类sun.awt.image.SurfaceManager源码实例Demo

下面列出了怎么用sun.awt.image.SurfaceManager的API类实例代码及写法,或者点击链接到github查看源代码。

源代码1 项目: jdk8u-dev-jdk   文件: D3DVolatileSurfaceManager.java
/**
 * If the destination surface's peer can potentially handle accelerated
 * on-screen rendering then it is likely that the condition which resulted
 * in VI to Screen operation is temporary, so this method sets the
 * restore countdown in hope that the on-screen accelerated rendering will
 * resume. In the meantime the backup surface of the VISM will be used.
 *
 * The countdown is needed because otherwise we may never break out
 * of "do { vi.validate()..} while(vi.lost)" loop since validate() could
 * restore the source surface every time and it will get lost again on the
 * next copy attempt, and we would never get a chance to use the backup
 * surface. By using the countdown we allow the backup surface to be used
 * while the screen surface gets sorted out, or if it for some reason can
 * never be restored.
 *
 * If the destination surface's peer could never do accelerated onscreen
 * rendering then the acceleration for the SurfaceManager associated with
 * the source surface is disabled forever.
 */
static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) {
    if (src instanceof D3DSurfaceData &&
        dst instanceof GDIWindowSurfaceData)
    {
        D3DSurfaceData d3dsd = (D3DSurfaceData)src;
        SurfaceManager mgr =
            SurfaceManager.getManager((Image)d3dsd.getDestination());
        if (mgr instanceof D3DVolatileSurfaceManager) {
            D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr;
            if (vsm != null) {
                d3dsd.setSurfaceLost(true);

                GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst;
                WComponentPeer p = wsd.getPeer();
                if (D3DScreenUpdateManager.canUseD3DOnScreen(p,
                        (Win32GraphicsConfig)p.getGraphicsConfiguration(),
                        p.getBackBuffersNum()))
                {
                    // 10 is only chosen to be greater than the number of
                    // times a sane person would call validate() inside
                    // a validation loop, and to reduce thrashing between
                    // accelerated and backup surfaces
                    vsm.setRestoreCountdown(10);
                } else {
                    vsm.setAccelerationEnabled(false);
                }
            }
        }
    }
}
 
源代码2 项目: jdk8u_jdk   文件: D3DSurfaceData.java
/**
 * We need to let the surface manager know that the surface is lost so
 * that for example BufferStrategy.contentsLost() returns correct result.
 * Normally the status of contentsLost is set in validate(), but in some
 * cases (like Swing's buffer per window) we intentionally don't call
 * validate from the toolkit thread but only check for the BS status.
 */
@Override
public void setSurfaceLost(boolean lost) {
    super.setSurfaceLost(lost);
    if (lost && offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        sm.acceleratedSurfaceLost();
    }
}
 
源代码3 项目: jdk8u_jdk   文件: D3DVolatileSurfaceManager.java
/**
 * If the destination surface's peer can potentially handle accelerated
 * on-screen rendering then it is likely that the condition which resulted
 * in VI to Screen operation is temporary, so this method sets the
 * restore countdown in hope that the on-screen accelerated rendering will
 * resume. In the meantime the backup surface of the VISM will be used.
 *
 * The countdown is needed because otherwise we may never break out
 * of "do { vi.validate()..} while(vi.lost)" loop since validate() could
 * restore the source surface every time and it will get lost again on the
 * next copy attempt, and we would never get a chance to use the backup
 * surface. By using the countdown we allow the backup surface to be used
 * while the screen surface gets sorted out, or if it for some reason can
 * never be restored.
 *
 * If the destination surface's peer could never do accelerated onscreen
 * rendering then the acceleration for the SurfaceManager associated with
 * the source surface is disabled forever.
 */
static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) {
    if (src instanceof D3DSurfaceData &&
        dst instanceof GDIWindowSurfaceData)
    {
        D3DSurfaceData d3dsd = (D3DSurfaceData)src;
        SurfaceManager mgr =
            SurfaceManager.getManager((Image)d3dsd.getDestination());
        if (mgr instanceof D3DVolatileSurfaceManager) {
            D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr;
            if (vsm != null) {
                d3dsd.setSurfaceLost(true);

                GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst;
                WComponentPeer p = wsd.getPeer();
                if (D3DScreenUpdateManager.canUseD3DOnScreen(p,
                        (Win32GraphicsConfig)p.getGraphicsConfiguration(),
                        p.getBackBuffersNum()))
                {
                    // 10 is only chosen to be greater than the number of
                    // times a sane person would call validate() inside
                    // a validation loop, and to reduce thrashing between
                    // accelerated and backup surfaces
                    vsm.setRestoreCountdown(10);
                } else {
                    vsm.setAccelerationEnabled(false);
                }
            }
        }
    }
}
 
/**
 * If the destination surface's peer can potentially handle accelerated
 * on-screen rendering then it is likely that the condition which resulted
 * in VI to Screen operation is temporary, so this method sets the
 * restore countdown in hope that the on-screen accelerated rendering will
 * resume. In the meantime the backup surface of the VISM will be used.
 *
 * The countdown is needed because otherwise we may never break out
 * of "do { vi.validate()..} while(vi.lost)" loop since validate() could
 * restore the source surface every time and it will get lost again on the
 * next copy attempt, and we would never get a chance to use the backup
 * surface. By using the countdown we allow the backup surface to be used
 * while the screen surface gets sorted out, or if it for some reason can
 * never be restored.
 *
 * If the destination surface's peer could never do accelerated onscreen
 * rendering then the acceleration for the SurfaceManager associated with
 * the source surface is disabled forever.
 */
static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) {
    if (src instanceof D3DSurfaceData &&
        dst instanceof GDIWindowSurfaceData)
    {
        D3DSurfaceData d3dsd = (D3DSurfaceData)src;
        SurfaceManager mgr =
            SurfaceManager.getManager((Image)d3dsd.getDestination());
        if (mgr instanceof D3DVolatileSurfaceManager) {
            D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr;
            if (vsm != null) {
                d3dsd.setSurfaceLost(true);

                GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst;
                WComponentPeer p = wsd.getPeer();
                if (D3DScreenUpdateManager.canUseD3DOnScreen(p,
                        (Win32GraphicsConfig)p.getGraphicsConfiguration(),
                        p.getBackBuffersNum()))
                {
                    // 10 is only chosen to be greater than the number of
                    // times a sane person would call validate() inside
                    // a validation loop, and to reduce thrashing between
                    // accelerated and backup surfaces
                    vsm.setRestoreCountdown(10);
                } else {
                    vsm.setAccelerationEnabled(false);
                }
            }
        }
    }
}
 
源代码5 项目: jdk8u-dev-jdk   文件: D3DSurfaceData.java
/**
 * We need to let the surface manager know that the surface is lost so
 * that for example BufferStrategy.contentsLost() returns correct result.
 * Normally the status of contentsLost is set in validate(), but in some
 * cases (like Swing's buffer per window) we intentionally don't call
 * validate from the toolkit thread but only check for the BS status.
 */
@Override
public void setSurfaceLost(boolean lost) {
    super.setSurfaceLost(lost);
    if (lost && offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        sm.acceleratedSurfaceLost();
    }
}
 
源代码6 项目: TencentKona-8   文件: D3DSurfaceData.java
/**
 * If acceleration should no longer be used for this surface.
 * This implementation flags to the manager that it should no
 * longer attempt to re-create a D3DSurface.
 */
void disableAccelerationForSurface() {
    if (offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        if (sm instanceof D3DVolatileSurfaceManager) {
            setSurfaceLost(true);
            ((D3DVolatileSurfaceManager)sm).setAccelerationEnabled(false);
        }
    }
}
 
