/* * Copyright (c) 2007, 2013, 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.Composite; import sun.java2d.SunGraphics2D; import sun.java2d.SurfaceData; import sun.java2d.loops.CompositeType; import sun.java2d.loops.MaskFill; import sun.java2d.loops.SurfaceType; import static sun.java2d.pipe.BufferedOpCodes.*; /** * The MaskFill operation is expressed as: * dst = ((src <MODE> dst) * pathA) + (dst * (1 - pathA)) * * The OGL/D3D implementation of the MaskFill operation differs from the above * equation because it is not possible to perform such a complex operation in * OpenGL/Direct3D (without the use of advanced techniques like fragment * shaders and multitexturing). Therefore, the BufferedMaskFill operation * is expressed as: * dst = (src * pathA) <SrcOver> dst * * This simplified formula is only equivalent to the "true" MaskFill equation * in the following situations: * - <MODE> is SrcOver * - <MODE> is Src, extra alpha == 1.0, and the source paint is opaque * * Therefore, we register BufferedMaskFill primitives for only the SurfaceType * and CompositeType restrictions mentioned above. In addition, for the * SrcNoEa case we must override the incoming composite with a SrcOver (no * extra alpha) instance, so that we set up the OpenGL/Direct3D blending * mode to match the BufferedMaskFill equation. */ public abstract class BufferedMaskFill extends MaskFill { protected final RenderQueue rq; protected BufferedMaskFill(RenderQueue rq, SurfaceType srcType, CompositeType compType, SurfaceType dstType) { super(srcType, compType, dstType); this.rq = rq; } @Override public void MaskFill(SunGraphics2D sg2d, SurfaceData sData, Composite comp, final int x, final int y, final int w, final int h, final byte[] mask, final int maskoff, final int maskscan) { AlphaComposite acomp = (AlphaComposite)comp; if (acomp.getRule() != AlphaComposite.SRC_OVER) { comp = AlphaComposite.SrcOver; } rq.lock(); try { validateContext(sg2d, comp, BufferedContext.USE_MASK); // we adjust the mask length so that the mask ends on a // 4-byte boundary int maskBytesRequired; if (mask != null) { // we adjust the mask length so that the mask ends on a // 4-byte boundary maskBytesRequired = (mask.length + 3) & (~3); } else { // mask not needed maskBytesRequired = 0; } int totalBytesRequired = 32 + maskBytesRequired; RenderBuffer buf = rq.getBuffer(); if (totalBytesRequired <= buf.capacity()) { if (totalBytesRequired > buf.remaining()) { // process the queue first and then enqueue the mask rq.flushNow(); } buf.putInt(MASK_FILL); // enqueue parameters buf.putInt(x).putInt(y).putInt(w).putInt(h); buf.putInt(maskoff); buf.putInt(maskscan); buf.putInt(maskBytesRequired); if (mask != null) { // enqueue the mask int padding = maskBytesRequired - mask.length; buf.put(mask); if (padding != 0) { buf.position(buf.position() + padding); } } } else { // queue is too small to accommodate entire mask; perform // the operation directly on the queue flushing thread rq.flushAndInvokeNow(new Runnable() { public void run() { maskFill(x, y, w, h, maskoff, maskscan, mask.length, mask); } }); } } finally { rq.unlock(); } } /** * Called as a separate Runnable when the operation is too large to fit * on the RenderQueue. The OGL/D3D pipelines each have their own (small) * native implementation of this method. */ protected abstract void maskFill(int x, int y, int w, int h, int maskoff, int maskscan, int masklen, byte[] mask); /** * Validates the state in the provided SunGraphics2D object and sets up * any special resources for this operation (e.g. enabling gradient * shading). */ protected abstract void validateContext(SunGraphics2D sg2d, Composite comp, int ctxflags); }