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diff --git a/src/windows/native/sun/java2d/d3d/D3DVertexCacher.cpp b/src/windows/native/sun/java2d/d3d/D3DVertexCacher.cpp
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index 000000000..6cf2a90b8
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+++ b/src/windows/native/sun/java2d/d3d/D3DVertexCacher.cpp
@@ -0,0 +1,823 @@
+/*
+ * Copyright 2007-2008 Sun Microsystems, Inc. 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. Sun designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Sun 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 Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
+ * CA 95054 USA or visit www.sun.com if you need additional information or
+ * have any questions.
+ */
+
+#include "D3DPipeline.h"
+#include "D3DVertexCacher.h"
+#include "D3DPaints.h"
+
+#include "math.h"
+
+// non-texturized macros
+
+#define ADD_VERTEX_XYC(X, Y, VCOLOR) \
+do { \
+ vertices[firstUnusedVertex].x = (X); \
+ vertices[firstUnusedVertex].y = (Y); \
+ vertices[firstUnusedVertex].color = (DWORD)(VCOLOR); \
+ firstUnusedVertex++; \
+} while (0)
+
+#define ADD_LINE_XYC(X1, Y1, X2, Y2, VCOLOR) \
+do { \
+ ADD_VERTEX_XYC(X1, Y1, VCOLOR); \
+ ADD_VERTEX_XYC(X2, Y2, VCOLOR); \
+ batches[currentBatch].pNum++; \
+} while (0)
+
+#define ADD_LINE_SEG_XYC(X, Y, VCOLOR) \
+do { \
+ ADD_VERTEX_XYC(X, Y, VCOLOR); \
+ batches[currentBatch].pNum++; \
+} while (0)
+
+#define ADD_TRIANGLE_XYC(X1, Y1, X2, Y2, X3, Y3, VCOLOR) \
+do { \
+ ADD_VERTEX_XYC(X1, Y1, VCOLOR); \
+ ADD_VERTEX_XYC(X2, Y2, VCOLOR); \
+ ADD_VERTEX_XYC(X3, Y3, VCOLOR); \
+ batches[currentBatch].pNum++; \
+} while (0)
+
+// texturized macros
+
+#define ADD_VERTEX_XYUVC(X, Y, U1, V1, VCOLOR) \
+do { \
+ vertices[firstUnusedVertex].x = (X); \
+ vertices[firstUnusedVertex].y = (Y); \
+ vertices[firstUnusedVertex].tu1 = (U1); \
+ vertices[firstUnusedVertex].tv1 = (V1); \
+ vertices[firstUnusedVertex].color = (DWORD)(VCOLOR); \
+ firstUnusedVertex++; \
+} while (0)
+
+#define ADD_VERTEX_XYUVUVC(X, Y, U1, V1, U2, V2, VCOLOR) \
+do { \
+ vertices[firstUnusedVertex].tu2 = (U2); \
+ vertices[firstUnusedVertex].tv2 = (V2); \
+ ADD_VERTEX_XYUVC(X, Y, U1, V1, VCOLOR); \
+} while (0)
+
+#define ADD_TRIANGLE_XYUVC(X1, Y1, X2, Y2, X3, Y3, \
+ U1, V1, U2, V2, U3, V3, VCOLOR) \
+do { \
+ ADD_VERTEX_XYUVC(X1, Y1, U1, V1, VCOLOR); \
+ ADD_VERTEX_XYUVC(X2, Y2, U2, V2, VCOLOR); \
+ ADD_VERTEX_XYUVC(X3, Y3, U3, V3, VCOLOR); \
+ batches[currentBatch].pNum++; \
+} while (0)
+
+#define ADD_TRIANGLE_XYUVUVC(X1, Y1, X2, Y2, X3, Y3, \
+ U11, V11, U12, V12, U13, V13, \
+ U21, V21, U22, V22, U23, V23, \
+ VCOLOR) \
+do { \
+ ADD_VERTEX_XYUVUVC(X1, Y1, U11, V11, U21, V21, VCOLOR); \
+ ADD_VERTEX_XYUVUVC(X2, Y2, U12, V12, U22, V22, VCOLOR); \
+ ADD_VERTEX_XYUVUVC(X3, Y3, U13, V13, U23, V23, VCOLOR); \
+ batches[currentBatch].pNum++; \
+} while (0)
+
+// These are fudge factors for rendering lines found by experimenting.