源代码7 项目: TencentKona-8   文件: D3DSurfaceData.java
/**
 * We need to let the surface manager know that the surface is lost so
 * that for example BufferStrategy.contentsLost() returns correct result.
 * Normally the status of contentsLost is set in validate(), but in some
 * cases (like Swing's buffer per window) we intentionally don't call
 * validate from the toolkit thread but only check for the BS status.
 */
@Override
public void setSurfaceLost(boolean lost) {
    super.setSurfaceLost(lost);
    if (lost && offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        sm.acceleratedSurfaceLost();
    }
}
 
源代码8 项目: TencentKona-8   文件: D3DVolatileSurfaceManager.java
/**
 * If the destination surface's peer can potentially handle accelerated
 * on-screen rendering then it is likely that the condition which resulted
 * in VI to Screen operation is temporary, so this method sets the
 * restore countdown in hope that the on-screen accelerated rendering will
 * resume. In the meantime the backup surface of the VISM will be used.
 *
 * The countdown is needed because otherwise we may never break out
 * of "do { vi.validate()..} while(vi.lost)" loop since validate() could
 * restore the source surface every time and it will get lost again on the
 * next copy attempt, and we would never get a chance to use the backup
 * surface. By using the countdown we allow the backup surface to be used
 * while the screen surface gets sorted out, or if it for some reason can
 * never be restored.
 *
 * If the destination surface's peer could never do accelerated onscreen
 * rendering then the acceleration for the SurfaceManager associated with
 * the source surface is disabled forever.
 */
static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) {
    if (src instanceof D3DSurfaceData &&
        dst instanceof GDIWindowSurfaceData)
    {
        D3DSurfaceData d3dsd = (D3DSurfaceData)src;
        SurfaceManager mgr =
            SurfaceManager.getManager((Image)d3dsd.getDestination());
        if (mgr instanceof D3DVolatileSurfaceManager) {
            D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr;
            if (vsm != null) {
                d3dsd.setSurfaceLost(true);

                GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst;
                WComponentPeer p = wsd.getPeer();
                if (D3DScreenUpdateManager.canUseD3DOnScreen(p,
                        (Win32GraphicsConfig)p.getGraphicsConfiguration(),
                        p.getBackBuffersNum()))
                {
                    // 10 is only chosen to be greater than the number of
                    // times a sane person would call validate() inside
                    // a validation loop, and to reduce thrashing between
                    // accelerated and backup surfaces
                    vsm.setRestoreCountdown(10);
                } else {
                    vsm.setAccelerationEnabled(false);
                }
            }
        }
    }
}
 
源代码9 项目: jdk8u60   文件: D3DSurfaceData.java
/**
 * If acceleration should no longer be used for this surface.
 * This implementation flags to the manager that it should no
 * longer attempt to re-create a D3DSurface.
 */
void disableAccelerationForSurface() {
    if (offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        if (sm instanceof D3DVolatileSurfaceManager) {
            setSurfaceLost(true);
            ((D3DVolatileSurfaceManager)sm).setAccelerationEnabled(false);
        }
    }
}
 
源代码10 项目: jdk8u60   文件: D3DVolatileSurfaceManager.java
/**
 * If the destination surface's peer can potentially handle accelerated
 * on-screen rendering then it is likely that the condition which resulted
 * in VI to Screen operation is temporary, so this method sets the
 * restore countdown in hope that the on-screen accelerated rendering will
 * resume. In the meantime the backup surface of the VISM will be used.
 *
 * The countdown is needed because otherwise we may never break out
 * of "do { vi.validate()..} while(vi.lost)" loop since validate() could
 * restore the source surface every time and it will get lost again on the
 * next copy attempt, and we would never get a chance to use the backup
 * surface. By using the countdown we allow the backup surface to be used
 * while the screen surface gets sorted out, or if it for some reason can
 * never be restored.
 *
 * If the destination surface's peer could never do accelerated onscreen
 * rendering then the acceleration for the SurfaceManager associated with
 * the source surface is disabled forever.
 */
static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) {
    if (src instanceof D3DSurfaceData &&
        dst instanceof GDIWindowSurfaceData)
    {
        D3DSurfaceData d3dsd = (D3DSurfaceData)src;
        SurfaceManager mgr =
            SurfaceManager.getManager((Image)d3dsd.getDestination());
        if (mgr instanceof D3DVolatileSurfaceManager) {
            D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr;
            if (vsm != null) {
                d3dsd.setSurfaceLost(true);

                GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst;
                WComponentPeer p = wsd.getPeer();
                if (D3DScreenUpdateManager.canUseD3DOnScreen(p,
                        (Win32GraphicsConfig)p.getGraphicsConfiguration(),
                        p.getBackBuffersNum()))
                {
                    // 10 is only chosen to be greater than the number of
                    // times a sane person would call validate() inside
                    // a validation loop, and to reduce thrashing between
                    // accelerated and backup surfaces
                    vsm.setRestoreCountdown(10);
                } else {
                    vsm.setAccelerationEnabled(false);
                }
            }
        }
    }
}
 
源代码11 项目: openjdk-8-source   文件: D3DSurfaceData.java
/**
 * We need to let the surface manager know that the surface is lost so
 * that for example BufferStrategy.contentsLost() returns correct result.
 * Normally the status of contentsLost is set in validate(), but in some
 * cases (like Swing's buffer per window) we intentionally don't call
 * validate from the toolkit thread but only check for the BS status.
 */
@Override
public void setSurfaceLost(boolean lost) {
    super.setSurfaceLost(lost);
    if (lost && offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        sm.acceleratedSurfaceLost();
    }
}
 
源代码12 项目: openjdk-jdk8u   文件: D3DSurfaceData.java
/**
 * If acceleration should no longer be used for this surface.
 * This implementation flags to the manager that it should no
 * longer attempt to re-create a D3DSurface.
 */
void disableAccelerationForSurface() {
    if (offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        if (sm instanceof D3DVolatileSurfaceManager) {
            setSurfaceLost(true);
            ((D3DVolatileSurfaceManager)sm).setAccelerationEnabled(false);
        }
    }
}
 
源代码13 项目: openjdk-jdk8u   文件: D3DVolatileSurfaceManager.java
/**
 * If the destination surface's peer can potentially handle accelerated
 * on-screen rendering then it is likely that the condition which resulted
 * in VI to Screen operation is temporary, so this method sets the
 * restore countdown in hope that the on-screen accelerated rendering will
 * resume. In the meantime the backup surface of the VISM will be used.
 *
 * The countdown is needed because otherwise we may never break out
 * of "do { vi.validate()..} while(vi.lost)" loop since validate() could
 * restore the source surface every time and it will get lost again on the
 * next copy attempt, and we would never get a chance to use the backup
 * surface. By using the countdown we allow the backup surface to be used
 * while the screen surface gets sorted out, or if it for some reason can
 * never be restored.
 *
 * If the destination surface's peer could never do accelerated onscreen
 * rendering then the acceleration for the SurfaceManager associated with
 * the source surface is disabled forever.
 */
static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) {
    if (src instanceof D3DSurfaceData &&
        dst instanceof GDIWindowSurfaceData)
    {
        D3DSurfaceData d3dsd = (D3DSurfaceData)src;
        SurfaceManager mgr =
            SurfaceManager.getManager((Image)d3dsd.getDestination());
        if (mgr instanceof D3DVolatileSurfaceManager) {
            D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr;
            if (vsm != null) {
                d3dsd.setSurfaceLost(true);

                GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst;
                WComponentPeer p = wsd.getPeer();
                if (D3DScreenUpdateManager.canUseD3DOnScreen(p,
                        (Win32GraphicsConfig)p.getGraphicsConfiguration(),
                        p.getBackBuffersNum()))
                {
                    // 10 is only chosen to be greater than the number of
                    // times a sane person would call validate() inside
                    // a validation loop, and to reduce thrashing between
                    // accelerated and backup surfaces
                    vsm.setRestoreCountdown(10);
                } else {
                    vsm.setAccelerationEnabled(false);
                }
            }
        }
    }
}
 
