer). Since all rendering primitives
+ // have their vertices' Z coordinate set to 0.0, they will effectively be
+ // clipped because the Z depth test for them will fail (vertex with 1.0
+ // depth is closer than the one with 0.0f)
+ pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
+ pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
+ pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ pd3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, 0L, 0.0f, 0x0L);
+
+ //res = BeginScene(STATE_SHAPE_CLIPOP);
+
+ return res;
+}
+
+HRESULT
+D3DContext::EndShapeClip()
+{
+ HRESULT res;
+
+ // no need for state change, just flush the queue
+ res = FlushVertexQueue();
+
+ // restore alpha blending state
+ pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, dwAlphaSt);
+ pd3dDevice->SetRenderState(D3DRS_SRCBLEND, dwSrcBlendSt);
+ pd3dDevice->SetRenderState(D3DRS_DESTBLEND, dwDestBlendSt);
+
+ // resore the transform
+ pd3dDevice->SetTransform(D3DTS_WORLD, &tx);
+
+ // Enable the depth buffer.
+ // We disable further updates to the depth buffer: it should only
+ // be updated in SetClip method.
+ pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
+
+ return res;
+}
+
+HRESULT
+D3DContext::UploadTileToTexture(D3DResource *pTextureRes, void *pixels,
+ jint dstx, jint dsty,
+ jint srcx, jint srcy,
+ jint srcWidth, jint srcHeight,
+ jint srcStride,
+ TileFormat srcFormat,
+ jint *pPixelsTouchedL,
+ jint* pPixelsTouchedR)
+{
+#ifndef PtrAddBytes
+#define PtrAddBytes(p, b) ((void *) (((intptr_t) (p)) + (b)))
+#define PtrCoord(p, x, xinc, y, yinc) PtrAddBytes(p, (y)*(yinc) + (x)*(xinc))
+#endif // PtrAddBytes
+
+ HRESULT res = S_OK;
+ IDirect3DTexture9 *pTexture = pTextureRes->GetTexture();
+ D3DSURFACE_DESC *pDesc = pTextureRes->GetDesc();
+ RECT r = { dstx, dsty, dstx+srcWidth, dsty+srcHeight };
+ RECT *pR = &r;
+ D3DLOCKED_RECT lockedRect;
+ DWORD dwLockFlags = D3DLOCK_NOSYSLOCK;
+ // these are only counted for LCD glyph uploads
+ jint pixelsTouchedL = 0, pixelsTouchedR = 0;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::UploadTileToTexture");
+ J2dTraceLn4(J2D_TRACE_VERBOSE,
+ " rect={%-4d, %-4d, %-4d, %-4d}",
+ r.left, r.top, r.right, r.bottom);
+
+ if (pDesc->Usage == D3DUSAGE_DYNAMIC) {
+ // it is safe to lock with discard because we don't care about the
+ // contents of dynamic textures and dstx,dsty for this case is
+ // always 0,0 because we are uploading into a tile texture
+ dwLockFlags |= D3DLOCK_DISCARD;
+ pR = NULL;
+ }
+
+ if (FAILED(res = pTexture->LockRect(0, &lockedRect, pR, dwLockFlags))) {
+ DebugPrintD3DError(res,
+ "D3DContext::UploadImageToTexture: could "\
+ "not lock texture");
+ return res;
+ }
+
+ if (srcFormat == TILEFMT_1BYTE_ALPHA) {
+ // either a MaskFill tile, or a grayscale glyph
+ if (pDesc->Format == D3DFMT_A8) {
+ void *pSrcPixels = PtrCoord(pixels, srcx, 1, srcy, srcStride);