+// They are used to tweak the geometry such that the rendering (mostly) matches
+// our software rendering on most hardware. The main goal was to pick the
+// numbers such that the beginning and ending pixels of lines match.
+#define LINE_FUDGE
+// fudge factors
+#ifdef LINE_FUDGE
+
+// Horiz/vertical
+#define HV_FF1 ( 0.0f)
+#define HV_FF2 ( 0.51f)
+// For the record: value below (or larger) is required for Intel 855, but
+// breaks Nvidia, ATI and Intel 965, and since the pipeline is disabled on
+// 855 anyway we'll use 0.51f.
+//#define HV_FF2 ( 0.5315f)
+#define HV_FF3 (-0.2f)
+// single pixel
+#define SP_FF4 ( 0.3f)
+
+// diagonal, down
+#define DD_FX1 (-0.1f)
+#define DD_FY1 (-0.25f)
+#define DD_FX2 ( 0.2f)
+#define DD_FY2 ( 0.304f)
+// For the record: with this value diagonal-down lines with Texture paint
+// are a bit off on all chipsets but Intel 965. So instead we'll use
+// .304f which makes it better for the rest, but at a price of a bit
+// of pixel/texel shifting on 965G
+//#define DD_FY2 ( 0.4f)
+// diagonal, up
+#define DU_FX1 (-0.1f)
+#define DU_FY1 ( 0.4f)
+#define DU_FX2 ( 0.3f)
+#define DU_FY2 (-0.3f)
+
+#else
+
+#define HV_FF1 (0.0f)
+#define HV_FF2 (0.0f)
+#define HV_FF3 (0.0f)
+#define SP_FF4 (0.0f)
+
+#define DD_FX1 (0.0f)
+#define DD_FY1 (0.0f)
+#define DD_FX2 (0.0f)
+#define DD_FY2 (0.0f)
+#define DU_FX1 (0.0f)
+#define DU_FY1 (0.0f)
+#define DU_FX2 (0.0f)
+#define DU_FY2 (0.0f)
+
+#endif
+
+HRESULT
+D3DVertexCacher::CreateInstance(D3DContext *pCtx, D3DVertexCacher **ppVC)
+{
+ HRESULT res;
+
+ J2dTraceLn(J2D_TRACE_INFO, "D3DVertexCacher::CreateInstance");
+
+ *ppVC = new D3DVertexCacher();
+ if (FAILED(res = (*ppVC)->Init(pCtx))) {
+ delete *ppVC;
+ *ppVC = NULL;
+ }
+ return res;
+}
+
+D3DVertexCacher::D3DVertexCacher()
+{
+ lpD3DDevice = NULL;
+ lpD3DVertexBuffer = NULL;
+}
+
+HRESULT
+D3DVertexCacher::Init(D3DContext *pCtx)
+{
+ D3DCAPS9 caps;
+
+ RETURN_STATUS_IF_NULL(pCtx, E_FAIL);
+
+ ReleaseDefPoolResources();
+
+ this->pCtx = pCtx;
+
+ firstPendingBatch = 0;
+ firstPendingVertex = 0;
+ firstUnusedVertex = 0;
+ currentBatch = 0;
+ ZeroMemory(vertices, sizeof(vertices));
+ ZeroMemory(batches, sizeof(batches));
+
+ lpD3DDevice = pCtx->Get3DDevice();
+ RETURN_STATUS_IF_NULL(lpD3DDevice, E_FAIL);
+
+ ZeroMemory(&caps, sizeof(caps));
+ lpD3DDevice->GetDeviceCaps(&caps);
+
+ D3DPOOL pool = (caps.DeviceType == D3DDEVTYPE_HAL) ?
