本文整理汇总了Java中sun.java2d.pipe.RenderBuffer类的典型用法代码示例。如果您正苦于以下问题:Java RenderBuffer类的具体用法?Java RenderBuffer怎么用?Java RenderBuffer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
RenderBuffer类属于sun.java2d.pipe包,在下文中一共展示了RenderBuffer类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。
示例1: flush
import sun.java2d.pipe.RenderBuffer; //导入依赖的package包/类
public void flush() {
invalidate();
OGLRenderQueue rq = OGLRenderQueue.getInstance();
rq.lock();
try {
// make sure we have a current context before
// disposing the native resources (e.g. texture object)
OGLContext.setScratchSurface(graphicsConfig);
RenderBuffer buf = rq.getBuffer();
rq.ensureCapacityAndAlignment(12, 4);
buf.putInt(FLUSH_SURFACE);
buf.putLong(getNativeOps());
// this call is expected to complete synchronously, so flush now
rq.flushNow();
} finally {
rq.unlock();
}
}
开发者ID:SunburstApps,项目名称:OpenJSharp,代码行数:21,代码来源:OGLSurfaceData.java
示例2: dispose
import sun.java2d.pipe.RenderBuffer; //导入依赖的package包/类
/**
* Disposes the native resources associated with the given OGLSurfaceData
* (referenced by the pData parameter). This method is invoked from
* the native Dispose() method from the Disposer thread when the
* Java-level OGLSurfaceData object is about to go away. Note that we
* also pass a reference to the native GLX/WGLGraphicsConfigInfo
* (pConfigInfo) for the purposes of making a context current.
*/
static void dispose(long pData, long pConfigInfo) {
OGLRenderQueue rq = OGLRenderQueue.getInstance();
rq.lock();
try {
// make sure we have a current context before
// disposing the native resources (e.g. texture object)
OGLContext.setScratchSurface(pConfigInfo);
RenderBuffer buf = rq.getBuffer();
rq.ensureCapacityAndAlignment(12, 4);
buf.putInt(DISPOSE_SURFACE);
buf.putLong(pData);
// this call is expected to complete synchronously, so flush now
rq.flushNow();
} finally {
rq.unlock();
}
}
开发者ID:SunburstApps,项目名称:OpenJSharp,代码行数:28,代码来源:OGLSurfaceData.java
示例3: enqueueBlit
import sun.java2d.pipe.RenderBuffer; //导入依赖的package包/类
/**
* Enqueues a BLIT operation with the given parameters. Note that the
* RenderQueue lock must be held before calling this method.
*/
private static void enqueueBlit(RenderQueue rq,
SurfaceData src, SurfaceData dst,
int packedParams,
int sx1, int sy1,
int sx2, int sy2,
double dx1, double dy1,
double dx2, double dy2)
{
// assert rq.lock.isHeldByCurrentThread();
RenderBuffer buf = rq.getBuffer();
rq.ensureCapacityAndAlignment(72, 24);
buf.putInt(BLIT);
buf.putInt(packedParams);
buf.putInt(sx1).putInt(sy1);
buf.putInt(sx2).putInt(sy2);
buf.putDouble(dx1).putDouble(dy1);
buf.putDouble(dx2).putDouble(dy2);
buf.putLong(src.getNativeOps());
buf.putLong(dst.getNativeOps());
}
开发者ID:SunburstApps,项目名称:OpenJSharp,代码行数:25,代码来源:OGLBlitLoops.java
示例4: disposeGraphicsConfig
import sun.java2d.pipe.RenderBuffer; //导入依赖的package包/类
/**
* Disposes the native memory associated with the given native
* graphics config info pointer on the single queue flushing thread.