+ void *pDstPixels = lockedRect.pBits;
+ do {
+ memcpy(pDstPixels, pSrcPixels, srcWidth);
+ pSrcPixels = PtrAddBytes(pSrcPixels, srcStride);
+ pDstPixels = PtrAddBytes(pDstPixels, lockedRect.Pitch);
+ } while (--srcHeight > 0);
+ }
+ else if (pDesc->Format == D3DFMT_A8R8G8B8) {
+ jubyte *pSrcPixels = (jubyte*)
+ PtrCoord(pixels, srcx, 1, srcy, srcStride);
+ jint *pDstPixels = (jint*)lockedRect.pBits;
+ for (int yy = 0; yy < srcHeight; yy++) {
+ for (int xx = 0; xx < srcWidth; xx++) {
+ // only need to set the alpha channel (the D3D texture
+ // state will be setup in this case to replicate the
+ // alpha channel as needed)
+ pDstPixels[xx] = pSrcPixels[xx] << 24;
+ }
+ pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
+ pDstPixels = (jint*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
+ }
+ }
+ } else if (srcFormat == TILEFMT_3BYTE_RGB) {
+ // LCD glyph with RGB order
+ if (pDesc->Format == D3DFMT_R8G8B8) {
+ jubyte *pSrcPixels = (jubyte*)
+ PtrCoord(pixels, srcx, 3, srcy, srcStride);
+ jubyte *pDstPixels = (jubyte*)lockedRect.pBits;
+ for (int yy = 0; yy < srcHeight; yy++) {
+ for (int xx = 0; xx < srcWidth*3; xx+=3) {
+ // alpha channel is ignored in this case
+ // (note that this is backwards from what one might
+ // expect; it appears that D3DFMT_R8G8B8 is actually
+ // laid out in BGR order in memory)
+ pDstPixels[xx+0] = pSrcPixels[xx+2];
+ pDstPixels[xx+1] = pSrcPixels[xx+1];
+ pDstPixels[xx+2] = pSrcPixels[xx+0];
+ }
+ pixelsTouchedL +=
+ (pDstPixels[0+0]|pDstPixels[0+1]|pDstPixels[0+2]) ? 1 : 0;
+ jint i = 3*(srcWidth-1);
+ pixelsTouchedR +=
+ (pDstPixels[i+0]|pDstPixels[i+1]|pDstPixels[i+2]) ? 1 : 0;
+
+ pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
+ pDstPixels = (jubyte*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
+ }
+ }
+ else if (pDesc->Format == D3DFMT_A8R8G8B8) {
+ jubyte *pSrcPixels = (jubyte*)
+ PtrCoord(pixels, srcx, 3, srcy, srcStride);
+ jint *pDstPixels = (jint*)lockedRect.pBits;
+ for (int yy = 0; yy < srcHeight; yy++) {
+ for (int dx = 0, sx = 0; dx < srcWidth; dx++, sx+=3) {
+ // alpha channel is ignored in this case
+ jubyte r = pSrcPixels[sx+0];
+ jubyte g = pSrcPixels[sx+1];
+ jubyte b = pSrcPixels[sx+2];
+ pDstPixels[dx] = (r << 16) | (g << 8) | (b);
+ }
+ pixelsTouchedL += (pDstPixels[0] ? 1 : 0);
+ pixelsTouchedR += (pDstPixels[srcWidth-1] ? 1 : 0);
+
+ pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
+ pDstPixels = (jint*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
+ }
+ }
+ } else if (srcFormat == TILEFMT_3BYTE_BGR) {
+ // LCD glyph with BGR order
+ if (pDesc->Format == D3DFMT_R8G8B8) {
+ void *pSrcPixels = PtrCoord(pixels, srcx, 3, srcy, srcStride);
+ void *pDstPixels = lockedRect.pBits;
+ jubyte *pbDst;
+ do {
+ // alpha channel is ignored in this case
+ // (note that this is backwards from what one might
+ // expect; it appears that D3DFMT_R8G8B8 is actually