+ D3DPOOL_DEFAULT : D3DPOOL_SYSTEMMEM;
+ // usage depends on whether we use hw or sw vertex processing
+ HRESULT res =
+ lpD3DDevice->CreateVertexBuffer(MAX_BATCH_SIZE*sizeof(J2DLVERTEX),
+ D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFVF_J2DLVERTEX,
+ pool, &lpD3DVertexBuffer, NULL);
+ RETURN_STATUS_IF_FAILED(res);
+
+ res = lpD3DDevice->SetStreamSource(0, lpD3DVertexBuffer, 0,
+ sizeof(J2DLVERTEX));
+ RETURN_STATUS_IF_FAILED(res);
+
+ lpD3DDevice->SetFVF(D3DFVF_J2DLVERTEX);
+ return res;
+}
+
+void
+D3DVertexCacher::ReleaseDefPoolResources()
+{
+ SAFE_RELEASE(lpD3DVertexBuffer);
+ pCtx = NULL;
+}
+
+HRESULT D3DVertexCacher::DrawLine(int x1, int y1, int x2, int y2)
+{
+ HRESULT res;
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, 1*2))) {
+ float fx1, fy1, fx2, fy2;
+ if (y1 == y2) {
+ // horizontal
+ fy1 = (float)y1+HV_FF1;
+ fy2 = fy1;
+
+ if (x1 > x2) {
+ fx1 = (float)x2+HV_FF3;
+ fx2 = (float)x1+HV_FF2;
+ } else if (x1 < x2) {
+ fx1 = (float)x1+HV_FF3;
+ fx2 = (float)x2+HV_FF2;
+ } else {
+ // single point, offset a little so that a single
+ // pixel is rendered
+ fx1 = (float)x1-SP_FF4;
+ fy1 = (float)y1-SP_FF4;
+ fx2 = (float)x2+SP_FF4;
+ fy2 = (float)y2+SP_FF4;
+ }
+ } else if (x1 == x2) {
+ // vertical
+ fx1 = (float)x1+HV_FF1;
+ fx2 = fx1;
+ if (y1 > y2) {
+ fy1 = (float)y2+HV_FF3;
+ fy2 = (float)y1+HV_FF2;
+ } else {
+ fy1 = (float)y1+HV_FF3;
+ fy2 = (float)y2+HV_FF2;
+ }
+ } else {
+ // diagonal
+ if (x1 > x2 && y1 > y2) {
+ // ^
+ // \ case -> inverse
+ fx1 = (float)x2;
+ fy1 = (float)y2;
+ fx2 = (float)x1;
+ fy2 = (float)y1;
+ } else if (x1 > x2 && y2 > y1) {
+ // /
+ // v case - inverse
+ fx1 = (float)x2;
+ fy1 = (float)y2;
+ fx2 = (float)x1;
+ fy2 = (float)y1;
+ } else {
+ // \ ^
+ // v or / - leave as is
+ fx1 = (float)x1;
+ fy1 = (float)y1;
+ fx2 = (float)x2;
+ fy2 = (float)y2;
+ }
+
+ if (fx2 > fx1 && fy2 > fy1) {
+ // \
+ // v
+ fx1 += DD_FX1;
+ fy1 += DD_FY1;
+ fx2 += DD_FX2;
+ fy2 += DD_FY2;
+ } else {
+ // ^
+ // /
+ fx1 += DU_FX1;
+ fy1 += DU_FY1;
+ fx2 += DU_FX2;
+ fy2 += DU_FY2;
+ }
+ }
+ ADD_LINE_XYC(fx1, fy1, fx2, fy2, color);
+ }
+ return res;
+}
+
+HRESULT
+D3DVertexCacher::DrawPoly(jint nPoints, jboolean isClosed,
+ jint transX, jint transY,
+ jint *xPoints, jint *yPoints)
+{
+ HRESULT res;
+ jfloat mx = (jfloat)xPoints[0];
+ jfloat my = (jfloat)yPoints[0];
+ jboolean isEmpty = TRUE;
+
+ if (nPoints == 0) {
+ return S_OK;
+ }
+
+ if (isClosed &&
+ xPoints[nPoints - 1] == xPoints[0] &&
+ yPoints[nPoints - 1] == yPoints[0])
+ {
+ isClosed = FALSE;
+ }
+
+ // npoints is exactly the number of vertices we need,
+ // possibly plus one (if the path is closed)
+ UINT reqVerts = nPoints * 1;
+ int i = 0;
+ do {
+ // leave room for one possible additional closing point
