1 /*
2 * Copyright (c) 2007, 2008, Oracle and/or its affiliates. All rights reserved.
3 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
4 *
5 * This code is free software; you can redistribute it and/or modify it
6 * under the terms of the GNU General Public License version 2 only, as
7 * published by the Free Software Foundation. Oracle designates this
8 * particular file as subject to the "Classpath" exception as provided
9 * by Oracle in the LICENSE file that accompanied this code.
10 *
11 * This code is distributed in the hope that it will be useful, but WITHOUT
12 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
13 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
14 * version 2 for more details (a copy is included in the LICENSE file that
15 * accompanied this code).
16 *
17 * You should have received a copy of the GNU General Public License version
18 * 2 along with this work; if not, write to the Free Software Foundation,
19 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
20 *
21 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
22 * or visit www.oracle.com if you need additional information or have any
23 * questions.
24 */
25
26 #include "D3DPipeline.h"
27 #include "D3DVertexCacher.h"
28 #include "D3DPaints.h"
29
30 #include "math.h"
31
32 // non-texturized macros
33
34 #define ADD_VERTEX_XYC(X, Y, VCOLOR) \
35 do { \
36 vertices[firstUnusedVertex].x = (X); \
37 vertices[firstUnusedVertex].y = (Y); \
38 vertices[firstUnusedVertex].color = (DWORD)(VCOLOR); \
39 firstUnusedVertex++; \
40 } while (0)
41
42 #define ADD_LINE_XYC(X1, Y1, X2, Y2, VCOLOR) \
43 do { \
44 ADD_VERTEX_XYC(X1, Y1, VCOLOR); \
45 ADD_VERTEX_XYC(X2, Y2, VCOLOR); \
46 batches[currentBatch].pNum++; \
47 } while (0)
48
49 #define ADD_LINE_SEG_XYC(X, Y, VCOLOR) \
50 do { \
51 ADD_VERTEX_XYC(X, Y, VCOLOR); \
52 batches[currentBatch].pNum++; \
53 } while (0)
54
55 #define ADD_TRIANGLE_XYC(X1, Y1, X2, Y2, X3, Y3, VCOLOR) \
56 do { \
57 ADD_VERTEX_XYC(X1, Y1, VCOLOR); \
58 ADD_VERTEX_XYC(X2, Y2, VCOLOR); \
59 ADD_VERTEX_XYC(X3, Y3, VCOLOR); \
60 batches[currentBatch].pNum++; \
61 } while (0)
62
63 // texturized macros
64
65 #define ADD_VERTEX_XYUVC(X, Y, U1, V1, VCOLOR) \
66 do { \
67 vertices[firstUnusedVertex].x = (X); \
68 vertices[firstUnusedVertex].y = (Y); \
69 vertices[firstUnusedVertex].tu1 = (U1); \
70 vertices[firstUnusedVertex].tv1 = (V1); \
71 vertices[firstUnusedVertex].color = (DWORD)(VCOLOR); \
72 firstUnusedVertex++; \
73 } while (0)
74
75 #define ADD_VERTEX_XYUVUVC(X, Y, U1, V1, U2, V2, VCOLOR) \
76 do { \
77 vertices[firstUnusedVertex].tu2 = (U2); \
78 vertices[firstUnusedVertex].tv2 = (V2); \
79 ADD_VERTEX_XYUVC(X, Y, U1, V1, VCOLOR); \
80 } while (0)
81
82 #define ADD_TRIANGLE_XYUVC(X1, Y1, X2, Y2, X3, Y3, \
83 U1, V1, U2, V2, U3, V3, VCOLOR) \
84 do { \
85 ADD_VERTEX_XYUVC(X1, Y1, U1, V1, VCOLOR); \
86 ADD_VERTEX_XYUVC(X2, Y2, U2, V2, VCOLOR); \
87 ADD_VERTEX_XYUVC(X3, Y3, U3, V3, VCOLOR); \
88 batches[currentBatch].pNum++; \
89 } while (0)
90
91 #define ADD_TRIANGLE_XYUVUVC(X1, Y1, X2, Y2, X3, Y3, \
92 U11, V11, U12, V12, U13, V13, \
93 U21, V21, U22, V22, U23, V23, \
94 VCOLOR) \
95 do { \
96 ADD_VERTEX_XYUVUVC(X1, Y1, U11, V11, U21, V21, VCOLOR); \
97 ADD_VERTEX_XYUVUVC(X2, Y2, U12, V12, U22, V22, VCOLOR); \
98 ADD_VERTEX_XYUVUVC(X3, Y3, U13, V13, U23, V23, VCOLOR); \
99 batches[currentBatch].pNum++; \
100 } while (0)
101
102 // These are fudge factors for rendering lines found by experimenting.