+ // laid out in BGR order in memory)
+ memcpy(pDstPixels, pSrcPixels, srcWidth * 3);
+
+ pbDst = (jubyte*)pDstPixels;
+ pixelsTouchedL +=(pbDst[0+0]|pbDst[0+1]|pbDst[0+2]) ? 1 : 0;
+ jint i = 3*(srcWidth-1);
+ pixelsTouchedR +=(pbDst[i+0]|pbDst[i+1]|pbDst[i+2]) ? 1 : 0;
+
+ pSrcPixels = PtrAddBytes(pSrcPixels, srcStride);
+ pDstPixels = PtrAddBytes(pDstPixels, lockedRect.Pitch);
+ } while (--srcHeight > 0);
+ }
+ else if (pDesc->Format == D3DFMT_A8R8G8B8) {
+ jubyte *pSrcPixels = (jubyte*)
+ PtrCoord(pixels, srcx, 3, srcy, srcStride);
+ jint *pDstPixels = (jint*)lockedRect.pBits;
+ for (int yy = 0; yy < srcHeight; yy++) {
+ for (int dx = 0, sx = 0; dx < srcWidth; dx++, sx+=3) {
+ // alpha channel is ignored in this case
+ jubyte b = pSrcPixels[sx+0];
+ jubyte g = pSrcPixels[sx+1];
+ jubyte r = pSrcPixels[sx+2];
+ pDstPixels[dx] = (r << 16) | (g << 8) | (b);
+ }
+ pixelsTouchedL += (pDstPixels[0] ? 1 : 0);
+ pixelsTouchedR += (pDstPixels[srcWidth-1] ? 1 : 0);
+
+ pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
+ pDstPixels = (jint*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
+ }
+ }
+ } else if (srcFormat == TILEFMT_4BYTE_ARGB_PRE) {
+ // MaskBlit tile
+ if (pDesc->Format == D3DFMT_A8R8G8B8) {
+ void *pSrcPixels = PtrCoord(pixels, srcx, 4, srcy, srcStride);
+ void *pDstPixels = lockedRect.pBits;
+ do {
+ memcpy(pDstPixels, pSrcPixels, srcWidth * 4);
+ pSrcPixels = PtrAddBytes(pSrcPixels, srcStride);
+ pDstPixels = PtrAddBytes(pDstPixels, lockedRect.Pitch);
+ } while (--srcHeight > 0);
+ }
+ } else {
+ // should not happen, no-op just in case...
+ }
+
+ if (pPixelsTouchedL) {
+ *pPixelsTouchedL = pixelsTouchedL;
+ }
+ if (pPixelsTouchedR) {
+ *pPixelsTouchedR = pixelsTouchedR;
+ }
+
+ return pTexture->UnlockRect(0);
+}
+
+HRESULT
+D3DContext::InitLCDGlyphCache()
+{
+ if (pLCDGlyphCache == NULL) {
+ return D3DGlyphCache::CreateInstance(this, CACHE_LCD, &pLCDGlyphCache);
+ }
+ return S_OK;
+}
+
+HRESULT
+D3DContext::InitGrayscaleGlyphCache()
+{
+ if (pGrayscaleGlyphCache == NULL) {
+ return D3DGlyphCache::CreateInstance(this, CACHE_GRAY,
+ &pGrayscaleGlyphCache);
+ }
+ return S_OK;
+}
+
+HRESULT
+D3DContext::ResetComposite()
+{
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ResetComposite");
+
+ RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
+
+ HRESULT res = UpdateState(STATE_CHANGE);
+ pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ extraAlpha = 1.0f;
+ return res;
+}
+
+HRESULT
+D3DContext::SetAlphaComposite(jint rule, jfloat ea, jint flags)
+{
+ HRESULT res;
+ J2dTraceLn3(J2D_TRACE_INFO,
+ "D3DContext::SetAlphaComposite: rule=%-1d ea=%f flags=%d",
+ rule, ea, flags);
+
+ RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
+
+ res = UpdateState(STATE_CHANGE);
+
+ // we can safely disable blending when:
+ // - comp is SrcNoEa or SrcOverNoEa, and
+ // - the source is opaque