源代码14 项目: openjdk-8   文件: D3DVolatileSurfaceManager.java
/**
 * If the destination surface's peer can potentially handle accelerated
 * on-screen rendering then it is likely that the condition which resulted
 * in VI to Screen operation is temporary, so this method sets the
 * restore countdown in hope that the on-screen accelerated rendering will
 * resume. In the meantime the backup surface of the VISM will be used.
 *
 * The countdown is needed because otherwise we may never break out
 * of "do { vi.validate()..} while(vi.lost)" loop since validate() could
 * restore the source surface every time and it will get lost again on the
 * next copy attempt, and we would never get a chance to use the backup
 * surface. By using the countdown we allow the backup surface to be used
 * while the screen surface gets sorted out, or if it for some reason can
 * never be restored.
 *
 * If the destination surface's peer could never do accelerated onscreen
 * rendering then the acceleration for the SurfaceManager associated with
 * the source surface is disabled forever.
 */
static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) {
    if (src instanceof D3DSurfaceData &&
        dst instanceof GDIWindowSurfaceData)
    {
        D3DSurfaceData d3dsd = (D3DSurfaceData)src;
        SurfaceManager mgr =
            SurfaceManager.getManager((Image)d3dsd.getDestination());
        if (mgr instanceof D3DVolatileSurfaceManager) {
            D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr;
            if (vsm != null) {
                d3dsd.setSurfaceLost(true);

                GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst;
                WComponentPeer p = wsd.getPeer();
                if (D3DScreenUpdateManager.canUseD3DOnScreen(p,
                        (Win32GraphicsConfig)p.getGraphicsConfiguration(),
                        p.getBackBuffersNum()))
                {
                    // 10 is only chosen to be greater than the number of
                    // times a sane person would call validate() inside
                    // a validation loop, and to reduce thrashing between
                    // accelerated and backup surfaces
                    vsm.setRestoreCountdown(10);
                } else {
                    vsm.setAccelerationEnabled(false);
                }
            }
        }
    }
}
 
源代码15 项目: openjdk-8   文件: D3DSurfaceData.java
/**
 * We need to let the surface manager know that the surface is lost so
 * that for example BufferStrategy.contentsLost() returns correct result.
 * Normally the status of contentsLost is set in validate(), but in some
 * cases (like Swing's buffer per window) we intentionally don't call
 * validate from the toolkit thread but only check for the BS status.
 */
@Override
public void setSurfaceLost(boolean lost) {
    super.setSurfaceLost(lost);
    if (lost && offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        sm.acceleratedSurfaceLost();
    }
}
 
源代码16 项目: openjdk-jdk8u-backup   文件: D3DSurfaceData.java
/**
 * If acceleration should no longer be used for this surface.
 * This implementation flags to the manager that it should no
 * longer attempt to re-create a D3DSurface.
 */
void disableAccelerationForSurface() {
    if (offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        if (sm instanceof D3DVolatileSurfaceManager) {
            setSurfaceLost(true);
            ((D3DVolatileSurfaceManager)sm).setAccelerationEnabled(false);
        }
    }
}
 
源代码17 项目: openjdk-jdk8u-backup   文件: D3DSurfaceData.java
/**
 * We need to let the surface manager know that the surface is lost so
 * that for example BufferStrategy.contentsLost() returns correct result.
 * Normally the status of contentsLost is set in validate(), but in some
 * cases (like Swing's buffer per window) we intentionally don't call
 * validate from the toolkit thread but only check for the BS status.
 */
@Override
public void setSurfaceLost(boolean lost) {
    super.setSurfaceLost(lost);
    if (lost && offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        sm.acceleratedSurfaceLost();
    }
}
 