103 // They are used to tweak the geometry such that the rendering (mostly) matches
104 // our software rendering on most hardware. The main goal was to pick the
105 // numbers such that the beginning and ending pixels of lines match.
106 #define LINE_FUDGE
107 // fudge factors
108 #ifdef LINE_FUDGE
109
110 // Horiz/vertical
111 #define HV_FF1 ( 0.0f)
112 #define HV_FF2 ( 0.51f)
113 // For the record: value below (or larger) is required for Intel 855, but
114 // breaks Nvidia, ATI and Intel 965, and since the pipeline is disabled on
115 // 855 anyway we'll use 0.51f.
116 //#define HV_FF2 ( 0.5315f)
117 #define HV_FF3 (-0.2f)
118 // single pixel
119 #define SP_FF4 ( 0.3f)
120
121 // diagonal, down
122 #define DD_FX1 (-0.1f)
123 #define DD_FY1 (-0.25f)
124 #define DD_FX2 ( 0.2f)
125 #define DD_FY2 ( 0.304f)
126 // For the record: with this value diagonal-down lines with Texture paint
127 // are a bit off on all chipsets but Intel 965. So instead we'll use
128 // .304f which makes it better for the rest, but at a price of a bit
129 // of pixel/texel shifting on 965G
130 //#define DD_FY2 ( 0.4f)
131 // diagonal, up
132 #define DU_FX1 (-0.1f)
133 #define DU_FY1 ( 0.4f)
134 #define DU_FX2 ( 0.3f)
135 #define DU_FY2 (-0.3f)
136
137 #else
138
139 #define HV_FF1 (0.0f)
140 #define HV_FF2 (0.0f)
141 #define HV_FF3 (0.0f)
142 #define SP_FF4 (0.0f)
143
144 #define DD_FX1 (0.0f)
145 #define DD_FY1 (0.0f)
146 #define DD_FX2 (0.0f)
147 #define DD_FY2 (0.0f)
148 #define DU_FX1 (0.0f)
149 #define DU_FY1 (0.0f)
150 #define DU_FX2 (0.0f)
151 #define DU_FY2 (0.0f)
152
153 #endif
154
155 HRESULT
CreateInstance(D3DContext * pCtx,D3DVertexCacher ** ppVC)156 D3DVertexCacher::CreateInstance(D3DContext *pCtx, D3DVertexCacher **ppVC)
157 {
158 HRESULT res;
159
160 J2dTraceLn(J2D_TRACE_INFO, "D3DVertexCacher::CreateInstance");
161
162 *ppVC = new D3DVertexCacher();
163 if (FAILED(res = (*ppVC)->Init(pCtx))) {
164 delete *ppVC;
165 *ppVC = NULL;
166 }
167 return res;
168 }
169
D3DVertexCacher()170 D3DVertexCacher::D3DVertexCacher()
171 {
172 lpD3DDevice = NULL;
173 lpD3DVertexBuffer = NULL;
174 }
175
176 HRESULT
Init(D3DContext * pCtx)177 D3DVertexCacher::Init(D3DContext *pCtx)
178 {
179 D3DCAPS9 caps;
180
181 RETURN_STATUS_IF_NULL(pCtx, E_FAIL);
182
183 ReleaseDefPoolResources();
184
185 this->pCtx = pCtx;
186
187 firstPendingBatch = 0;
188 firstPendingVertex = 0;
189 firstUnusedVertex = 0;
190 currentBatch = 0;
191 ZeroMemory(vertices, sizeof(vertices));
192 ZeroMemory(batches, sizeof(batches));
193
194 lpD3DDevice = pCtx->Get3DDevice();
195 RETURN_STATUS_IF_NULL(lpD3DDevice, E_FAIL);
196
197 ZeroMemory(&caps, sizeof(caps));
198 lpD3DDevice->GetDeviceCaps(&caps);
