jdk/src/share/classes/sun/java2d/pipe/RenderQueue.java
changeset 2 90ce3da70b43
child 5506 202f599c92aa
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/jdk/src/share/classes/sun/java2d/pipe/RenderQueue.java	Sat Dec 01 00:00:00 2007 +0000
@@ -0,0 +1,223 @@
+/*
+ * Copyright 2005 Sun Microsystems, Inc.  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.  Sun designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Sun 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 Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
+ * CA 95054 USA or visit www.sun.com if you need additional information or
+ * have any questions.
+ */
+
+package sun.java2d.pipe;
+
+import java.util.HashSet;
+import java.util.Set;
+import sun.awt.SunToolkit;
+
+/**
+ * The RenderQueue class encapsulates a RenderBuffer on which rendering
+ * operations are enqueued.  Note that the RenderQueue lock must be acquired
+ * before performing any operations on the queue (e.g. enqueuing an operation
+ * or flushing the queue).  A sample usage scenario follows:
+ *
+ *     public void drawSomething(...) {
+ *         rq.lock();
+ *         try {
+ *             ctx.validate(...);
+ *             rq.ensureCapacity(4);
+ *             rq.getBuffer().putInt(DRAW_SOMETHING);
+ *             ...
+ *         } finally {
+ *             rq.unlock();
+ *         }
+ *     }
+ *
+ * If you are enqueuing an operation that involves 8-byte parameters (i.e.
+ * long or double values), it is imperative that you ensure proper
+ * alignment of the underlying RenderBuffer.  This can be accomplished
+ * simply by providing an offset to the first 8-byte parameter in your
+ * operation to the ensureCapacityAndAlignment() method.  For example:
+ *
+ *     public void drawStuff(...) {
+ *         rq.lock();
+ *         try {
+ *             RenderBuffer buf = rq.getBuffer();
+ *             ctx.validate(...);
+ *             // 28 total bytes in the operation, 12 bytes to the first long
+ *             rq.ensureCapacityAndAlignment(28, 12);
+ *             buf.putInt(DRAW_STUFF);
+ *             buf.putInt(x).putInt(y);
+ *             buf.putLong(addr1);
+ *             buf.putLong(addr2);
+ *         } finally {
+ *             rq.unlock();
+ *         }
+ *     }
+ */
+public abstract class RenderQueue {
+
+    /** The size of the underlying buffer, in bytes. */
+    private static final int BUFFER_SIZE = 32000;
+
+    /** The underlying buffer for this queue. */
+    protected RenderBuffer buf;
+
+    /**
+     * A Set containing hard references to Objects that must stay alive until
+     * the queue has been completely flushed.
+     */
+    protected Set refSet;
+
+    protected RenderQueue() {
+        refSet = new HashSet();
+        buf = RenderBuffer.allocate(BUFFER_SIZE);
+    }
+
+    /**
+     * Locks the queue for read/write access.
+     */
+    public final void lock() {
+        /*
+         * Implementation note: In theory we should have two separate locks:
+         * one lock to synchronize access to the RenderQueue, and then a
+         * separate lock (the AWT lock) that only needs to be acquired when
+         * we are about to flush the queue (using native windowing system
+         * operations).  In practice it has been difficult to enforce the
+         * correct lock ordering; sometimes AWT will have already acquired
+         * the AWT lock before grabbing the RQ lock (see 6253009), while the
+         * expected order should be RQ lock and then AWT lock.  Due to this
+         * issue, using two separate locks is prone to deadlocks.  Therefore,
+         * to solve this issue we have decided to eliminate the separate RQ
+         * lock and instead just acquire the AWT lock here.  (Someday it might
+         * be nice to go back to the old two-lock system, but that would
+         * require potentially risky changes to AWT to ensure that it never
+         * acquires the AWT lock before calling into 2D code that wants to
+         * acquire the RQ lock.)
+         */
+        SunToolkit.awtLock();
+    }
+
+    /**
+     * Attempts to lock the queue.  If successful, this method returns true,
+     * indicating that the caller is responsible for calling
+     * <code>unlock</code>; otherwise this method returns false.
+     */
+    public final boolean tryLock() {
+        return SunToolkit.awtTryLock();
+    }
+
+    /**
+     * Unlocks the queue.
+     */
+    public final void unlock() {
+        SunToolkit.awtUnlock();
+    }
+
+    /**
+     * Adds the given Object to the set of hard references, which will
+     * prevent that Object from being disposed until the queue has been
+     * flushed completely.  This is useful in cases where some enqueued
+     * data could become invalid if the reference Object were garbage
+     * collected before the queue could be processed.  (For example, keeping
+     * a hard reference to a FontStrike will prevent any enqueued glyph
+     * images associated with that strike from becoming invalid before the
+     * queue is flushed.)  The reference set will be cleared immediately
+     * after the queue is flushed each time.
+     */
+    public final void addReference(Object ref) {
+        refSet.add(ref);
+    }
+
+    /**
+     * Returns the encapsulated RenderBuffer object.
+     */
+    public final RenderBuffer getBuffer() {
+        return buf;
+    }
+
+    /**
+     * Ensures that there will be enough room on the underlying buffer
+     * for the following operation.  If the operation will not fit given
+     * the remaining space, the buffer will be flushed immediately, leaving
+     * an empty buffer for the impending operation.
+     *
+     * @param opsize size (in bytes) of the following operation
+     */
+    public final void ensureCapacity(int opsize) {
+        if (buf.remaining() < opsize) {
+            flushNow();
+        }
+    }
+
+    /**
+     * Convenience method that is equivalent to calling ensureCapacity()
+     * followed by ensureAlignment().  The ensureCapacity() call allows for an
+     * extra 4 bytes of space in case the ensureAlignment() method needs to
+     * insert a NOOP token on the buffer.
+     *
+     * @param opsize size (in bytes) of the following operation
+     * @param first8ByteValueOffset offset (in bytes) from the current
+     * position to the first 8-byte value used in the following operation
+     */
+    public final void ensureCapacityAndAlignment(int opsize,
+                                                 int first8ByteValueOffset)
+    {
+        ensureCapacity(opsize + 4);
+        ensureAlignment(first8ByteValueOffset);
+    }
+
+    /**
+     * Inserts a 4-byte NOOP token when necessary to ensure that all 8-byte
+     * parameters for the following operation are added to the underlying
+     * buffer with an 8-byte memory alignment.
+     *
+     * @param first8ByteValueOffset offset (in bytes) from the current
+     * position to the first 8-byte value used in the following operation
+     */
+    public final void ensureAlignment(int first8ByteValueOffset) {
+        int first8ByteValuePosition = buf.position() + first8ByteValueOffset;
+        if ((first8ByteValuePosition & 7) != 0) {
+            buf.putInt(BufferedOpCodes.NOOP);
+        }
+    }
+
+    /**
+     * Immediately processes each operation currently pending on the buffer.
+     * This method will block until the entire buffer has been flushed.  The
+     * queue lock must be acquired before calling this method.
+     */
+    public abstract void flushNow();
+
+    /**
+     * Immediately processes each operation currently pending on the buffer,
+     * and then invokes the provided task.  This method will block until the
+     * entire buffer has been flushed and the provided task has been executed.
+     * The queue lock must be acquired before calling this method.
+     */
+    public abstract void flushAndInvokeNow(Runnable task);
+
+    /**
+     * Updates the current position of the underlying buffer, and then
+     * flushes the queue immediately.  This method is useful when native code
+     * has added data to the queue and needs to flush immediately.
+     */
+    public void flushNow(int position) {
+        buf.position(position);
+        flushNow();
+    }
+}