/**
 * If the destination surface's peer can potentially handle accelerated
 * on-screen rendering then it is likely that the condition which resulted
 * in VI to Screen operation is temporary, so this method sets the
 * restore countdown in hope that the on-screen accelerated rendering will
 * resume. In the meantime the backup surface of the VISM will be used.
 *
 * The countdown is needed because otherwise we may never break out
 * of "do { vi.validate()..} while(vi.lost)" loop since validate() could
 * restore the source surface every time and it will get lost again on the
 * next copy attempt, and we would never get a chance to use the backup
 * surface. By using the countdown we allow the backup surface to be used
 * while the screen surface gets sorted out, or if it for some reason can
 * never be restored.
 *
 * If the destination surface's peer could never do accelerated onscreen
 * rendering then the acceleration for the SurfaceManager associated with
 * the source surface is disabled forever.
 */
static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) {
    if (src instanceof D3DSurfaceData &&
        dst instanceof GDIWindowSurfaceData)
    {
        D3DSurfaceData d3dsd = (D3DSurfaceData)src;
        SurfaceManager mgr =
            SurfaceManager.getManager((Image)d3dsd.getDestination());
        if (mgr instanceof D3DVolatileSurfaceManager) {
            D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr;
            if (vsm != null) {
                d3dsd.setSurfaceLost(true);

                GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst;
                WComponentPeer p = wsd.getPeer();
                if (D3DScreenUpdateManager.canUseD3DOnScreen(p,
                        (Win32GraphicsConfig)p.getGraphicsConfiguration(),
                        p.getBackBuffersNum()))
                {
                    // 10 is only chosen to be greater than the number of
                    // times a sane person would call validate() inside
                    // a validation loop, and to reduce thrashing between
                    // accelerated and backup surfaces
                    vsm.setRestoreCountdown(10);
                } else {
                    vsm.setAccelerationEnabled(false);
                }
            }
        }
    }
}
 
源代码19 项目: hottub   文件: D3DSurfaceData.java
/**
 * We need to let the surface manager know that the surface is lost so
 * that for example BufferStrategy.contentsLost() returns correct result.
 * Normally the status of contentsLost is set in validate(), but in some
 * cases (like Swing's buffer per window) we intentionally don't call
 * validate from the toolkit thread but only check for the BS status.
 */
@Override
public void setSurfaceLost(boolean lost) {
    super.setSurfaceLost(lost);
    if (lost && offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        sm.acceleratedSurfaceLost();
    }
}
 
源代码20 项目: openjdk-jdk9   文件: D3DSurfaceData.java
/**
 * If acceleration should no longer be used for this surface.
 * This implementation flags to the manager that it should no
 * longer attempt to re-create a D3DSurface.
 */
void disableAccelerationForSurface() {
    if (offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        if (sm instanceof D3DVolatileSurfaceManager) {
            setSurfaceLost(true);
            ((D3DVolatileSurfaceManager)sm).setAccelerationEnabled(false);
        }
    }
}
 
源代码21 项目: openjdk-jdk9   文件: D3DVolatileSurfaceManager.java
/**
 * If the destination surface's peer can potentially handle accelerated
 * on-screen rendering then it is likely that the condition which resulted
 * in VI to Screen operation is temporary, so this method sets the
 * restore countdown in hope that the on-screen accelerated rendering will
 * resume. In the meantime the backup surface of the VISM will be used.
 *
 * The countdown is needed because otherwise we may never break out
 * of "do { vi.validate()..} while(vi.lost)" loop since validate() could
 * restore the source surface every time and it will get lost again on the
 * next copy attempt, and we would never get a chance to use the backup
 * surface. By using the countdown we allow the backup surface to be used
 * while the screen surface gets sorted out, or if it for some reason can
 * never be restored.
 *
 * If the destination surface's peer could never do accelerated onscreen
 * rendering then the acceleration for the SurfaceManager associated with
 * the source surface is disabled forever.
 */
static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) {
    if (src instanceof D3DSurfaceData &&
        dst instanceof GDIWindowSurfaceData)
    {
        D3DSurfaceData d3dsd = (D3DSurfaceData)src;
        SurfaceManager mgr =
            SurfaceManager.getManager((Image)d3dsd.getDestination());
        if (mgr instanceof D3DVolatileSurfaceManager) {
            D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr;
            if (vsm != null) {
                d3dsd.setSurfaceLost(true);

                GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst;
                WComponentPeer p = wsd.getPeer();
                if (D3DScreenUpdateManager.canUseD3DOnScreen(p,
                        (Win32GraphicsConfig)p.getGraphicsConfiguration(),
                        p.getBackBuffersNum()))
                {
                    // 10 is only chosen to be greater than the number of
                    // times a sane person would call validate() inside
                    // a validation loop, and to reduce thrashing between
                    // accelerated and backup surfaces
                    vsm.setRestoreCountdown(10);
                } else {
                    vsm.setAccelerationEnabled(false);
                }
            }
        }
    }
}
 
源代码22 项目: jdk8u-dev-jdk   文件: D3DSurfaceData.java
/**
 * If acceleration should no longer be used for this surface.
 * This implementation flags to the manager that it should no
 * longer attempt to re-create a D3DSurface.
 */
void disableAccelerationForSurface() {
    if (offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        if (sm instanceof D3DVolatileSurfaceManager) {
            setSurfaceLost(true);
            ((D3DVolatileSurfaceManager)sm).setAccelerationEnabled(false);
        }
    }
}
 
源代码23 项目: openjdk-8   文件: D3DSurfaceData.java
/**
 * If acceleration should no longer be used for this surface.
 * This implementation flags to the manager that it should no
 * longer attempt to re-create a D3DSurface.
 */
void disableAccelerationForSurface() {
    if (offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        if (sm instanceof D3DVolatileSurfaceManager) {
            setSurfaceLost(true);
            ((D3DVolatileSurfaceManager)sm).setAccelerationEnabled(false);
        }
    }
}
 
源代码24 项目: jdk8u-jdk   文件: D3DSurfaceData.java
/**
 * We need to let the surface manager know that the surface is lost so
 * that for example BufferStrategy.contentsLost() returns correct result.
 * Normally the status of contentsLost is set in validate(), but in some
 * cases (like Swing's buffer per window) we intentionally don't call
 * validate from the toolkit thread but only check for the BS status.
 */
@Override
public void setSurfaceLost(boolean lost) {
    super.setSurfaceLost(lost);
    if (lost && offscreenImage != null) {
        SurfaceManager sm = SurfaceManager.getManager(offscreenImage);
        sm.acceleratedSurfaceLost();
    }
}
 
源代码25 项目: jdk8u-jdk   文件: D3DVolatileSurfaceManager.java
/**
 * If the destination surface's peer can potentially handle accelerated
 * on-screen rendering then it is likely that the condition which resulted
 * in VI to Screen operation is temporary, so this method sets the
 * restore countdown in hope that the on-screen accelerated rendering will
 * resume. In the meantime the backup surface of the VISM will be used.
 *
 * The countdown is needed because otherwise we may never break out
 * of "do { vi.validate()..} while(vi.lost)" loop since validate() could
 * restore the source surface every time and it will get lost again on the
 * next copy attempt, and we would never get a chance to use the backup
 * surface. By using the countdown we allow the backup surface to be used
 * while the screen surface gets sorted out, or if it for some reason can
 * never be restored.
 *
 * If the destination surface's peer could never do accelerated onscreen
 * rendering then the acceleration for the SurfaceManager associated with
 * the source surface is disabled forever.
 */
static void handleVItoScreenOp(SurfaceData src, SurfaceData dst) {
    if (src instanceof D3DSurfaceData &&
        dst instanceof GDIWindowSurfaceData)
    {
        D3DSurfaceData d3dsd = (D3DSurfaceData)src;
        SurfaceManager mgr =
            SurfaceManager.getManager((Image)d3dsd.getDestination());
        if (mgr instanceof D3DVolatileSurfaceManager) {
            D3DVolatileSurfaceManager vsm = (D3DVolatileSurfaceManager)mgr;
            if (vsm != null) {
                d3dsd.setSurfaceLost(true);