+ UINT vertsInBatch = min(MAX_BATCH_SIZE-1, max(2, reqVerts));
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINESTRIP, vertsInBatch+1))) {
+ reqVerts -= vertsInBatch;
+ do {
+ jfloat x = (jfloat)xPoints[i];
+ jfloat y = (jfloat)yPoints[i];
+
+ isEmpty = isEmpty && (x == mx && y == my);
+
+ ADD_LINE_SEG_XYC(x + transX, y + transY, color);
+ i++;
+ vertsInBatch--;
+ } while (vertsInBatch > 0);
+ // include the last point from the current batch into the next
+ if (reqVerts > 0) {
+ i--;
+ reqVerts++;
+ // loop continues
+ } else if (isClosed && !isEmpty) {
+ // if this was the last batch, see if the closing point is needed;
+ // note that we have left the room for it
+ ADD_LINE_SEG_XYC(mx + transX, my + transY, color);
+ // for clarity, the loop is ended anyway
+ break;
+ } else if (isEmpty || !isClosed) {
+ // - either we went nowhere, then change the last point
+ // so that a single pixel is rendered
+ // - or it's not empty and not closed - add another
+ // point because on some boards the last point is not rendered
+ mx = xPoints[nPoints-1] + transX +SP_FF4;
+ my = yPoints[nPoints-1] + transY +SP_FF4;
+ ADD_LINE_SEG_XYC(mx, my, color);
+ // for clarity
+ break;
+ }
+ }
+ } while (reqVerts > 0 && SUCCEEDED(res));
+
+ return res;
+}
+
+HRESULT
+D3DVertexCacher::DrawScanlines(jint scanlineCount, jint *scanlines)
+{
+ HRESULT res;
+ float x1, x2, y;
+ UINT reqVerts = scanlineCount*2/*vertices per line*/;
+
+ if (scanlineCount == 0) {
+ return S_OK;
+ }
+
+ do {
+ UINT vertsInBatch = min(2*(MAX_BATCH_SIZE/2), reqVerts);
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, vertsInBatch))) {
+ reqVerts -= vertsInBatch;
+ do {
+ x1 = ((float)*(scanlines++)) +HV_FF3;
+ x2 = ((float)*(scanlines++)) +HV_FF2;
+ y = ((float)*(scanlines++)) +HV_FF1;
+ ADD_LINE_XYC(x1, y, x2, y, color);
+ vertsInBatch -= 2;
+ } while (vertsInBatch > 0);
+ }
+ } while (reqVerts > 0 && SUCCEEDED(res));
+ return res;
+}
+
+HRESULT
+D3DVertexCacher::FillSpans(jint spanCount, jint *spans)
+{
+ HRESULT res;
+ float x1, y1, x2, y2;
+ UINT reqVerts = spanCount*2*3/*vertices per span: two triangles*/;
+
+ if (spanCount == 0) {
+ return S_OK;
+ }
+
+ do {
+ UINT vertsInBatch = min(6*(MAX_BATCH_SIZE/6), reqVerts);
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, vertsInBatch))) {
+ reqVerts -= vertsInBatch;
+ do {
+ x1 = ((float)*(spans++));
+ y1 = ((float)*(spans++));
+ x2 = ((float)*(spans++));
+ y2 = ((float)*(spans++));
+
+ ADD_TRIANGLE_XYC(x1, y1, x2, y1, x1, y2, color);
+ ADD_TRIANGLE_XYC(x1, y2, x2, y1, x2, y2, color);
+ vertsInBatch -= 6;
+ } while (vertsInBatch > 0);
+ }
+ } while (reqVerts > 0 && SUCCEEDED(res));
+
+ return res;
+}
+
+HRESULT D3DVertexCacher::DrawRect(int x1, int y1, int x2, int y2)
+{
+ HRESULT res;
+
