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/* * Copyright (c) 2005, 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. */ package sun.java2d.pipe; import java.awt.AlphaComposite;import java.awt.Color;import java.awt.Composite;import java.awt.Paint;import java.awt.geom.AffineTransform;import sun.java2d.pipe.hw.AccelSurface;import sun.java2d.InvalidPipeException;import sun.java2d.SunGraphics2D;import sun.java2d.loops.XORComposite;import static sun.java2d.pipe.BufferedOpCodes.*;import static sun.java2d.pipe.BufferedRenderPipe.BYTES_PER_SPAN; /** * Base context class for managing state in a single-threaded rendering * environment.  Each state-setting operation (e.g. SET_COLOR) is added to * the provided RenderQueue, which will be processed at a later time by a * single thread.  Note that the RenderQueue lock must be acquired before * calling the validate() method (or any other method in this class).  See * the RenderQueue class comments for a sample usage scenario. * * @see RenderQueue */public abstract class BufferedContext {     /*     * The following flags help the internals of validate() determine     * the appropriate (meaning correct, or optimal) code path when     * setting up the current context.  The flags can be bitwise OR'd     * together as needed.     */     /**     * Indicates that no flags are needed; take all default code paths.     */    public static final int NO_CONTEXT_FLAGS = (0 << 0);    /**     * Indicates that the source surface (or color value, if it is a simple     * rendering operation) is opaque (has an alpha value of 1.0).  If this     * flag is present, it allows us to disable blending in certain     * situations in order to improve performance.     */    public static final int SRC_IS_OPAQUE    = (1 << 0);    /**     * Indicates that the operation uses an alpha mask, which may determine     * the code path that is used when setting up the current paint state.     */    public static final int USE_MASK         = (1 << 1);     protected RenderQueue rq;    protected RenderBuffer buf;     /**     * This is a reference to the most recently validated BufferedContext.  If     * this value is null, it means that there is no current context.  It is     * provided here so that validate() only needs to do a quick reference     * check to see if the BufferedContext passed to that method is the same     * as the one we've cached here.     */    protected static BufferedContext currentContext;     private AccelSurface    validatedSrcData;    private AccelSurface    validatedDstData;    private Region          validatedClip;    private Composite       validatedComp;    private Paint           validatedPaint;    // renamed from isValidatedPaintAColor as part of a work around for 6764257    private boolean         isValidatedPaintJustAColor;    private int             validatedRGB;    private int             validatedFlags;    private boolean         xformInUse;    private int             transX;    private int             transY;     protected BufferedContext(RenderQueue rq) {        this.rq = rq;        this.buf = rq.getBuffer();    }     /**     * Fetches the BufferedContextContext associated with the dst. surface     * and validates the context using the given parameters.  Most rendering     * operations will call this method first in order to set the necessary     * state before issuing rendering commands.     *     * Note: must be called while the RenderQueue lock is held.     *     * @throws InvalidPipeException if either src or dest surface is not valid     * or lost     * @see RenderQueue#lock     * @see RenderQueue#unlock     */    public static void validateContext(AccelSurface srcData,                                       AccelSurface dstData,                                       Region clip, Composite comp,                                       AffineTransform xform,                                       Paint paint, SunGraphics2D sg2d,                                       int flags)    {        // assert rq.lock.isHeldByCurrentThread();        BufferedContext d3dc = dstData.getContext();        d3dc.validate(srcData, dstData,                      clip, comp, xform, paint, sg2d, flags);    }     /**     * Fetches the BufferedContextassociated with the surface     * and disables all context state settings.     *     * Note: must be called while the RenderQueue lock is held.     *     * @throws InvalidPipeException if the surface is not valid     * or lost     * @see RenderQueue#lock     * @see RenderQueue#unlock     */    public static void validateContext(AccelSurface surface) {        // assert rt.lock.isHeldByCurrentThread();        validateContext(surface, surface,                        null, null, null, null, null, NO_CONTEXT_FLAGS);    }     /**     * Validates the given parameters against the current state for this     * context.  If this context is not current, it will be made current     * for the given source and destination surfaces, and the viewport will     * be updated.  Then each part of the context state (clip, composite,     * etc.) is checked against the previous value.  If the value has changed     * since the last call to validate(), it will be updated accordingly.     *     * Note that the SunGraphics2D parameter is only used for the purposes     * of validating a (non-null) Paint parameter.  In all other cases it     * is safe to pass a null SunGraphics2D and it will be ignored.     *     * Note: must be called while the RenderQueue lock is held.     *     * @throws InvalidPipeException if either src or dest surface is not valid     * or lost     */    public void validate(AccelSurface srcData, AccelSurface dstData,                         Region clip, Composite comp,                         AffineTransform xform,                         Paint paint, SunGraphics2D sg2d, int flags)    {        // assert rq.lock.isHeldByCurrentThread();         boolean updateClip = false;        boolean updatePaint = false;         if (!dstData.isValid() ||            dstData.isSurfaceLost() || srcData.isSurfaceLost())        {            invalidateContext();            throw new InvalidPipeException("bounds changed or surface lost");        }         if (paint instanceof Color) {            // REMIND: not 30-bit friendly            int newRGB = ((Color)paint).getRGB();            if (isValidatedPaintJustAColor) {                if (newRGB != validatedRGB) {                    validatedRGB = newRGB;                    updatePaint = true;                }            } else {                validatedRGB = newRGB;                updatePaint = true;                isValidatedPaintJustAColor = true;            }        } else if (validatedPaint != paint) {            updatePaint = true;            // this should be set when we are switching from paint to color            // in which case this condition will be true            isValidatedPaintJustAColor = false;        }         if ((currentContext != this) ||            (srcData != validatedSrcData) ||            (dstData != validatedDstData))        {            if (dstData != validatedDstData) {                // the clip is dependent on the destination surface, so we                // need to update it if we have a new destination surface                updateClip = true;            }             if (paint == null) {                // make sure we update the color state (otherwise, it might                // not be updated if this is the first time the context                // is being validated)                updatePaint = true;            }             // update the current source and destination surfaces            setSurfaces(srcData, dstData);             currentContext = this;            validatedSrcData = srcData;            validatedDstData = dstData;        }         // validate clip        if ((clip != validatedClip) || updateClip) {            if (clip != null) {                if (updateClip ||                    validatedClip == null ||                    !(validatedClip.isRectangular() && clip.isRectangular()) ||                    ((clip.getLoX() != validatedClip.getLoX() ||                      clip.getLoY() != validatedClip.getLoY() ||                      clip.getHiX() != validatedClip.getHiX() ||                      clip.getHiY() != validatedClip.getHiY())))                {                    setClip(clip);                }            } else {                resetClip();            }            validatedClip = clip;        }         // validate composite (note that a change in the context flags        // may require us to update the composite state, even if the        // composite has not changed)        if ((comp != validatedComp) || (flags != validatedFlags)) {            if (comp != null) {                setComposite(comp, flags);            } else {                resetComposite();            }            // the paint state is dependent on the composite state, so make            // sure we update the color below            updatePaint = true;            validatedComp = comp;            validatedFlags = flags;        }         // validate transform        boolean txChanged = false;        if (xform == null) {            if (xformInUse) {                resetTransform();                xformInUse = false;                txChanged = true;            } else if (sg2d != null) {                if (transX != sg2d.transX || transY != sg2d.transY) {                    txChanged = true;                }            }            if (sg2d != null) {                transX = sg2d.transX;                transY = sg2d.transY;            }        } else {            setTransform(xform);            xformInUse = true;            txChanged = true;        }        // non-Color paints may require paint revalidation        if (!isValidatedPaintJustAColor && txChanged) {            updatePaint = true;        }         // validate paint        if (updatePaint) {            if (paint != null) {                BufferedPaints.setPaint(rq, sg2d, paint, flags);            } else {                BufferedPaints.resetPaint(rq);            }            validatedPaint = paint;        }         // mark dstData dirty        // REMIND: is this really needed now? we do it in SunGraphics2D..        dstData.markDirty();    }     /**     * Invalidates the surfaces associated with this context.  