8067377: My hobby: caning, then then canning, the the can-can
Summary: Fix ALL the stutters!
Reviewed-by: rriggs, mchung, lancea
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/*
*
* (C) Copyright IBM Corp. 2003 - All Rights Reserved
*/
package sun.font;
import sun.font.GlyphLayout.*;
import java.awt.geom.Point2D;
import java.lang.ref.SoftReference;
import java.util.concurrent.ConcurrentHashMap;
import java.util.Locale;
/*
* different ways to do this
* 1) each physical font2d keeps a hashtable mapping scripts to layout
* engines, we query and fill this cache.
* 2) we keep a mapping independent of font using the key Most likely
* few fonts will be used, so option 2 seems better
*
* Once we know which engine to use for a font, we always know, so we
* shouldn't have to recheck each time we do layout. So the cache is
* ok.
*
* Should we reuse engines? We could instantiate an engine for each
* font/script pair. The engine would hold onto the table(s) from the
* font that it needs. If we have multiple threads using the same
* engine, we still need to keep the state separate, so the native
* engines would still need to be allocated for each call, since they
* keep their state in themselves. If they used the passed-in GVData
* arrays directly (with some checks for space) then since each GVData
* is different per thread, we could reuse the layout engines. This
* still requires a separate layout engine per font, because of the
* table state in the engine. If we pushed that out too and passed it
* in with the native call as well, we'd be ok if the layout engines
* keep all their process state on the stack, but I don't know if this
* is true. Then we'd basically just be down to an engine index which
* we pass into native and then invoke the engine code (now a
* procedure call, not an object invocation) based on a switch on the
* index. There would be only half a dozen engine objects then, not
* potentially half a dozen per font. But we'd have to stack-allocate
* some state that included the pointer to the required font tables.
*
* Seems for now that the way to do things is to come in with a
* selector and the font. The selector indicates which engine to use,
* the engine is stack allocated and initialized with the required
* font tables (the selector indicates which). Then layout is called,
* the contents are copied (or not), and the stack is destroyed on
* exit. So the association is between the font/script (layout engine
* desc) and one of a few permanent engine objects, which are
* handed the key when they need to process something. In the native
* case, the engine holds an index, and just passes it together with
* the key info down to native. Some default cases are the 'default
* layout' case that just runs the c2gmapper, this stays in java and
* just uses the mapper from the font/strike. Another default case
* might be the unicode arabic shaper, since this doesn't care about
* the font (or script or lang?) it wouldn't need to extract this
* data. It could be (yikes) ported back to java even to avoid
* upcalls to check if the font supports a particular unicode
* character.
*
* I'd expect that the majority of scripts use the default mapper for
* a particular font. Loading the hastable with 40 or so keys 30+ of
* which all map to the same object is unfortunate. It might be worth
* instead having a per-font list of 'scripts with non-default
* engines', e.g. the factory has a hashtable mapping fonts to 'script
* lists' (the factory has this since the design potentially has other
* factories, though I admit there's no client for this yet and no
* public api) and then the script list is queried for the script in
* question. it can be preloaded at creation time with all the
* scripts that don't have default engines-- either a list or a hash
* table, so a null return from the table means 'default' and not 'i
* don't know yet'.
*
* On the other hand, in most all cases the number of unique
* script/font combinations will be small, so a flat hashtable should
* suffice.
* */
public final class SunLayoutEngine implements LayoutEngine, LayoutEngineFactory {
private static native void initGVIDs();
static {
FontManagerNativeLibrary.load();
initGVIDs();
}
private LayoutEngineKey key;
private static LayoutEngineFactory instance;
public static LayoutEngineFactory instance() {
if (instance == null) {
instance = new SunLayoutEngine();
}
return instance;
}
private SunLayoutEngine() {
// actually a factory, key is null so layout cannot be called on it
}
public LayoutEngine getEngine(Font2D font, int script, int lang) {
return getEngine(new LayoutEngineKey(font, script, lang));
}
// !!! don't need this unless we have more than one sun layout engine...
public LayoutEngine getEngine(LayoutEngineKey key) {
ConcurrentHashMap<LayoutEngineKey, LayoutEngine> cache = cacheref.get();
if (cache == null) {
cache = new ConcurrentHashMap<>();
cacheref = new SoftReference<>(cache);
}
LayoutEngine e = cache.get(key);
if (e == null) {
LayoutEngineKey copy = key.copy();
e = new SunLayoutEngine(copy);
cache.put(copy, e);
}
return e;
}
private SoftReference<ConcurrentHashMap<LayoutEngineKey, LayoutEngine>> cacheref =
new SoftReference<>(null);
private SunLayoutEngine(LayoutEngineKey key) {
this.key = key;
}
public void layout(FontStrikeDesc desc, float[] mat, int gmask,
int baseIndex, TextRecord tr, int typo_flags,
Point2D.Float pt, GVData data) {
Font2D font = key.font();
FontStrike strike = font.getStrike(desc);
long layoutTables = 0;
if (font instanceof TrueTypeFont) {
layoutTables = ((TrueTypeFont) font).getLayoutTableCache();
}
nativeLayout(font, strike, mat, gmask, baseIndex,
tr.text, tr.start, tr.limit, tr.min, tr.max,
key.script(), key.lang(), typo_flags, pt, data,
font.getUnitsPerEm(), layoutTables);
}
private static native void
nativeLayout(Font2D font, FontStrike strike, float[] mat, int gmask,
int baseIndex, char[] chars, int offset, int limit,
int min, int max, int script, int lang, int typo_flags,
Point2D.Float pt, GVData data, long upem, long layoutTables);
}