Java Code Examples for sun.java2d.windows.GDIWindowSurfaceData#getPeer()
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sun.java2d.windows.GDIWindowSurfaceData#getPeer() .
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Example 1
Source File: D3DVolatileSurfaceManager.java From dragonwell8_jdk with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 2
Source File: D3DVolatileSurfaceManager.java From TencentKona-8 with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 3
Source File: D3DVolatileSurfaceManager.java From jdk8u60 with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 4
Source File: D3DVolatileSurfaceManager.java From openjdk-jdk8u with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 5
Source File: D3DVolatileSurfaceManager.java From openjdk-jdk8u-backup with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 6
Source File: D3DVolatileSurfaceManager.java From openjdk-jdk9 with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 7
Source File: D3DVolatileSurfaceManager.java From jdk8u-jdk with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 8
Source File: D3DVolatileSurfaceManager.java From hottub with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 9
Source File: D3DVolatileSurfaceManager.java From openjdk-8-source with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 10
Source File: D3DVolatileSurfaceManager.java From openjdk-8 with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 11
Source File: D3DVolatileSurfaceManager.java From jdk8u_jdk with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 12
Source File: D3DVolatileSurfaceManager.java From jdk8u-jdk with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }
Example 13
Source File: D3DVolatileSurfaceManager.java From jdk8u-dev-jdk with GNU General Public License v2.0 | 5 votes |
/** * 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); } } } } }