+ if ((x2 - x1) < 2 || (y2 - y1) < 2) {
+ return FillRect(x1, y1, x2+1, y2+1);
+ }
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, 4*2))) {
+
+ float fx1 = (float)x1;
+ float fy1 = (float)y1;
+ float fx2 = (float)x2;
+ float fy2 = (float)y2;
+
+ // horiz: top left - top right
+ ADD_LINE_XYC(fx1+HV_FF3, fy1+HV_FF1, fx2-1.0f+HV_FF2, fy1+HV_FF1,color);
+ // horiz: bottom left - bottom right
+ ADD_LINE_XYC(fx1+1.0f+HV_FF3, fy2+HV_FF1, fx2+HV_FF2, fy2+HV_FF1,color);
+ // vert : top right - bottom right
+ ADD_LINE_XYC(fx2+HV_FF1, fy1+HV_FF3, fx2+HV_FF1, fy2-1.0f+HV_FF2,color);
+ // vert : top left - bottom left
+ ADD_LINE_XYC(fx1+HV_FF1, fy1+1.0f+HV_FF3, fx1+HV_FF1, fy2+HV_FF2,color);
+ }
+ return res;
+}
+
+HRESULT D3DVertexCacher::FillRect(int x1, int y1, int x2, int y2)
+{
+ HRESULT res;
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
+ float fx1 = (float)x1;
+ float fy1 = (float)y1;
+ float fx2 = (float)x2;
+ float fy2 = (float)y2;
+ ADD_TRIANGLE_XYUVC(fx1, fy1, fx2, fy1, fx1, fy2,
+ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ color);
+ ADD_TRIANGLE_XYUVC(fx1, fy2, fx2, fy1, fx2, fy2,
+ 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ color);
+ }
+ return res;
+}
+
+HRESULT D3DVertexCacher::FillParallelogram(float fx11, float fy11,
+ float dx21, float dy21,
+ float dx12, float dy12)
+{
+ HRESULT res;
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
+ // correct texel to pixel mapping; see D3DContext::SetTransform()
+ // for non-id tx case
+ if (pCtx->IsIdentityTx()) {
+ fx11 -= 0.5f;
+ fy11 -= 0.5f;
+ }
+ dx21 += fx11;
+ dy21 += fy11;
+ float fx22 = dx21 + dx12;
+ float fy22 = dy21 + dy12;
+ dx12 += fx11;
+ dy12 += fy11;
+
+ ADD_TRIANGLE_XYUVC(fx11, fy11, dx21, dy21, dx12, dy12,
+ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ color);
+ ADD_TRIANGLE_XYUVC(dx12, dy12, dx21, dy21, fx22, fy22,
+ 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ color);
+ }
+ return res;
+}
+
+#define ADJUST_PGRAM(V, DV, DIM) \
+ do { \
+ if ((DV) >= 0) { \
+ (DIM) += (DV); \
+ } else { \
+ (DIM) -= (DV); \
+ (V) += (DV); \
+ } \
+ } while (0)
+
+// Invert the following transform:
+// DeltaT(0, 0) == (0, 0)
+// DeltaT(1, 0) == (DX1, DY1)
+// DeltaT(0, 1) == (DX2, DY2)
+// DeltaT(1, 1) == (DX1+DX2, DY1+DY2)
+// TM00 = DX1, TM01 = DX2, (TM02 = X11)
+// TM10 = DY1, TM11 = DY2, (TM12 = Y11)
+// Determinant = TM00*TM11 - TM01*TM10
+// = DX1*DY2 - DX2*DY1
+// Inverse is:
+// IM00 = TM11/det, IM01 = -TM01/det
+// IM10 = -TM10/det, IM11 = TM00/det
+// IM02 = (TM01 * TM12 - TM11 * TM02) / det,
+// IM12 = (TM10 * TM02 - TM00 * TM12) / det,
+
+#define DECLARE_MATRIX(MAT) \
+ float MAT ## 00, MAT ## 01, MAT ## 02, MAT ## 10, MAT ## 11, MAT ## 12
+
+#define GET_INVERTED_MATRIX(MAT, X11, Y11, DX1, DY1, DX2, DY2, RET_CODE) \
