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/*
* Copyright 2005-2008 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.
*
*/
package javax.media.j3d;
/**
* The ShaderRetained object is the abstract base class for programmable
* shader code. Currently, only text-based source code shaders are
* supported, so the only subclass of Shader is SourceCodeShader. We
* leave open the possibility for binary (object code) shaders in the
* future.
*/
abstract class ShaderRetained extends NodeComponentRetained {
int shadingLanguage;
int shaderType;
// Each element in the array corresponds to a unique renderer if shared
// context or a unique canvas otherwise.
// shaderId use by native code. One per Canvas.
ShaderData[] shaderData;
// Flag indicating whether a COMPILE_ERROR has occurred for this shader
// object. It is set in updateNative to indicate that the compileShader
// operation failed. It is cleared in setLive or clearLive.
// TODO KCR: Add code to clear this in setLive or clearLive
boolean compileErrorOccurred = false;
// need to synchronize access from multiple rendering threads
Object resourceLock = new Object();
void initializeShader(int shadingLanguage, int shaderType) {
this.shadingLanguage = shadingLanguage;
this.shaderType = shaderType;
}
int getShadingLanguage() {
return shadingLanguage;
}
int getShaderType() {
return shaderType;
}
@Override
void setLive(boolean inBackgroundGroup, int refCount) {
// System.err.println("SourceCodeShaderRetained.setLive()");
super.setLive(inBackgroundGroup, refCount);
}
@Override
void clearLive(int refCount) {
// System.err.println("SourceCodeShaderRetained.clearLive()");
super.clearLive(refCount);
}
/**
* Shader object doesn't really have mirror object.
* But it's using the updateMirrorObject interface to propagate
* the changes to the users
*/
@Override
synchronized void updateMirrorObject(int component, Object value) {
System.err.println("Shader.updateMirrorObject not implemented yet!");
}
@Override
void handleFrequencyChange(int bit) {
System.err.println("Shader.handleFrequencyChange not implemented yet!");
}
void createShaderData(int cvRdrIndex, long ctxTimeStamp) {
// Create shaderProgram resources if it has not been done.
synchronized(resourceLock) {
if (shaderData == null) {
shaderData = new ShaderData[cvRdrIndex+1];
} else if (shaderData.length <= cvRdrIndex) {
ShaderData[] tempSData = new ShaderData[cvRdrIndex+1];
System.arraycopy(shaderData, 0,
tempSData, 0,
shaderData.length);
shaderData = tempSData;
}
if (shaderData[cvRdrIndex] == null) {
shaderData[cvRdrIndex] = new ShaderData();
} else if (shaderData[cvRdrIndex].getCtxTimeStamp() != ctxTimeStamp) {
// Issue 378 - reset the shader data for this canvas / renderer
// if the context has been recreated
shaderData[cvRdrIndex].reset();
}
shaderData[cvRdrIndex].setCtxTimeStamp(ctxTimeStamp);
}
}
// Per-context (canvas) data for this shader
class ShaderData extends Object {
// Issue 378 - time stamp of context creation for this canvas
private long ctxTimeStamp;
// shaderId use by native code
private ShaderId shaderId = null;
// indicated that the shader has been compiled for this canvas
private boolean compiled = false;
/** ShaderProgramData Constructor */
ShaderData() {
}
void reset() {
ctxTimeStamp = 0L;
shaderId = null;
compiled = false;
}
long getCtxTimeStamp() {
return ctxTimeStamp;
}
void setCtxTimeStamp(long ctxTimeStamp) {
this.ctxTimeStamp = ctxTimeStamp;
}
ShaderId getShaderId() {
return shaderId;
}
void setShaderId(ShaderId shaderId) {
this.shaderId = shaderId;
}
boolean isCompiled() {
return compiled;
}
void setCompiled(boolean compiled) {
this.compiled = compiled;
}
}
}
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