199
200 D3DPOOL pool = (caps.DeviceType == D3DDEVTYPE_HAL) ?
201 D3DPOOL_DEFAULT : D3DPOOL_SYSTEMMEM;
202 // usage depends on whether we use hw or sw vertex processing
203 HRESULT res =
204 lpD3DDevice->CreateVertexBuffer(MAX_BATCH_SIZE*sizeof(J2DLVERTEX),
205 D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFVF_J2DLVERTEX,
206 pool, &lpD3DVertexBuffer, NULL);
207 RETURN_STATUS_IF_FAILED(res);
208
209 res = lpD3DDevice->SetStreamSource(0, lpD3DVertexBuffer, 0,
210 sizeof(J2DLVERTEX));
211 RETURN_STATUS_IF_FAILED(res);
212
213 lpD3DDevice->SetFVF(D3DFVF_J2DLVERTEX);
214 return res;
215 }
216
217 void
ReleaseDefPoolResources()218 D3DVertexCacher::ReleaseDefPoolResources()
219 {
220 SAFE_RELEASE(lpD3DVertexBuffer);
221 pCtx = NULL;
222 }
223
DrawLine(int x1,int y1,int x2,int y2)224 HRESULT D3DVertexCacher::DrawLine(int x1, int y1, int x2, int y2)
225 {
226 HRESULT res;
227 if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, 1*2))) {
228 float fx1, fy1, fx2, fy2;
229 if (y1 == y2) {
230 // horizontal
231 fy1 = (float)y1+HV_FF1;
232 fy2 = fy1;
233
234 if (x1 > x2) {
235 fx1 = (float)x2+HV_FF3;
236 fx2 = (float)x1+HV_FF2;
237 } else if (x1 < x2) {
238 fx1 = (float)x1+HV_FF3;
239 fx2 = (float)x2+HV_FF2;
240 } else {
241 // single point, offset a little so that a single
242 // pixel is rendered
243 fx1 = (float)x1-SP_FF4;
244 fy1 = (float)y1-SP_FF4;
245 fx2 = (float)x2+SP_FF4;
246 fy2 = (float)y2+SP_FF4;
247 }
248 } else if (x1 == x2) {
249 // vertical
250 fx1 = (float)x1+HV_FF1;
251 fx2 = fx1;
252 if (y1 > y2) {
253 fy1 = (float)y2+HV_FF3;
254 fy2 = (float)y1+HV_FF2;
255 } else {
256 fy1 = (float)y1+HV_FF3;
257 fy2 = (float)y2+HV_FF2;
258 }
259 } else {
260 // diagonal
261 if (x1 > x2 && y1 > y2) {
262 // ^
263 // \ case -> inverse
264 fx1 = (float)x2;
265 fy1 = (float)y2;
266 fx2 = (float)x1;
267 fy2 = (float)y1;
268 } else if (x1 > x2 && y2 > y1) {
269 // /
270 // v case - inverse
271 fx1 = (float)x2;
272 fy1 = (float)y2;
273 fx2 = (float)x1;
274 fy2 = (float)y1;
275 } else {
276 // \ ^
277 // v or / - leave as is
278 fx1 = (float)x1;
279 fy1 = (float)y1;
280 fx2 = (float)x2;
281 fy2 = (float)y2;
282 }
283
284 if (fx2 > fx1 && fy2 > fy1) {
285 // \
286 // v
287 fx1 += DD_FX1;
288 fy1 += DD_FY1;
289 fx2 += DD_FX2;
290 fy2 += DD_FY2;
291 } else {
292 // ^
293 // /
294 fx1 += DU_FX1;
295 fy1 += DU_FY1;
296 fx2 += DU_FX2;
297 fy2 += DU_FY2;
298 }
299 }
300 ADD_LINE_XYC(fx1, fy1, fx2, fy2, color);
301 }
302 return res;
303 }
304
305 HRESULT
DrawPoly(jint nPoints,jboolean isClosed,jint transX,jint transY,jint * xPoints,jint * yPoints)306 D3DVertexCacher::DrawPoly(jint nPoints, jboolean isClosed,
307 jint transX, jint transY,
308 jint *xPoints, jint *yPoints)
309 {
310 HRESULT res;
311 jfloat mx = (jfloat)xPoints[0];
312 jfloat my = (jfloat)yPoints[0];
313 jboolean isEmpty = TRUE;
314
315 if (nPoints == 0) {
316 return S_OK;
317 }
318
319 if (isClosed &&
320 xPoints[nPoints - 1] == xPoints[0] &&
321 yPoints[nPoints - 1] == yPoints[0])
322 {
323 isClosed = FALSE;
324 }
325
326 // npoints is exactly the number of vertices we need,
327 // possibly plus one (if the path is closed)
