/*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* 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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*/
#include "sun_java2d_d3d_D3DMaskFill.h"
#include "D3DMaskFill.h"
#include "D3DRenderQueue.h"
/**
* This implementation first copies the alpha tile into a texture and then
* maps that texture to the destination surface. This approach appears to
* offer the best performance despite being a two-step process.
*
* Here are some descriptions of the many variables used in this method:
* x,y - upper left corner of the tile destination
* x0 - placekeeper for the original destination x location
* sx1,sy1 - upper left corner of the mask tile source region
* sx2,sy2 - lower left corner of the mask tile source region
* sx,sy - "current" upper left corner of the mask tile region of interest
*/
unsigned char *pMask)
{
{
x0 = x;
x = x0;
}
}
}
return res;
}
{
unsigned char *mask;
mask = (unsigned char *)
} else {
}
x, y, w, h,
// reset current state, and ensure rendering is flushed to dest
d3dc->FlushVertexQueue();
}
}
}