Java Code Examples for sun.java2d.d3d.D3DSurfaceData.D3DWindowSurfaceData#getBounds()
The following examples show how to use
sun.java2d.d3d.D3DSurfaceData.D3DWindowSurfaceData#getBounds() .
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Example 1
Source File: D3DScreenUpdateManager.java From dragonwell8_jdk with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 2
Source File: D3DScreenUpdateManager.java From TencentKona-8 with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 3
Source File: D3DScreenUpdateManager.java From jdk8u60 with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 4
Source File: D3DScreenUpdateManager.java From openjdk-jdk8u with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 5
Source File: D3DScreenUpdateManager.java From openjdk-jdk8u-backup with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 6
Source File: D3DScreenUpdateManager.java From openjdk-jdk9 with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 7
Source File: D3DScreenUpdateManager.java From jdk8u-jdk with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 8
Source File: D3DScreenUpdateManager.java From hottub with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 9
Source File: D3DScreenUpdateManager.java From openjdk-8-source with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 10
Source File: D3DScreenUpdateManager.java From openjdk-8 with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 11
Source File: D3DScreenUpdateManager.java From jdk8u_jdk with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 12
Source File: D3DScreenUpdateManager.java From jdk8u-jdk with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }
Example 13
Source File: D3DScreenUpdateManager.java From jdk8u-dev-jdk with GNU General Public License v2.0 | 4 votes |
public void run() { while (!done) { synchronized (runLock) { // If the list is empty, suspend the thread until a // new surface is added. Note that we have to check before // wait() (and inside the runLock), otherwise we could miss a // notify() when a new surface is added and sleep forever. long timeout = d3dwSurfaces.size() > 0 ? 100 : 0; // don't go to sleep if there's a thread waiting for an update if (!needsUpdateNow) { try { runLock.wait(timeout); } catch (InterruptedException e) {} } // if we were woken up, there are probably surfaces in the list, // no need to check if the list is empty } // make a copy to avoid synchronization during the loop D3DWindowSurfaceData surfaces[] = new D3DWindowSurfaceData[] {}; synchronized (this) { surfaces = d3dwSurfaces.toArray(surfaces); } for (D3DWindowSurfaceData sd : surfaces) { // skip invalid surfaces (they could have become invalid // after we made a copy of the list) - just a precaution if (sd.isValid() && (sd.isDirty() || sd.isSurfaceLost())) { if (!sd.isSurfaceLost()) { // the flip and the clearing of the dirty state // must be done under the lock, otherwise it's // possible to miss an update to the surface D3DRenderQueue rq = D3DRenderQueue.getInstance(); rq.lock(); try { Rectangle r = sd.getBounds(); D3DSurfaceData.swapBuffers(sd, 0, 0, r.width, r.height); sd.markClean(); } finally { rq.unlock(); } } else if (!validate(sd)) { // it is possible that the validation may never // succeed, we need to detect this and replace // the d3dw surface with gdi; the replacement of // the surface will also trigger a repaint sd.getPeer().replaceSurfaceDataLater(); } } } synchronized (runLock) { needsUpdateNow = false; runLock.notifyAll(); } } }