328 UINT reqVerts = nPoints * 1;
329 int i = 0;
330 do {
331 // leave room for one possible additional closing point
332 UINT vertsInBatch = min(MAX_BATCH_SIZE-1, max(2, reqVerts));
333 if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINESTRIP, vertsInBatch+1))) {
334 reqVerts -= vertsInBatch;
335 do {
336 jfloat x = (jfloat)xPoints[i];
337 jfloat y = (jfloat)yPoints[i];
338
339 isEmpty = isEmpty && (x == mx && y == my);
340
341 ADD_LINE_SEG_XYC(x + transX, y + transY, color);
342 i++;
343 vertsInBatch--;
344 } while (vertsInBatch > 0);
345 // include the last point from the current batch into the next
346 if (reqVerts > 0) {
347 i--;
348 reqVerts++;
349 // loop continues
350 } else if (isClosed && !isEmpty) {
351 // if this was the last batch, see if the closing point is needed;
352 // note that we have left the room for it
353 ADD_LINE_SEG_XYC(mx + transX, my + transY, color);
354 // for clarity, the loop is ended anyway
355 break;
356 } else if (isEmpty || !isClosed) {
357 // - either we went nowhere, then change the last point
358 // so that a single pixel is rendered
359 // - or it's not empty and not closed - add another
360 // point because on some boards the last point is not rendered
361 mx = xPoints[nPoints-1] + transX +SP_FF4;
362 my = yPoints[nPoints-1] + transY +SP_FF4;
363 ADD_LINE_SEG_XYC(mx, my, color);
364 // for clarity
365 break;
366 }
367 }
368 } while (reqVerts > 0 && SUCCEEDED(res));
369
370 return res;
371 }
372
373 HRESULT
DrawScanlines(jint scanlineCount,jint * scanlines)374 D3DVertexCacher::DrawScanlines(jint scanlineCount, jint *scanlines)
375 {
376 HRESULT res;
377 float x1, x2, y;
378 UINT reqVerts = scanlineCount*2/*vertices per line*/;
379
380 if (scanlineCount == 0) {
381 return S_OK;
382 }
383
384 do {
385 UINT vertsInBatch = min(2*(MAX_BATCH_SIZE/2), reqVerts);
386 if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, vertsInBatch))) {
387 reqVerts -= vertsInBatch;
388 do {
389 x1 = ((float)*(scanlines++)) +HV_FF3;
390 x2 = ((float)*(scanlines++)) +HV_FF2;
391 y = ((float)*(scanlines++)) +HV_FF1;
392 ADD_LINE_XYC(x1, y, x2, y, color);
393 vertsInBatch -= 2;
394 } while (vertsInBatch > 0);
395 }
396 } while (reqVerts > 0 && SUCCEEDED(res));
397 return res;
398 }
399
400 HRESULT
FillSpans(jint spanCount,jint * spans)401 D3DVertexCacher::FillSpans(jint spanCount, jint *spans)
402 {
403 HRESULT res;
404 float x1, y1, x2, y2;
405 UINT reqVerts = spanCount*2*3/*vertices per span: two triangles*/;
406
407 if (spanCount == 0) {
408 return S_OK;
409 }
410
411 do {
412 UINT vertsInBatch = min(6*(MAX_BATCH_SIZE/6), reqVerts);
413 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, vertsInBatch))) {
414 reqVerts -= vertsInBatch;
415 do {
416 x1 = ((float)*(spans++));
417 y1 = ((float)*(spans++));
418 x2 = ((float)*(spans++));
419 y2 = ((float)*(spans++));
420
421 ADD_TRIANGLE_XYC(x1, y1, x2, y1, x1, y2, color);
422 ADD_TRIANGLE_XYC(x1, y2, x2, y1, x2, y2, color);
423 vertsInBatch -= 6;
424 } while (vertsInBatch > 0);
425 }
426 } while (reqVerts > 0 && SUCCEEDED(res));
427
428 return res;
429 }
430