+ // (turning off blending can have a large positive impact on performance)
+ if ((rule == RULE_Src || rule == RULE_SrcOver) &&
+ (ea == 1.0f) &&
+ (flags & D3DC_SRC_IS_OPAQUE))
+ {
+ J2dTraceLn1(J2D_TRACE_VERBOSE,
+ " disabling alpha comp rule=%-1d ea=1.0 src=opq)", rule);
+ pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ } else {
+ J2dTraceLn2(J2D_TRACE_VERBOSE,
+ " enabling alpha comp (rule=%-1d ea=%f)", rule, ea);
+ pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+ pd3dDevice->SetRenderState(D3DRS_SRCBLEND,
+ StdBlendRules[rule].src);
+ pd3dDevice->SetRenderState(D3DRS_DESTBLEND,
+ StdBlendRules[rule].dst);
+ }
+
+ extraAlpha = ea;
+ return res;
+}
+
+#ifdef UPDATE_TX
+
+// Note: this method of adjusting pixel to texel mapping proved to be
+// difficult to perfect. The current variation works great for id,
+// scale (including all kinds of flips) transforms, but not still not
+// for generic transforms.
+//
+// Since we currently only do DrawTexture with non-id transform we instead
+// adjust the geometry (see D3DVertexCacher::DrawTexture(), SetTransform())
+//
+// In order to enable this code path UpdateTextureTransforms needs to
+// be called in SetTexture(), SetTransform() and ResetTranform().
+HRESULT
+D3DContext::UpdateTextureTransforms(DWORD dwSamplerToUpdate)
+{
+ HRESULT res = S_OK;
+ DWORD dwSampler, dwMaxSampler;
+
+ if (dwSamplerToUpdate == -1) {
+ // update all used samplers, dwMaxSampler will be set to max
+ dwSampler = 0;
+ dwSampler = MAX_USED_TEXTURE_SAMPLER;
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::UpdateTextureTransforms: "\
+ "updating all samplers");
+ } else {
+ // update only given sampler, dwMaxSampler will be set to it as well
+ dwSampler = dwSamplerToUpdate;
+ dwMaxSampler = dwSamplerToUpdate;
+ J2dTraceLn1(J2D_TRACE_INFO, "D3DContext::UpdateTextureTransforms: "\
+ "updating sampler %d", dwSampler);
+ }
+
+ do {
+ D3DTRANSFORMSTATETYPE state =
+ (D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0 + dwSampler);
+ IDirect3DTexture9 *pTexture = lastTexture[dwSampler];
+
+ if (pTexture != NULL) {
+ D3DMATRIX mt, tx;
+ D3DSURFACE_DESC texDesc;
+
+ pd3dDevice->GetTransform(D3DTS_WORLD, &tx);
+ J2dTraceLn4(10,
+ " %5f %5f %5f %5f", tx._11, tx._12, tx._13, tx._14);
+ J2dTraceLn4(10,
+ " %5f %5f %5f %5f", tx._21, tx._22, tx._23, tx._24);
+ J2dTraceLn4(10,
+ " %5f %5f %5f %5f", tx._31, tx._32, tx._33, tx._34);
+ J2dTraceLn4(10,
+ " %5f %5f %5f %5f", tx._41, tx._42, tx._43, tx._44);
+
+ // this formula works for scales and flips
+ if (tx._11 == 0.0f) {
+ tx._11 = tx._12;
+ }
+ if (tx._22 == 0.0f) {
+ tx._22 = tx._21;
+ }
+
+ pTexture->GetLevelDesc(0, &texDesc);
+
+ // shift by .5 texel, but take into account
+ // the scale factor of the device transform
+
+ // REMIND: this approach is not entirely correct,
+ // as it only takes into account the scale of the device
+ // transform.
