/*
* Copyright (c) 2007, 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
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*/
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 accomodate 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);
}