DrawRect(int x1,int y1,int x2,int y2)431 HRESULT D3DVertexCacher::DrawRect(int x1, int y1, int x2, int y2)
432 {
433 HRESULT res;
434
435 if ((x2 - x1) < 2 || (y2 - y1) < 2) {
436 return FillRect(x1, y1, x2+1, y2+1);
437 }
438 if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, 4*2))) {
439
440 float fx1 = (float)x1;
441 float fy1 = (float)y1;
442 float fx2 = (float)x2;
443 float fy2 = (float)y2;
444
445 // horiz: top left - top right
446 ADD_LINE_XYC(fx1+HV_FF3, fy1+HV_FF1, fx2-1.0f+HV_FF2, fy1+HV_FF1,color);
447 // horiz: bottom left - bottom right
448 ADD_LINE_XYC(fx1+1.0f+HV_FF3, fy2+HV_FF1, fx2+HV_FF2, fy2+HV_FF1,color);
449 // vert : top right - bottom right
450 ADD_LINE_XYC(fx2+HV_FF1, fy1+HV_FF3, fx2+HV_FF1, fy2-1.0f+HV_FF2,color);
451 // vert : top left - bottom left
452 ADD_LINE_XYC(fx1+HV_FF1, fy1+1.0f+HV_FF3, fx1+HV_FF1, fy2+HV_FF2,color);
453 }
454 return res;
455 }
456
FillRect(int x1,int y1,int x2,int y2)457 HRESULT D3DVertexCacher::FillRect(int x1, int y1, int x2, int y2)
458 {
459 HRESULT res;
460 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
461 float fx1 = (float)x1;
462 float fy1 = (float)y1;
463 float fx2 = (float)x2;
464 float fy2 = (float)y2;
465 ADD_TRIANGLE_XYUVC(fx1, fy1, fx2, fy1, fx1, fy2,
466 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
467 color);
468 ADD_TRIANGLE_XYUVC(fx1, fy2, fx2, fy1, fx2, fy2,
469 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
470 color);
471 }
472 return res;
473 }
474
FillParallelogram(float fx11,float fy11,float dx21,float dy21,float dx12,float dy12)475 HRESULT D3DVertexCacher::FillParallelogram(float fx11, float fy11,
476 float dx21, float dy21,
477 float dx12, float dy12)
478 {
479 HRESULT res;
480 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
481 // correct texel to pixel mapping; see D3DContext::SetTransform()
482 // for non-id tx case
483 if (pCtx->IsIdentityTx()) {
484 fx11 -= 0.5f;
485 fy11 -= 0.5f;
486 }
487 dx21 += fx11;
488 dy21 += fy11;
489 float fx22 = dx21 + dx12;
490 float fy22 = dy21 + dy12;
491 dx12 += fx11;
492 dy12 += fy11;
493
494 ADD_TRIANGLE_XYUVC(fx11, fy11, dx21, dy21, dx12, dy12,
495 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
496 color);
497 ADD_TRIANGLE_XYUVC(dx12, dy12, dx21, dy21, fx22, fy22,
498 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
499 color);
500 }
501 return res;
502 }
503
504 #define ADJUST_PGRAM(V, DV, DIM) \
505 do { \
506 if ((DV) >= 0) { \
507 (DIM) += (DV); \
508 } else { \
509 (DIM) -= (DV); \
510 (V) += (DV); \
511 } \
512 } while (0)
513
514 // Invert the following transform:
515 // DeltaT(0, 0) == (0, 0)
516 // DeltaT(1, 0) == (DX1, DY1)
517 // DeltaT(0, 1) == (DX2, DY2)
518 // DeltaT(1, 1) == (DX1+DX2, DY1+DY2)
519 // TM00 = DX1, TM01 = DX2, (TM02 = X11)
520 // TM10 = DY1, TM11 = DY2, (TM12 = Y11)
521 // Determinant = TM00*TM11 - TM01*TM10
522 // = DX1*DY2 - DX2*DY1
523 // Inverse is:
524 // IM00 = TM11/det, IM01 = -TM01/det
525 // IM10 = -TM10/det, IM11 = TM00/det
526 // IM02 = (TM01 * TM12 - TM11 * TM02) / det,
527 // IM12 = (TM10 * TM02 - TM00 * TM12) / det,
528
529 #define DECLARE_MATRIX(MAT) \