+ mt._31 = (1.0f / (2.0f * texDesc.Width * tx._11));
+ mt._32 = (1.0f / (2.0f * texDesc.Height * tx._22));
+ J2dTraceLn2(J2D_TRACE_VERBOSE, " offsets: tx=%f ty=%f",
+ mt._31, mt._32);
+
+ pd3dDevice->SetTextureStageState(dwSampler,
+ D3DTSS_TEXTURETRANSFORMFLAGS,
+ D3DTTFF_COUNT2);
+ res = pd3dDevice->SetTransform(state, &mt);
+ } else {
+ res = pd3dDevice->SetTextureStageState(dwSampler,
+ D3DTSS_TEXTURETRANSFORMFLAGS,
+ D3DTTFF_DISABLE);
+ }
+ dwSampler++;
+ } while (dwSampler <= dwMaxSampler);
+
+ return res;
+}
+#endif // UPDATE_TX
+
+/**
+ * We go into the pains of maintaining the list of set textures
+ * instead of just calling GetTexture() and comparing the old one
+ * with the new one because it's actually noticeably slower to call
+ * GetTexture() (note that we'd have to then call Release() on the
+ * texture since GetTexture() increases texture's ref. count).
+ */
+HRESULT
+D3DContext::SetTexture(IDirect3DTexture9 *pTexture, DWORD dwSampler)
+{
+ HRESULT res = S_OK;
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SetTexture");
+
+ if (dwSampler < 0 || dwSampler > MAX_USED_TEXTURE_SAMPLER) {
+ J2dTraceLn1(J2D_TRACE_ERROR,
+ "D3DContext::SetTexture: incorrect sampler: %d", dwSampler);
+ return E_FAIL;
+ }
+ if (lastTexture[dwSampler] != pTexture) {
+ if (FAILED(res = FlushVertexQueue())) {
+ return res;
+ }
+ J2dTraceLn2(J2D_TRACE_VERBOSE,
+ " new texture=0x%x on sampler %d", pTexture, dwSampler);
+ res = pd3dDevice->SetTexture(dwSampler, pTexture);
+ if (SUCCEEDED(res)) {
+ lastTexture[dwSampler] = pTexture;
+ // REMIND: see comment at UpdateTextureTransforms
+#ifdef UPDATE_TX
+ res = UpdateTextureTransforms(dwSampler);
+#endif
+ } else {
+ lastTexture[dwSampler] = NULL;
+ }
+ }
+ return res;
+}
+
+HRESULT
+D3DContext::UpdateTextureColorState(DWORD dwState, DWORD dwSampler)
+{
+ HRESULT res = S_OK;
+
+ if (dwState != lastTextureColorState[dwSampler]) {
+ res = pd3dDevice->SetTextureStageState(dwSampler,
+ D3DTSS_ALPHAARG1, dwState);
+ res = pd3dDevice->SetTextureStageState(dwSampler,
+ D3DTSS_COLORARG1, dwState);
+ lastTextureColorState[dwSampler] = dwState;
+ }
+
+ return res;
+}
+
+HRESULT /*NOLOCK*/
+D3DContext::UpdateState(jbyte newState)
+{
+ HRESULT res = S_OK;
+
+ if (opState == newState) {
+ // The op is the same as last time, so we can return immediately.
+ return res;
+ } else if (opState != STATE_CHANGE) {
+ res = FlushVertexQueue();
+ }
+
+ switch (opState) {
+ case STATE_MASKOP:
+ pMaskCache->Disable();
+ break;
+ case STATE_GLYPHOP:
+ D3DTR_DisableGlyphVertexCache(this);
+ break;
+ case STATE_TEXTUREOP:
+ // optimization: certain state changes (those marked STATE_CHANGE)
+ // are allowed while texturing is enabled.
+ // In this case, we can allow previousOp to remain as it is and
+ // then return early.