+ do { \
+ float det = DX1*DY2 - DX2*DY1; \
+ if (det == 0) { \
+ RET_CODE; \
+ } \
+ MAT ## 00 = DY2/det; \
+ MAT ## 01 = -DX2/det; \
+ MAT ## 10 = -DY1/det; \
+ MAT ## 11 = DX1/det; \
+ MAT ## 02 = (DX2 * Y11 - DY2 * X11) / det; \
+ MAT ## 12 = (DY1 * X11 - DX1 * Y11) / det; \
+ } while (0)
+
+#define TRANSFORM(MAT, TX, TY, X, Y) \
+ do { \
+ TX = (X) * MAT ## 00 + (Y) * MAT ## 01 + MAT ## 02; \
+ TY = (X) * MAT ## 10 + (Y) * MAT ## 11 + MAT ## 12; \
+ } while (0)
+
+HRESULT D3DVertexCacher::FillParallelogramAA(float fx11, float fy11,
+ float dx21, float dy21,
+ float dx12, float dy12)
+{
+ HRESULT res;
+ DECLARE_MATRIX(om);
+
+ GET_INVERTED_MATRIX(om, fx11, fy11, dx21, dy21, dx12, dy12,
+ return D3D_OK);
+
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
+ float px = fx11, py = fy11;
+ float pw = 0.0f, ph = 0.0f;
+ ADJUST_PGRAM(px, dx21, pw);
+ ADJUST_PGRAM(py, dy21, ph);
+ ADJUST_PGRAM(px, dx12, pw);
+ ADJUST_PGRAM(py, dy12, ph);
+ float px1 = floor(px);
+ float py1 = floor(py);
+ float px2 = ceil(px + pw);
+ float py2 = ceil(py + ph);
+ float u11, v11, u12, v12, u21, v21, u22, v22;
+ TRANSFORM(om, u11, v11, px1, py1);
+ TRANSFORM(om, u21, v21, px2, py1);
+ TRANSFORM(om, u12, v12, px1, py2);
+ TRANSFORM(om, u22, v22, px2, py2);
+ ADD_TRIANGLE_XYUVUVC(px1, py1, px2, py1, px1, py2,
+ u11, v11, u21, v21, u12, v12,
+ 5.0, 5.0, 6.0, 5.0, 5.0, 6.0,
+ color);
+ ADD_TRIANGLE_XYUVUVC(px1, py2, px2, py1, px2, py2,
+ u12, v12, u21, v21, u22, v22,
+ 5.0, 6.0, 6.0, 5.0, 6.0, 6.0,
+ color);
+ }
+ return res;
+}
+
+HRESULT D3DVertexCacher::DrawParallelogramAA(float ox11, float oy11,
+ float ox21, float oy21,
+ float ox12, float oy12,
+ float ix11, float iy11,
+ float ix21, float iy21,
+ float ix12, float iy12)
+{
+ HRESULT res;
+ DECLARE_MATRIX(om);
+ DECLARE_MATRIX(im);
+
+ GET_INVERTED_MATRIX(im, ix11, iy11, ix21, iy21, ix12, iy12,
+ // inner parallelogram is degenerate
+ // therefore it encloses no area
+ // fill outer
+ return FillParallelogramAA(ox11, oy11,
+ ox21, oy21,
+ ox12, oy12));
+ GET_INVERTED_MATRIX(om, ox11, oy11, ox21, oy21, ox12, oy12,
+ return D3D_OK);
+
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
+ float ox = ox11, oy = oy11;
+ float ow = 0.0f, oh = 0.0f;
+ ADJUST_PGRAM(ox, ox21, ow);
+ ADJUST_PGRAM(oy, oy21, oh);
+ ADJUST_PGRAM(ox, ox12, ow);
+ ADJUST_PGRAM(oy, oy12, oh);
+ float ox11 = floor(ox);
+ float oy11 = floor(oy);
+ float ox22 = ceil(ox + ow);
+ float oy22 = ceil(oy + oh);
+ float ou11, ov11, ou12, ov12, ou21, ov21, ou22, ov22;
+ TRANSFORM(om, ou11, ov11, ox11, oy11);
+ TRANSFORM(om, ou21, ov21, ox22, oy11);
+ TRANSFORM(om, ou12, ov12, ox11, oy22);
+ TRANSFORM(om, ou22, ov22, ox22, oy22);
+ float iu11, iv11, iu12, iv12, iu21, iv21, iu22, iv22;
+ TRANSFORM(im, iu11, iv11, ox11, oy11);