530 float MAT ## 00, MAT ## 01, MAT ## 02, MAT ## 10, MAT ## 11, MAT ## 12
531
532 #define GET_INVERTED_MATRIX(MAT, X11, Y11, DX1, DY1, DX2, DY2, RET_CODE) \
533 do { \
534 float det = DX1*DY2 - DX2*DY1; \
535 if (det == 0) { \
536 RET_CODE; \
537 } \
538 MAT ## 00 = DY2/det; \
539 MAT ## 01 = -DX2/det; \
540 MAT ## 10 = -DY1/det; \
541 MAT ## 11 = DX1/det; \
542 MAT ## 02 = (DX2 * Y11 - DY2 * X11) / det; \
543 MAT ## 12 = (DY1 * X11 - DX1 * Y11) / det; \
544 } while (0)
545
546 #define TRANSFORM(MAT, TX, TY, X, Y) \
547 do { \
548 TX = (X) * MAT ## 00 + (Y) * MAT ## 01 + MAT ## 02; \
549 TY = (X) * MAT ## 10 + (Y) * MAT ## 11 + MAT ## 12; \
550 } while (0)
551
FillParallelogramAA(float fx11,float fy11,float dx21,float dy21,float dx12,float dy12)552 HRESULT D3DVertexCacher::FillParallelogramAA(float fx11, float fy11,
553 float dx21, float dy21,
554 float dx12, float dy12)
555 {
556 HRESULT res;
557 DECLARE_MATRIX(om);
558
559 GET_INVERTED_MATRIX(om, fx11, fy11, dx21, dy21, dx12, dy12,
560 return D3D_OK);
561
562 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
563 float px = fx11, py = fy11;
564 float pw = 0.0f, ph = 0.0f;
565 ADJUST_PGRAM(px, dx21, pw);
566 ADJUST_PGRAM(py, dy21, ph);
567 ADJUST_PGRAM(px, dx12, pw);
568 ADJUST_PGRAM(py, dy12, ph);
569 float px1 = floor(px);
570 float py1 = floor(py);
571 float px2 = ceil(px + pw);
572 float py2 = ceil(py + ph);
573 float u11, v11, u12, v12, u21, v21, u22, v22;
574 TRANSFORM(om, u11, v11, px1, py1);
575 TRANSFORM(om, u21, v21, px2, py1);
576 TRANSFORM(om, u12, v12, px1, py2);
577 TRANSFORM(om, u22, v22, px2, py2);
578 ADD_TRIANGLE_XYUVUVC(px1, py1, px2, py1, px1, py2,
579 u11, v11, u21, v21, u12, v12,
580 5.0, 5.0, 6.0, 5.0, 5.0, 6.0,
581 color);
582 ADD_TRIANGLE_XYUVUVC(px1, py2, px2, py1, px2, py2,
583 u12, v12, u21, v21, u22, v22,
584 5.0, 6.0, 6.0, 5.0, 6.0, 6.0,
585 color);
586 }
587 return res;
588 }
589
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)590 HRESULT D3DVertexCacher::DrawParallelogramAA(float ox11, float oy11,
591 float ox21, float oy21,
592 float ox12, float oy12,
593 float ix11, float iy11,
594 float ix21, float iy21,
595 float ix12, float iy12)
596 {
597 HRESULT res;
598 DECLARE_MATRIX(om);
599 DECLARE_MATRIX(im);
600
601 GET_INVERTED_MATRIX(im, ix11, iy11, ix21, iy21, ix12, iy12,
602 // inner parallelogram is degenerate
603 // therefore it encloses no area
604 // fill outer
605 return FillParallelogramAA(ox11, oy11,
606 ox21, oy21,
607 ox12, oy12));
608 GET_INVERTED_MATRIX(om, ox11, oy11, ox21, oy21, ox12, oy12,
609 return D3D_OK);
610
611 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
612 float ox = ox11, oy = oy11;
613 float ow = 0.0f, oh = 0.0f;
614 ADJUST_PGRAM(ox, ox21, ow);
615 ADJUST_PGRAM(oy, oy21, oh);
616 ADJUST_PGRAM(ox, ox12, ow);
617 ADJUST_PGRAM(oy, oy12, oh);
618 float ox11 = floor(ox);
619 float oy11 = floor(oy);
620 float ox22 = ceil(ox + ow);
621 float oy22 = ceil(oy + oh);
622 float ou11, ov11, ou12, ov12, ou21, ov21, ou22, ov22;
623 TRANSFORM(om, ou11, ov11, ox11, oy11);
624 TRANSFORM(om, ou21, ov21, ox22, oy11);
625 TRANSFORM(om, ou12, ov12, ox11, oy22);
626 TRANSFORM(om, ou22, ov22, ox22, oy22);