+ if (newState == STATE_CHANGE) {
+ return res;
+ }
+ // REMIND: not necessary if we are switching to MASKOP or GLYPHOP
+ // (or a complex paint, for that matter), but would that be a
+ // worthwhile optimization?
+ SetTexture(NULL);
+ break;
+ case STATE_AAPGRAMOP:
+ res = DisableAAParallelogramProgram();
+ break;
+ default:
+ break;
+ }
+
+ switch (newState) {
+ case STATE_MASKOP:
+ pMaskCache->Enable();
+ UpdateTextureColorState(D3DTA_TEXTURE | D3DTA_ALPHAREPLICATE);
+ break;
+ case STATE_GLYPHOP:
+ D3DTR_EnableGlyphVertexCache(this);
+ UpdateTextureColorState(D3DTA_TEXTURE | D3DTA_ALPHAREPLICATE);
+ break;
+ case STATE_TEXTUREOP:
+ UpdateTextureColorState(D3DTA_TEXTURE);
+ break;
+ case STATE_AAPGRAMOP:
+ res = EnableAAParallelogramProgram();
+ break;
+ default:
+ break;
+ }
+
+ opState = newState;
+
+ return res;
+}
+
+HRESULT D3DContext::FlushVertexQueue()
+{
+ if (pVCacher != NULL) {
+ return pVCacher->Render();
+ }
+ return E_FAIL;
+}
+
+HRESULT D3DContext::BeginScene(jbyte newState)
+{
+ if (!pd3dDevice) {
+ return E_FAIL;
+ } else {
+ UpdateState(newState);
+ if (!bBeginScenePending) {
+ bBeginScenePending = TRUE;
+ HRESULT res = pd3dDevice->BeginScene();
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::BeginScene");
+ if (FAILED(res)) {
+ // this will cause context reinitialization
+ opState = STATE_CHANGE;
+ }
+ return res;
+ }
+ return S_OK;
+ }
+}
+
+HRESULT D3DContext::EndScene() {
+ if (bBeginScenePending) {
+ FlushVertexQueue();
+ bBeginScenePending = FALSE;
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EndScene");
+ return pd3dDevice->EndScene();
+ }
+ return S_OK;
+}
+
+/**
+ * Compiles and links the given fragment shader program. If
+ * successful, this function returns a handle to the newly created shader
+ * program; otherwise returns 0.
+ */
+IDirect3DPixelShader9 *D3DContext::CreateFragmentProgram(DWORD **shaders,
+ ShaderList *programs,
+ jint flags)
+{
+ DWORD *sourceCode;
+ IDirect3DPixelShader9 *pProgram;
+
+ J2dTraceLn1(J2D_TRACE_INFO,
+ "D3DContext::CreateFragmentProgram: flags=%d",
+ flags);
+
+ sourceCode = shaders[flags];
+ if (FAILED(pd3dDevice->CreatePixelShader(sourceCode, &pProgram))) {
+ J2dRlsTraceLn(J2D_TRACE_ERROR,
+ "D3DContext::CreateFragmentProgram: error creating program");
+ return NULL;
+ }
+
+ // add it to the cache
+ ShaderList_AddProgram(programs, ptr_to_jlong(pProgram),
+ 0 /*unused*/, 0 /*unused*/, flags);
+
+ return pProgram;
+}
+
+/**
+ * Locates and enables a fragment program given a list of shader programs
+ * (ShaderInfos), using this context's state and flags as search
+ * parameters. The "flags" parameter is a bitwise-or'd value that helps
+ * differentiate one program for another; the interpretation of this value
+ * varies depending on the type of shader (BufImgOp, Paint, etc) but here
+ * it is only used to find another ShaderInfo with that same "flags" value.
