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/*
* Copyright (c) 2003, 2012, 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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*/
#ifndef OGLSurfaceData_h_Included
#define OGLSurfaceData_h_Included
#include "java_awt_image_AffineTransformOp.h"
#include "sun_java2d_opengl_OGLSurfaceData.h"
#include "sun_java2d_pipe_hw_AccelSurface.h"
#include "J2D_GL/gl.h"
#include "SurfaceData.h"
#include "Trace.h"
#include "OGLFuncs.h"
typedef struct _OGLSDOps OGLSDOps;
/**
* The OGLPixelFormat structure contains all the information OpenGL needs to
* know when copying from or into a particular system memory image buffer (via
* glDrawPixels(), glReadPixels, glTexSubImage2D(), etc).
*
* GLenum format;
* The pixel format parameter used in glDrawPixels() and other similar calls.
* Indicates the component ordering for each pixel (e.g. GL_BGRA).
*
* GLenum type;
* The pixel data type parameter used in glDrawPixels() and other similar
* calls. Indicates the data type for an entire pixel or for each component
* in a pixel (e.g. GL_UNSIGNED_BYTE with GL_BGR means a pixel consists of
* 3 unsigned byte components, blue first, then green, then red;
* GL_UNSIGNED_INT_8_8_8_8_REV with GL_BGRA means a pixel consists of 1
* unsigned integer comprised of four byte components, alpha first, then red,
* then green, then blue).
*
* jint alignment;
* The byte alignment parameter used in glPixelStorei(GL_UNPACK_ALIGNMENT). A
* value of 4 indicates that each pixel starts on a 4-byte aligned region in
* memory, and so on. This alignment parameter helps OpenGL speed up pixel
* transfer operations by transferring memory in aligned blocks.
*
* jboolean hasAlpha;
* If true, indicates that this pixel format contains an alpha component.
*
* jboolean isPremult;
* If true, indicates that this pixel format contains color components that
* have been pre-multiplied by their corresponding alpha component.
*/
typedef struct {
GLenum format;
GLenum type;
jint alignment;
jboolean hasAlpha;
jboolean isPremult;
} OGLPixelFormat;
/**
* The OGLSDOps structure describes a native OpenGL surface and contains all
* information pertaining to the native surface. Some information about
* the more important/different fields:
*
* void *privOps;
* Pointer to native-specific (GLX, WGL, etc.) SurfaceData info, such as the
* native Drawable handle and GraphicsConfig data.
*
* jint drawableType;
* The surface type; can be any one of the surface type constants defined
* below (OGLSD_WINDOW, OGLSD_TEXTURE, etc).
*
* GLenum activeBuffer;
* Can be either GL_FRONT if this is the front buffer surface of an onscreen
* window or a pbuffer surface, or GL_BACK if this is the backbuffer surface
* of an onscreen window.
*
* jboolean isOpaque;
* If true, the surface should be treated as being fully opaque. If
* the underlying surface (e.g. pbuffer) has an alpha channel and isOpaque
* is true, then we should take appropriate action (i.e. call glColorMask()
* to disable writes into the alpha channel) to ensure that the surface
* remains fully opaque.
*
* jboolean needsInit;
* If true, the surface requires some one-time initialization, which should
* be performed after a context has been made current to the surface for
* the first time.
*
* jint x/yOffset
* The offset in pixels of the OpenGL viewport origin from the lower-left
* corner of the heavyweight drawable. For example, a top-level frame on
* Windows XP has lower-left insets of (4,4). The OpenGL viewport origin
* would typically begin at the lower-left corner of the client region (inside
* the frame decorations), but AWT/Swing will take the insets into account
* when rendering into that window. So in order to account for this, we
* need to adjust the OpenGL viewport origin by an x/yOffset of (-4,-4). On
* X11, top-level frames typically don't have this insets issue, so their
* x/yOffset would be (0,0) (the same applies to pbuffers).