+ TRANSFORM(im, iu21, iv21, ox22, oy11);
+ TRANSFORM(im, iu12, iv12, ox11, oy22);
+ TRANSFORM(im, iu22, iv22, ox22, oy22);
+ ADD_TRIANGLE_XYUVUVC(ox11, oy11, ox22, oy11, ox11, oy22,
+ ou11, ov11, ou21, ov21, ou12, ov12,
+ iu11, iv11, iu21, iv21, iu12, iv12,
+ color);
+ ADD_TRIANGLE_XYUVUVC(ox11, oy22, ox22, oy11, ox22, oy22,
+ ou12, ov12, ou21, ov21, ou22, ov22,
+ iu12, iv12, iu21, iv21, iu22, iv22,
+ color);
+ }
+ return res;
+}
+
+HRESULT
+D3DVertexCacher::DrawTexture(float x1, float y1, float x2, float y2,
+ float u1, float v1, float u2, float v2)
+{
+ HRESULT res;
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
+ // correct texel to pixel mapping; see D3DContext::SetTransform()
+ // for non-id tx case
+ if (pCtx->IsIdentityTx()) {
+ x1 -= 0.5f;
+ y1 -= 0.5f;
+ x2 -= 0.5f;
+ y2 -= 0.5f;
+ }
+
+ ADD_TRIANGLE_XYUVC(x1, y1, x2, y1, x1, y2,
+ u1, v1, u2, v1, u1, v2,
+ color);
+ ADD_TRIANGLE_XYUVC(x1, y2, x2, y1, x2, y2,
+ u1, v2, u2, v1, u2, v2,
+ color);
+ }
+ return res;
+}
+
+HRESULT
+D3DVertexCacher::DrawTexture(float x1, float y1, float x2, float y2,
+ float u11, float v11, float u12, float v12,
+ float u21, float v21, float u22, float v22)
+{
+ HRESULT res;
+ if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
+ // correct texel to pixel mapping; see D3DContext::SetTransform()
+ // for non-id tx case
+ if (pCtx->IsIdentityTx()) {
+ x1 -= 0.5f;
+ y1 -= 0.5f;
+ x2 -= 0.5f;
+ y2 -= 0.5f;
+ }
+
+ ADD_TRIANGLE_XYUVUVC(x1, y1, x2, y1, x1, y2,
+ u11, v11, u12, v11, u11, v12,
+ u21, v21, u22, v21, u21, v22,
+ color);
+ ADD_TRIANGLE_XYUVUVC(x1, y2, x2, y1, x2, y2,
+ u11, v12, u12, v11, u12, v12,
+ u21, v22, u22, v21, u22, v22,
+ color);
+ }
+ return res;
+}
+
+HRESULT D3DVertexCacher::Render(int actionType)
+{
+ J2DLVERTEX *lpVert;
+ HRESULT res;
+ DWORD dwLockFlags;
+ UINT pendingVertices = firstUnusedVertex - firstPendingVertex;
+
+ // nothing to render
+ if (pendingVertices == 0) {
+ if (actionType == RESET_ACTION) {
+ firstPendingBatch = 0;
+ firstPendingVertex = 0;
+ firstUnusedVertex = 0;
+ currentBatch = 0;
+ }
+ return D3D_OK;
+ }
+
+ if (firstPendingVertex == 0) {
+ // no data in the buffer yet, we don't care about
+ // vertex buffer's contents
+ dwLockFlags = D3DLOCK_DISCARD;
+ } else {
+ // append to the existing data in the vertex buffer
+ dwLockFlags = D3DLOCK_NOOVERWRITE;
+ }
+
+ if (SUCCEEDED(res =
+ lpD3DVertexBuffer->Lock((UINT)firstPendingVertex*sizeof(J2DLVERTEX),
+ (UINT)pendingVertices*sizeof(J2DLVERTEX),
+ (void**)&lpVert, dwLockFlags)))
+ {
+ // copy only new vertices
+ memcpy((void *)lpVert,
+ (void *)(vertices + firstPendingVertex),
+ pendingVertices * sizeof(J2DLVERTEX));
+ res = lpD3DVertexBuffer->Unlock();
+ UINT currentVertex = firstPendingVertex;
+ UINT batchSize;