+ */
+HRESULT D3DContext::EnableFragmentProgram(DWORD **shaders,
+ ShaderList *programList,
+ jint flags)
+{
+ HRESULT res;
+ jlong programID;
+ IDirect3DPixelShader9 *pProgram;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EnableFragmentProgram");
+
+ programID =
+ ShaderList_FindProgram(programList,
+ 0 /*unused*/, 0 /*unused*/, flags);
+
+ pProgram = (IDirect3DPixelShader9 *)jlong_to_ptr(programID);
+ if (pProgram == NULL) {
+ pProgram = CreateFragmentProgram(shaders, programList, flags);
+ if (pProgram == NULL) {
+ return E_FAIL;
+ }
+ }
+
+ if (FAILED(res = pd3dDevice->SetPixelShader(pProgram))) {
+ J2dRlsTraceLn(J2D_TRACE_ERROR,
+ "D3DContext::EnableFragmentProgram: error setting pixel shader");
+ return res;
+ }
+
+ return S_OK;
+}
+
+HRESULT D3DContext::EnableBasicGradientProgram(jint flags)
+{
+ return EnableFragmentProgram((DWORD **)gradShaders,
+ &basicGradPrograms, flags);
+}
+
+HRESULT D3DContext::EnableLinearGradientProgram(jint flags)
+{
+ return EnableFragmentProgram((DWORD **)linearShaders,
+ &linearGradPrograms, flags);
+}
+
+HRESULT D3DContext::EnableRadialGradientProgram(jint flags)
+{
+ return EnableFragmentProgram((DWORD **)radialShaders,
+ &radialGradPrograms, flags);
+}
+
+HRESULT D3DContext::EnableConvolveProgram(jint flags)
+{
+ return EnableFragmentProgram((DWORD **)convolveShaders,
+ &convolvePrograms, flags);
+}
+
+HRESULT D3DContext::EnableRescaleProgram(jint flags)
+{
+ return EnableFragmentProgram((DWORD **)rescaleShaders,
+ &rescalePrograms, flags);
+}
+
+HRESULT D3DContext::EnableLookupProgram(jint flags)
+{
+ return EnableFragmentProgram((DWORD **)lookupShaders,
+ &lookupPrograms, flags);
+}
+
+HRESULT D3DContext::EnableLCDTextProgram()
+{
+ HRESULT res;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EnableLCDTextProgram");
+
+ if (lcdTextProgram == NULL) {
+ if (FAILED(res = pd3dDevice->CreatePixelShader(lcdtext0,
+ &lcdTextProgram)))
+ {
+ return res;
+ }
+ }
+
+ if (FAILED(res = pd3dDevice->SetPixelShader(lcdTextProgram))) {
+ J2dRlsTraceLn(J2D_TRACE_ERROR,
+ "D3DContext::EnableLCDTextProgram: error setting pixel shader");
+ return res;
+ }
+
+ return S_OK;
+}
+
+HRESULT D3DContext::EnableAAParallelogramProgram()
+{
+ HRESULT res;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EnableAAParallelogramProgram");
+
+ if (aaPgramProgram == NULL) {
+ if (FAILED(res = pd3dDevice->CreatePixelShader(aapgram0,
+ &aaPgramProgram))) {
+ DebugPrintD3DError(res, "D3DContext::EnableAAParallelogramProgram: "
+ "error creating pixel shader");
+ return res;
+ }
+ }
+
+ if (FAILED(res = pd3dDevice->SetPixelShader(aaPgramProgram))) {
+ DebugPrintD3DError(res, "D3DContext::EnableAAParallelogramProgram: "
+ "error setting pixel shader");
+ return res;
+ }
+
+ return S_OK;
+}
+
+HRESULT D3DContext::DisableAAParallelogramProgram()
+{
+ HRESULT res;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::DisableAAParallelogramProgram");
+
+ if (aaPgramProgram != NULL) {
+ if (FAILED(res = pd3dDevice->SetPixelShader(NULL))) {
+ DebugPrintD3DError(res,
+ "D3DContext::DisableAAParallelogramProgram: "