*
* jint width/height;
* The cached surface bounds. For offscreen surface types (OGLSD_PBUFFER,
* OGLSD_TEXTURE, etc.) these values must remain constant. Onscreen window
* surfaces (OGLSD_WINDOW, OGLSD_FLIP_BACKBUFFER, etc.) may have their
* bounds changed in response to a programmatic or user-initiated event, so
* these values represent the last known dimensions. To determine the true
* current bounds of this surface, query the native Drawable through the
* privOps field.
*
* GLuint textureID;
* The texture object handle, as generated by glGenTextures(). If this value
* is zero, the texture has not yet been initialized.
*
* jint textureWidth/Height;
* The actual bounds of the texture object for this surface. If the
* GL_ARB_texture_non_power_of_two extension is not present, the dimensions
* of an OpenGL texture object must be a power-of-two (e.g. 64x32 or 128x512).
* The texture image that we care about has dimensions specified by the width
* and height fields in this OGLSDOps structure. For example, if the image
* to be stored in the texture has dimensions 115x47, the actual OpenGL
* texture we allocate will have dimensions 128x64 to meet the pow2
* restriction. The image bounds within the texture can be accessed using
* floating point texture coordinates in the range [0.0,1.0].
*
* GLenum textureTarget;
* The texture target of the texture object for this surface. If this
* surface is not backed by a texture, this value is set to zero. Otherwise,
* this value is GL_TEXTURE_RECTANGLE_ARB when the GL_ARB_texture_rectangle
* extension is in use; if not, it is set to GL_TEXTURE_2D.
*
* GLint textureFilter;
* The current filter state for this texture object (can be either GL_NEAREST
* or GL_LINEAR). We cache this value here and check it before updating
* the filter state to avoid redundant calls to glTexParameteri() when the
* filter state remains constant (see the OGLSD_UPDATE_TEXTURE_FILTER()
* macro below).
*
* GLuint fbobjectID, depthID;
* The object handles for the framebuffer object and depth renderbuffer
* associated with this surface. These fields are only used when
* drawableType is OGLSD_FBOBJECT, otherwise they are zero.
*/
struct _OGLSDOps {
SurfaceDataOps sdOps;
void *privOps;
jint drawableType;
GLenum activeBuffer;
jboolean isOpaque;
jboolean needsInit;
jint xOffset;
jint yOffset;
jint width;
jint height;
GLuint textureID;
jint textureWidth;
jint textureHeight;
GLenum textureTarget;
GLint textureFilter;
GLuint fbobjectID;
GLuint depthID;
};
/**
* The following convenience macros are used when rendering rectangles (either
* a single rectangle, or a whole series of them). To render a single
* rectangle, simply invoke the GLRECT() macro. To render a whole series of
* rectangles, such as spans in a complex shape, first invoke GLRECT_BEGIN(),
* then invoke the appropriate inner loop macro (either XYXY or XYWH) for
* each rectangle, and finally invoke GLRECT_END() to notify OpenGL that the
* vertex list is complete. Care should be taken to avoid calling OpenGL
* commands (besides GLRECT_BODY_*()) inside the BEGIN/END pair.
*/
#define GLRECT_BEGIN j2d_glBegin(GL_QUADS)
#define GLRECT_BODY_XYXY(x1, y1, x2, y2) \
do { \
j2d_glVertex2i(x1, y1); \
j2d_glVertex2i(x2, y1); \
j2d_glVertex2i(x2, y2); \
j2d_glVertex2i(x1, y2); \
} while (0)
#define GLRECT_BODY_XYWH(x, y, w, h) \
GLRECT_BODY_XYXY(x, y, (x) + (w), (y) + (h))
#define GLRECT_END j2d_glEnd()
#define GLRECT(x, y, w, h) \
do { \
GLRECT_BEGIN; \
GLRECT_BODY_XYWH(x, y, w, h); \
GLRECT_END; \
} while (0)
/**
* These are shorthand names for the surface type constants defined in
* OGLSurfaceData.java.