                GDIWindowSurfaceData wsd = (GDIWindowSurfaceData)dst;
                WComponentPeer p = wsd.getPeer();
                if (D3DScreenUpdateManager.canUseD3DOnScreen(p,
                        (Win32GraphicsConfig)p.getGraphicsConfiguration(),
                        p.getBackBuffersNum()))
                {
                    // 10 is only chosen to be greater than the number of
                    // times a sane person would call validate() inside
                    // a validation loop, and to reduce thrashing between
                    // accelerated and backup surfaces
                    vsm.setRestoreCountdown(10);
                } else {
                    vsm.setAccelerationEnabled(false);
                }
            }
        }
    }
}
 
源代码26 项目: jdk1.8-source-analysis   文件: Image.java
public SurfaceManager getSurfaceManager(Image img) {
    return img.surfaceManager;
}
 
源代码27 项目: jdk1.8-source-analysis   文件: Image.java
public void setSurfaceManager(Image img, SurfaceManager mgr) {
    img.surfaceManager = mgr;
}
 
源代码28 项目: dragonwell8_jdk   文件: Image.java
public SurfaceManager getSurfaceManager(Image img) {
    return img.surfaceManager;
}
 
源代码29 项目: openjdk-8   文件: SurfaceData.java
/**
 * Restores the contents of the given Image and then returns the new
 * SurfaceData object in use by the Image's SurfaceManager.
 */
public static SurfaceData restoreContents(Image img) {
    SurfaceManager sMgr = SurfaceManager.getManager(img);
    return sMgr.restoreContents();
}
 
源代码30 项目: dragonwell8_jdk   文件: SurfaceData.java
/**
 * This method is called on a destination SurfaceData to choose
 * the best SurfaceData from a source Image for an imaging
 * operation, with help from its SurfaceManager.
 * The method may determine that the default SurfaceData was
 * really the best choice in the first place, or it may decide
 * to use a cached surface.  Some general decisions about whether
 * acceleration is enabled are made by this method, but any
 * decision based on the type of the source image is made in
 * the makeProxyFor method below when it comes up with the
 * appropriate SurfaceDataProxy instance.
 * The parameters describe the type of imaging operation being performed.
 * <p>
 * If a blitProxyKey was supplied by the subclass then it is
 * used to potentially override the choice of source SurfaceData.
 * The outline of this process is:
 * <ol>
 * <li> Image pipeline asks destSD to find an appropriate
 *      srcSD for a given source Image object.
 * <li> destSD gets the SurfaceManager of the source Image
 *      and first retrieves the default SD from it using
 *      getPrimarySurfaceData()
 * <li> destSD uses its "blit proxy key" (if set) to look for
 *      some cached data stored in the source SurfaceManager
 * <li> If the cached data is null then makeProxyFor() is used
 *      to create some cached data which is stored back in the
 *      source SurfaceManager under the same key for future uses.
 * <li> The cached data will be a SurfaceDataProxy object.
 * <li> The SurfaceDataProxy object is then consulted to
 *      return a replacement SurfaceData object (typically
 *      a cached copy if appropriate, or the original if not).
 * </ol>
 */
public SurfaceData getSourceSurfaceData(Image img,
                                        int txtype,
                                        CompositeType comp,
                                        Color bgColor)
{
    SurfaceManager srcMgr = SurfaceManager.getManager(img);
    SurfaceData srcData = srcMgr.getPrimarySurfaceData();
    if (img.getAccelerationPriority() > 0.0f &&
        blitProxyKey != null)
    {
        SurfaceDataProxy sdp =
            (SurfaceDataProxy) srcMgr.getCacheData(blitProxyKey);
        if (sdp == null || !sdp.isValid()) {
            if (srcData.getState() == State.UNTRACKABLE) {
                sdp = SurfaceDataProxy.UNCACHED;
            } else {
                sdp = makeProxyFor(srcData);
            }
            srcMgr.setCacheData(blitProxyKey, sdp);
        }
        srcData = sdp.replaceData(srcData, txtype, comp, bgColor);
    }
    return srcData;
}
 
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