+ "error clearing pixel shader");
+ return res;
+ }
+ }
+
+ return S_OK;
+}
+
+BOOL D3DContext::IsAlphaRTSurfaceSupported()
+{
+ HRESULT res = pd3dObject->CheckDeviceFormat(adapterOrdinal,
+ devCaps.DeviceType,
+ curParams.BackBufferFormat,
+ D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_SURFACE,
+ D3DFMT_A8R8G8B8);
+ return SUCCEEDED(res);
+}
+
+BOOL D3DContext::IsAlphaRTTSupported()
+{
+ HRESULT res = pd3dObject->CheckDeviceFormat(adapterOrdinal,
+ devCaps.DeviceType,
+ curParams.BackBufferFormat,
+ D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_TEXTURE,
+ D3DFMT_A8R8G8B8);
+ return SUCCEEDED(res);
+}
+
+BOOL D3DContext::IsOpaqueRTTSupported()
+{
+ HRESULT res = pd3dObject->CheckDeviceFormat(adapterOrdinal,
+ devCaps.DeviceType,
+ curParams.BackBufferFormat,
+ D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_TEXTURE,
+ curParams.BackBufferFormat);
+ return SUCCEEDED(res);
+}
+
+HRESULT D3DContext::InitContextCaps() {
+ J2dTraceLn(J2D_TRACE_INFO, "D3DContext::InitContextCaps");
+ J2dTraceLn1(J2D_TRACE_VERBOSE, " caps for adapter %d :", adapterOrdinal);
+
+ if (pd3dDevice == NULL || pd3dObject == NULL) {
+ contextCaps = CAPS_EMPTY;
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_EMPTY");
+ return E_FAIL;
+ }
+
+ contextCaps = CAPS_DEVICE_OK;
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_DEVICE_OK");
+
+ if (IsAlphaRTSurfaceSupported()) {
+ contextCaps |= CAPS_RT_PLAIN_ALPHA;
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_RT_PLAIN_ALPHA");
+ }
+ if (IsAlphaRTTSupported()) {
+ contextCaps |= CAPS_RT_TEXTURE_ALPHA;
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_RT_TEXTURE_ALPHA");
+ }
+ if (IsOpaqueRTTSupported()) {
+ contextCaps |= CAPS_RT_TEXTURE_OPAQUE;
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_RT_TEXTURE_OPAQUE");
+ }
+ if (IsPixelShader20Supported()) {
+ contextCaps |= CAPS_LCD_SHADER | CAPS_BIOP_SHADER | CAPS_PS20;
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE,
+ " | CAPS_LCD_SHADER | CAPS_BIOP_SHADER | CAPS_PS20");
+ // Pre-PS3.0 video boards are very slow with the AA shader, so
+ // we will require PS30 hw even though the shader is compiled for 2.0a
+// if (IsGradientInstructionExtensionSupported()) {
+// contextCaps |= CAPS_AA_SHADER;
+// J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_AA_SHADER");
+// }
+ }
+ if (IsPixelShader30Supported()) {
+ if ((contextCaps & CAPS_AA_SHADER) == 0) {
+ // This flag was not already mentioned above...
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_AA_SHADER");
+ }
+ contextCaps |= CAPS_PS30 | CAPS_AA_SHADER;
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_PS30");
+ }
+ if (IsMultiTexturingSupported()) {
+ contextCaps |= CAPS_MULTITEXTURE;
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_MULTITEXTURE");
+ }
+ if (!IsPow2TexturesOnly()) {
+ contextCaps |= CAPS_TEXNONPOW2;
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_TEXNONPOW2");
+ }
+ if (!IsSquareTexturesOnly()) {
+ contextCaps |= CAPS_TEXNONSQUARE;
+ J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_TEXNONSQUARE");
+ }
+ return S_OK;
+}