*/
#define OGLSD_UNDEFINED sun_java2d_pipe_hw_AccelSurface_UNDEFINED
#define OGLSD_WINDOW sun_java2d_pipe_hw_AccelSurface_WINDOW
#define OGLSD_PBUFFER sun_java2d_pipe_hw_AccelSurface_RT_PLAIN
#define OGLSD_TEXTURE sun_java2d_pipe_hw_AccelSurface_TEXTURE
#define OGLSD_FLIP_BACKBUFFER sun_java2d_pipe_hw_AccelSurface_FLIP_BACKBUFFER
#define OGLSD_FBOBJECT sun_java2d_pipe_hw_AccelSurface_RT_TEXTURE
/**
* These are shorthand names for the filtering method constants used by
* image transform methods.
*/
#define OGLSD_XFORM_DEFAULT 0
#define OGLSD_XFORM_NEAREST_NEIGHBOR \
java_awt_image_AffineTransformOp_TYPE_NEAREST_NEIGHBOR
#define OGLSD_XFORM_BILINEAR \
java_awt_image_AffineTransformOp_TYPE_BILINEAR
/**
* Helper macros that update the current texture filter state only when
* it needs to be changed, which helps reduce overhead for small texturing
* operations. The filter state is set on a per-texture (not per-context)
* basis; for example, it is possible for one texture to be using GL_NEAREST
* while another texture uses GL_LINEAR under the same context.
*/
#define OGLSD_INIT_TEXTURE_FILTER(oglSDOps, filter) \
do { \
j2d_glTexParameteri((oglSDOps)->textureTarget, \
GL_TEXTURE_MAG_FILTER, (filter)); \
j2d_glTexParameteri((oglSDOps)->textureTarget, \
GL_TEXTURE_MIN_FILTER, (filter)); \
(oglSDOps)->textureFilter = (filter); \
} while (0)
#define OGLSD_UPDATE_TEXTURE_FILTER(oglSDOps, filter) \
do { \
if ((oglSDOps)->textureFilter != (filter)) { \
OGLSD_INIT_TEXTURE_FILTER(oglSDOps, filter); \
} \
} while (0)
/**
* Convenience macros for setting the texture wrap mode for a given target.
* The texture wrap mode should be reset to our default value of
* GL_CLAMP_TO_EDGE by calling OGLSD_RESET_TEXTURE_WRAP() when a texture
* is first created. If another mode is needed (e.g. GL_REPEAT in the case
* of TexturePaint acceleration), one can call the OGLSD_UPDATE_TEXTURE_WRAP()
* macro to easily set up the new wrap mode. However, it is important to
* restore the wrap mode back to its default value (by calling the
* OGLSD_RESET_TEXTURE_WRAP() macro) when the operation is finished.
*/
#define OGLSD_UPDATE_TEXTURE_WRAP(target, wrap) \
do { \
j2d_glTexParameteri((target), GL_TEXTURE_WRAP_S, (wrap)); \
j2d_glTexParameteri((target), GL_TEXTURE_WRAP_T, (wrap)); \
} while (0)
#define OGLSD_RESET_TEXTURE_WRAP(target) \
OGLSD_UPDATE_TEXTURE_WRAP(target, GL_CLAMP_TO_EDGE)
/**
* Exported methods.
*/
jint OGLSD_Lock(JNIEnv *env,
SurfaceDataOps *ops, SurfaceDataRasInfo *pRasInfo,
jint lockflags);
void OGLSD_GetRasInfo(JNIEnv *env,
SurfaceDataOps *ops, SurfaceDataRasInfo *pRasInfo);
void OGLSD_Unlock(JNIEnv *env,
SurfaceDataOps *ops, SurfaceDataRasInfo *pRasInfo);
void OGLSD_Dispose(JNIEnv *env, SurfaceDataOps *ops);
void OGLSD_Delete(JNIEnv *env, OGLSDOps *oglsdo);
jint OGLSD_NextPowerOfTwo(jint val, jint max);
jboolean OGLSD_InitFBObject(GLuint *fbobjectID, GLuint *depthID,
GLuint textureID, GLenum textureTarget,
jint textureWidth, jint textureHeight);
#endif /* OGLSurfaceData_h_Included */