627 float iu11, iv11, iu12, iv12, iu21, iv21, iu22, iv22;
628 TRANSFORM(im, iu11, iv11, ox11, oy11);
629 TRANSFORM(im, iu21, iv21, ox22, oy11);
630 TRANSFORM(im, iu12, iv12, ox11, oy22);
631 TRANSFORM(im, iu22, iv22, ox22, oy22);
632 ADD_TRIANGLE_XYUVUVC(ox11, oy11, ox22, oy11, ox11, oy22,
633 ou11, ov11, ou21, ov21, ou12, ov12,
634 iu11, iv11, iu21, iv21, iu12, iv12,
635 color);
636 ADD_TRIANGLE_XYUVUVC(ox11, oy22, ox22, oy11, ox22, oy22,
637 ou12, ov12, ou21, ov21, ou22, ov22,
638 iu12, iv12, iu21, iv21, iu22, iv22,
639 color);
640 }
641 return res;
642 }
643
644 HRESULT
DrawTexture(float x1,float y1,float x2,float y2,float u1,float v1,float u2,float v2)645 D3DVertexCacher::DrawTexture(float x1, float y1, float x2, float y2,
646 float u1, float v1, float u2, float v2)
647 {
648 HRESULT res;
649 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
650 // correct texel to pixel mapping; see D3DContext::SetTransform()
651 // for non-id tx case
652 if (pCtx->IsIdentityTx()) {
653 x1 -= 0.5f;
654 y1 -= 0.5f;
655 x2 -= 0.5f;
656 y2 -= 0.5f;
657 }
658
659 ADD_TRIANGLE_XYUVC(x1, y1, x2, y1, x1, y2,
660 u1, v1, u2, v1, u1, v2,
661 color);
662 ADD_TRIANGLE_XYUVC(x1, y2, x2, y1, x2, y2,
663 u1, v2, u2, v1, u2, v2,
664 color);
665 }
666 return res;
667 }
668
669 HRESULT
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)670 D3DVertexCacher::DrawTexture(float x1, float y1, float x2, float y2,
671 float u11, float v11, float u12, float v12,
672 float u21, float v21, float u22, float v22)
673 {
674 HRESULT res;
675 if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
676 // correct texel to pixel mapping; see D3DContext::SetTransform()
677 // for non-id tx case
678 if (pCtx->IsIdentityTx()) {
679 x1 -= 0.5f;
680 y1 -= 0.5f;
681 x2 -= 0.5f;
682 y2 -= 0.5f;
683 }
684
685 ADD_TRIANGLE_XYUVUVC(x1, y1, x2, y1, x1, y2,
686 u11, v11, u12, v11, u11, v12,
687 u21, v21, u22, v21, u21, v22,
688 color);
689 ADD_TRIANGLE_XYUVUVC(x1, y2, x2, y1, x2, y2,
690 u11, v12, u12, v11, u12, v12,
691 u21, v22, u22, v21, u22, v22,
692 color);
693 }
694 return res;
695 }
696
Render(int actionType)697 HRESULT D3DVertexCacher::Render(int actionType)
698 {
699 J2DLVERTEX *lpVert;
700 HRESULT res;
701 DWORD dwLockFlags;
702 UINT pendingVertices = firstUnusedVertex - firstPendingVertex;
703
704 // nothing to render
705 if (pendingVertices == 0) {
706 if (actionType == RESET_ACTION) {
707 firstPendingBatch = 0;
708 firstPendingVertex = 0;
709 firstUnusedVertex = 0;
710 currentBatch = 0;
711 }
712 return D3D_OK;
713 }
714
715 if (firstPendingVertex == 0) {
716 // no data in the buffer yet, we don't care about
717 // vertex buffer's contents
718 dwLockFlags = D3DLOCK_DISCARD;
719 } else {
720 // append to the existing data in the vertex buffer
721 dwLockFlags = D3DLOCK_NOOVERWRITE;
722 }
723
724 if (SUCCEEDED(res =
725 lpD3DVertexBuffer->Lock((UINT)firstPendingVertex*sizeof(J2DLVERTEX),
726 (UINT)pendingVertices*sizeof(J2DLVERTEX),
727 (void**)&lpVert, dwLockFlags)))
728 {
729 // copy only new vertices
730 memcpy((void *)lpVert,
731 (void *)(vertices + firstPendingVertex),