+ J2dTraceLn2(J2D_TRACE_VERBOSE,
+ "D3DVC::Render Starting flushing of %d vertices "\
+ "in %d batches",
+ pendingVertices,
+ (currentBatch - firstPendingBatch + 1));
+
+
+ for (UINT b = firstPendingBatch; b <= currentBatch; b++) {
+ D3DPRIMITIVETYPE pType = batches[b].pType;
+ UINT primCount = batches[b].pNum;
+ switch (pType) {
+ // the macro for adding a line segment adds one too many prims
+ case D3DPT_LINESTRIP: batchSize = primCount; primCount--; break;
+ case D3DPT_LINELIST: batchSize = primCount*2; break;
+ default: batchSize = primCount*3; break;
+ }
+ res = lpD3DDevice->DrawPrimitive(pType, currentVertex, primCount);
+ currentVertex += batchSize;
+ // init to something it can never be
+ batches[b].pType = (D3DPRIMITIVETYPE)0;
+ batches[b].pNum = 0;
+ }
+ } else {
+ DebugPrintD3DError(res, "Can't lock vertex buffer");
+ }
+
+ // REMIND: may need to rethink what to do in case of an error,
+ // should we try to render them later?
+ if (actionType == RESET_ACTION) {
+ firstPendingBatch = 0;
+ firstPendingVertex = 0;
+ firstUnusedVertex = 0;
+ currentBatch = 0;
+ } else {
+ firstPendingBatch = currentBatch;
+ firstPendingVertex = firstUnusedVertex;
+ }
+
+ return res;
+}
+
+HRESULT D3DVertexCacher::EnsureCapacity(D3DPRIMITIVETYPE newPType, UINT vNum)
+{
+ HRESULT res = D3D_OK;
+ if (vNum > MAX_BATCH_SIZE) {
+ // REMIND: need to define our own errors
+ return D3DERR_NOTAVAILABLE;
+ }
+ if ((firstUnusedVertex + vNum) > MAX_BATCH_SIZE) {
+ // if we can't fit new vertices in the vertex buffer,
+ // render whatever we have in the buffer and start
+ // from the beginning of the vertex buffer
+ J2dTraceLn2(J2D_TRACE_VERBOSE,
+ "D3DVC::EnsureCapacity exceeded capacity. "\
+ "current v: %d, requested vertices: %d\n",
+ firstUnusedVertex, vNum);
+ if (FAILED(res = Render(RESET_ACTION))) {
+ return res;
+ }
+ }
+
+ J2dTraceLn5(J2D_TRACE_VERBOSE,
+ "D3DVC::EnsureCapacity current batch: %d "\
+ " batch.type=%d newType=%d vNum=%d firstUnusedV=%d",
+ currentBatch, batches[currentBatch].pType, newPType, vNum,
+ firstUnusedVertex);
+ // there should not be multiple linestrips in a batch,
+ // or they will be counted as a single line strip
+ if (batches[currentBatch].pType != newPType ||
+ batches[currentBatch].pType == D3DPT_LINESTRIP)
+ {
+ // if this is a first unused batch, use it
+ if (firstUnusedVertex == firstPendingVertex) {
+ // record the first batch and vertex scheduled for rendering
+ firstPendingBatch = currentBatch;
+ firstPendingVertex = firstUnusedVertex;
+ } else {
+ // otherwise go to the next batch
+ currentBatch++;
+ }
+ batches[currentBatch].pType = newPType;
+ batches[currentBatch].pNum = 0;
+ }
+ // firstUnusedVertex is updated when new vertices are added
+ // to the vertices array
+
+ return res;
+}