*/
public static void disposeGraphicsConfig(long pConfigInfo) {
OGLRenderQueue rq = getInstance();
rq.lock();
try {
// make sure we make the context associated with the given
// GraphicsConfig current before disposing the native resources
OGLContext.setScratchSurface(pConfigInfo);
RenderBuffer buf = rq.getBuffer();
rq.ensureCapacityAndAlignment(12, 4);
buf.putInt(DISPOSE_CONFIG);
buf.putLong(pConfigInfo);
// this call is expected to complete synchronously, so flush now
rq.flushNow();
} finally {
rq.unlock();
}
}
开发者ID:SunburstApps,项目名称:OpenJSharp,代码行数:24,代码来源:OGLRenderQueue.java
示例5: flush
import sun.java2d.pipe.RenderBuffer; //导入依赖的package包/类
@Override
public void flush() {
D3DRenderQueue rq = D3DRenderQueue.getInstance();
rq.lock();
try {
RenderBuffer buf = rq.getBuffer();
rq.ensureCapacityAndAlignment(12, 4);
buf.putInt(FLUSH_SURFACE);
buf.putLong(getNativeOps());
// this call is expected to complete synchronously, so flush now
rq.flushNow();
} finally {
rq.unlock();
}
}
开发者ID:SunburstApps,项目名称:OpenJSharp,代码行数:17,代码来源:D3DSurfaceData.java
示例6: dispose
import sun.java2d.pipe.RenderBuffer; //导入依赖的package包/类
/**
* Disposes the native resources associated with the given D3DSurfaceData
* (referenced by the pData parameter). This method is invoked from
* the native Dispose() method from the Disposer thread when the
* Java-level D3DSurfaceData object is about to go away.
*/
static void dispose(long pData) {
D3DRenderQueue rq = D3DRenderQueue.getInstance();
rq.lock();
try {
RenderBuffer buf = rq.getBuffer();
rq.ensureCapacityAndAlignment(12, 4);
buf.putInt(DISPOSE_SURFACE);
buf.putLong(pData);
// this call is expected to complete synchronously, so flush now
rq.flushNow();
} finally {
rq.unlock();
}
}
开发者ID:SunburstApps,项目名称:OpenJSharp,代码行数:22,代码来源:D3DSurfaceData.java
示例7: disposeGraphicsConfig
import sun.java2d.pipe.RenderBuffer; //导入依赖的package包/类
/**
* Disposes the native memory associated with the given native
* graphics config info pointer on the single queue flushing thread.
*/
public static void disposeGraphicsConfig(long pConfigInfo) {
D3DRenderQueue rq = getInstance();
rq.lock();
try {
RenderBuffer buf = rq.getBuffer();
rq.ensureCapacityAndAlignment(12, 4);
buf.putInt(DISPOSE_CONFIG);
buf.putLong(pConfigInfo);
// this call is expected to complete synchronously, so flush now
rq.flushNow();
} finally {
rq.unlock();
}
}
开发者ID:SunburstApps,项目名称:OpenJSharp,代码行数:21,代码来源:D3DRenderQueue.java
示例8: setScratchSurface
import sun.java2d.pipe.RenderBuffer; //导入依赖的package包/类
/**
* Sets the current context on the native level to be the one passed as
* the argument.
* If the context is not the same as the defaultContext the latter
* will be reset to null.
*
* This call is needed when copying from a SW surface to a Texture
* (the upload test) or copying from d3d to SW surface to make sure we
* have the correct current context.
*
* @param d3dc the context to be made current on the native level
*/
static void setScratchSurface(D3DContext d3dc) {
// assert D3DRenderQueue.getInstance().lock.isHeldByCurrentThread();
// invalidate the current context
if (d3dc != currentContext) {
currentContext = null;
}
// set the scratch context
D3DRenderQueue rq = D3DRenderQueue.getInstance();
RenderBuffer buf = rq.getBuffer();
rq.ensureCapacity(8);
buf.putInt(SET_SCRATCH_SURFACE);
buf.putInt(d3dc.getDevice().getScreen());
}
开发者ID:SunburstApps,项目名称:OpenJSharp,代码行数:28,代码来源:D3DContext.java
注:本文中的sun.java2d.pipe.RenderBuffer类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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