This is     * useful when the context is no longer needed, and we want to break     * the chain caused by these surface references.     *     * Note: must be called while the RenderQueue lock is held.     *     * @see RenderQueue#lock     * @see RenderQueue#unlock     */    public void invalidateSurfaces() {        validatedSrcData = null;        validatedDstData = null;    }     private void setSurfaces(AccelSurface srcData,                             AccelSurface dstData)    {        // assert rq.lock.isHeldByCurrentThread();        rq.ensureCapacityAndAlignment(20, 4);        buf.putInt(SET_SURFACES);        buf.putLong(srcData.getNativeOps());        buf.putLong(dstData.getNativeOps());    }     private void resetClip() {        // assert rq.lock.isHeldByCurrentThread();        rq.ensureCapacity(4);        buf.putInt(RESET_CLIP);    }     private void setClip(Region clip) {        // assert rq.lock.isHeldByCurrentThread();        if (clip.isRectangular()) {            rq.ensureCapacity(20);            buf.putInt(SET_RECT_CLIP);            buf.putInt(clip.getLoX()).putInt(clip.getLoY());            buf.putInt(clip.getHiX()).putInt(clip.getHiY());        } else {            rq.ensureCapacity(28); // so that we have room for at least a span            buf.putInt(BEGIN_SHAPE_CLIP);            buf.putInt(SET_SHAPE_CLIP_SPANS);            // include a placeholder for the span count            int countIndex = buf.position();            buf.putInt(0);            int spanCount = 0;            int remainingSpans = buf.remaining() / BYTES_PER_SPAN;            int span[] = new int[4];            SpanIterator si = clip.getSpanIterator();            while (si.nextSpan(span)) {                if (remainingSpans == 0) {                    buf.putInt(countIndex, spanCount);                    rq.flushNow();                    buf.putInt(SET_SHAPE_CLIP_SPANS);                    countIndex = buf.position();                    buf.putInt(0);                    spanCount = 0;                    remainingSpans = buf.remaining() / BYTES_PER_SPAN;                }                buf.putInt(span[0]); // x1                buf.putInt(span[1]); // y1                buf.putInt(span[2]); // x2                buf.putInt(span[3]); // y2                spanCount++;                remainingSpans--;            }            buf.putInt(countIndex, spanCount);            rq.ensureCapacity(4);            buf.putInt(END_SHAPE_CLIP);        }    }     private void resetComposite() {        // assert rq.lock.isHeldByCurrentThread();        rq.ensureCapacity(4);        buf.putInt(RESET_COMPOSITE);    }     private void setComposite(Composite comp, int flags) {        // assert rq.lock.isHeldByCurrentThread();        if (comp instanceof AlphaComposite) {            AlphaComposite ac = (AlphaComposite)comp;            rq.ensureCapacity(16);            buf.putInt(SET_ALPHA_COMPOSITE);            buf.putInt(ac.getRule());            buf.putFloat(ac.getAlpha());            buf.putInt(flags);        } else if (comp instanceof XORComposite) {            int xorPixel = ((XORComposite)comp).getXorPixel();            rq.ensureCapacity(8);            buf.putInt(SET_XOR_COMPOSITE);            buf.putInt(xorPixel);        } else {            throw new InternalError("not yet implemented");        }    }     private void resetTransform() {        // assert rq.lock.isHeldByCurrentThread();        rq.ensureCapacity(4);        buf.putInt(RESET_TRANSFORM);    }     private void setTransform(AffineTransform xform) {        // assert rq.lock.isHeldByCurrentThread();        rq.ensureCapacityAndAlignment(52, 4);        buf.putInt(SET_TRANSFORM);        buf.putDouble(xform.getScaleX());        buf.putDouble(xform.getShearY());        buf.putDouble(xform.getShearX());        buf.putDouble(xform.getScaleY());        buf.putDouble(xform.getTranslateX());        buf.putDouble(xform.getTranslateY());    }     /**     * Resets this context's surfaces and all attributes.     *     * Note: must be called while the RenderQueue lock is held.     *     * @see RenderQueue#lock     * @see RenderQueue#unlock     */    public void invalidateContext() {        resetTransform();        resetComposite();        resetClip();        BufferedPaints.resetPaint(rq);        invalidateSurfaces();        validatedComp = null;        validatedClip = null;        validatedPaint = null;        isValidatedPaintJustAColor = false;        xformInUse = false;    }     /**     * Returns a singleton {@code RenderQueue} object used by the rendering     * pipeline.     *     * @return a render queue     * @see RenderQueue     */    public abstract RenderQueue getRenderQueue();     /**     * Saves the the state of this context.     * It may reset the current context.     *     * Note: must be called while the RenderQueue lock is held.     *     * @see RenderQueue#lock     * @see RenderQueue#unlock     */    public abstract void saveState();     /**     * Restores the native state of this context.     * It may reset the current context.     *     * Note: must be called while the RenderQueue lock is held.     *     * @see RenderQueue#lock     * @see RenderQueue#unlock     */    public abstract void restoreState();}