732 pendingVertices * sizeof(J2DLVERTEX));
733 res = lpD3DVertexBuffer->Unlock();
734 UINT currentVertex = firstPendingVertex;
735 UINT batchSize;
736 J2dTraceLn2(J2D_TRACE_VERBOSE,
737 "D3DVC::Render Starting flushing of %d vertices "\
738 "in %d batches",
739 pendingVertices,
740 (currentBatch - firstPendingBatch + 1));
741
742
743 for (UINT b = firstPendingBatch; b <= currentBatch; b++) {
744 D3DPRIMITIVETYPE pType = batches[b].pType;
745 UINT primCount = batches[b].pNum;
746 switch (pType) {
747 // the macro for adding a line segment adds one too many prims
748 case D3DPT_LINESTRIP: batchSize = primCount; primCount--; break;
749 case D3DPT_LINELIST: batchSize = primCount*2; break;
750 default: batchSize = primCount*3; break;
751 }
752 res = lpD3DDevice->DrawPrimitive(pType, currentVertex, primCount);
753 currentVertex += batchSize;
754 // init to something it can never be
755 batches[b].pType = (D3DPRIMITIVETYPE)0;
756 batches[b].pNum = 0;
757 }
758 } else {
759 DebugPrintD3DError(res, "Can't lock vertex buffer");
760 }
761
762 // REMIND: may need to rethink what to do in case of an error,
763 // should we try to render them later?
764 if (actionType == RESET_ACTION) {
765 firstPendingBatch = 0;
766 firstPendingVertex = 0;
767 firstUnusedVertex = 0;
768 currentBatch = 0;
769 } else {
770 firstPendingBatch = currentBatch;
771 firstPendingVertex = firstUnusedVertex;
772 }
773
774 return res;
775 }
776
EnsureCapacity(D3DPRIMITIVETYPE newPType,UINT vNum)777 HRESULT D3DVertexCacher::EnsureCapacity(D3DPRIMITIVETYPE newPType, UINT vNum)
778 {
779 HRESULT res = D3D_OK;
780 if (vNum > MAX_BATCH_SIZE) {
781 // REMIND: need to define our own errors
782 return D3DERR_NOTAVAILABLE;
783 }
784 if ((firstUnusedVertex + vNum) > MAX_BATCH_SIZE) {
785 // if we can't fit new vertices in the vertex buffer,
786 // render whatever we have in the buffer and start
787 // from the beginning of the vertex buffer
788 J2dTraceLn2(J2D_TRACE_VERBOSE,
789 "D3DVC::EnsureCapacity exceeded capacity. "\
790 "current v: %d, requested vertices: %d\n",
791 firstUnusedVertex, vNum);
792 if (FAILED(res = Render(RESET_ACTION))) {
793 return res;
794 }
795 }
796
797 J2dTraceLn5(J2D_TRACE_VERBOSE,
798 "D3DVC::EnsureCapacity current batch: %d "\
799 " batch.type=%d newType=%d vNum=%d firstUnusedV=%d",
800 currentBatch, batches[currentBatch].pType, newPType, vNum,
801 firstUnusedVertex);
802 // there should not be multiple linestrips in a batch,
803 // or they will be counted as a single line strip
804 if (batches[currentBatch].pType != newPType ||
805 batches[currentBatch].pType == D3DPT_LINESTRIP)
806 {
807 // if this is a first unused batch, use it
808 if (firstUnusedVertex == firstPendingVertex) {
809 // record the first batch and vertex scheduled for rendering
810 firstPendingBatch = currentBatch;
811 firstPendingVertex = firstUnusedVertex;
812 } else {
813 // otherwise go to the next batch
814 currentBatch++;
815 }
816 batches[currentBatch].pType = newPType;
817 batches[currentBatch].pNum = 0;
818 }
819 // firstUnusedVertex is updated when new vertices are added
820 // to the vertices array
821
822 return res;
823 }
824