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 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
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 * 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).
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package com.sun.prism.impl.ps;

import com.sun.glass.ui.Screen;
import com.sun.javafx.geom.Rectangle;
import com.sun.javafx.geom.transform.Affine3D;
import com.sun.javafx.geom.transform.BaseTransform;
import com.sun.javafx.geom.transform.GeneralTransform3D;
import com.sun.javafx.sg.prism.NGCamera;
import com.sun.prism.CompositeMode;
import com.sun.prism.PixelFormat;
import com.sun.prism.RTTexture;
import com.sun.prism.RenderTarget;
import com.sun.prism.ResourceFactory;
import com.sun.prism.Texture;
import com.sun.prism.impl.BaseContext;
import com.sun.prism.impl.BaseGraphics;
import com.sun.prism.paint.Color;
import com.sun.prism.paint.Gradient;
import com.sun.prism.paint.ImagePattern;
import com.sun.prism.paint.LinearGradient;
import com.sun.prism.paint.Paint;
import com.sun.prism.paint.RadialGradient;
import com.sun.prism.ps.Shader;
import com.sun.prism.ps.ShaderFactory;

/**
 * Maintains resources such as Shaders and GlyphCaches that are intended to
 * be cached on a per-Screen basis, and provides methods that are called by
 * BaseShaderGraphics to validate current state.  The inner State class is
 * used to encapsulate the current and previously validated state (such as
 * texture bindings) so that the validation routines can avoid redundant
 * state changes.  There should be only one BaseShaderContext per Screen,
 * however there may be one or more State instances per BaseShaderContext.
 * 

* A note about State objects... The JOGL architecture creates a GLContext * for each GLDrawable (one GLContext per GLDrawable, and one GLDrawable * per onscreen window). Resources such as textures and shaders can be * shared between those GLContext instances, but other state (texture bindings, * scissor rect, etc) cannot be shared. Therefore we need to maintain * one State instance per GLContext instance, which means there may be more * than one State instance per BaseShaderContext. The currentState variable * holds the current State instance corresponding to the current RenderTarget, * and is revalidated as part of the updateRenderTarget() method. The ES2 * backend will create a new State instance for each window, but the D3D * backend is free to create a single State instance that can be shared for * the entire Screen. */ public abstract class BaseShaderContext extends BaseContext { private static final int CHECK_SHADER = (0x01 ); private static final int CHECK_TRANSFORM = (0x01 << 1); private static final int CHECK_CLIP = (0x01 << 2); private static final int CHECK_COMPOSITE = (0x01 << 3); private static final int CHECK_PAINT_OP_MASK = (CHECK_SHADER | CHECK_TRANSFORM | CHECK_CLIP | CHECK_COMPOSITE); private static final int CHECK_TEXTURE_OP_MASK = (CHECK_SHADER | CHECK_TRANSFORM | CHECK_CLIP | CHECK_COMPOSITE); private static final int CHECK_CLEAR_OP_MASK = (CHECK_CLIP); public enum MaskType { SOLID ("Solid"), TEXTURE ("Texture"), ALPHA_ONE ("AlphaOne", true), ALPHA_TEXTURE ("AlphaTexture", true), ALPHA_TEXTURE_DIFF ("AlphaTextureDifference", true), FILL_PGRAM ("FillPgram"), DRAW_PGRAM ("DrawPgram", FILL_PGRAM), FILL_CIRCLE ("FillCircle"), DRAW_CIRCLE ("DrawCircle", FILL_CIRCLE), FILL_ELLIPSE ("FillEllipse"), DRAW_ELLIPSE ("DrawEllipse", FILL_ELLIPSE), FILL_ROUNDRECT ("FillRoundRect"), DRAW_ROUNDRECT ("DrawRoundRect", FILL_ROUNDRECT), DRAW_SEMIROUNDRECT("DrawSemiRoundRect"); private String name; private MaskType filltype; private boolean newPaintStyle; private MaskType(String name) { this.name = name; } private MaskType(String name, boolean newstyle) { this.name = name; this.newPaintStyle = newstyle; } private MaskType(String name, MaskType filltype) { this.name = name; this.filltype = filltype; } public String getName() { return name; } public MaskType getFillType() { return filltype; } public boolean isNewPaintStyle() { return newPaintStyle; } } // mask type 4 bits (14 types) // paint type 2 bits // paint opts 2 bits private static final int NUM_STOCK_SHADER_SLOTS = MaskType.values().length << 4; private final Shader[] stockShaders = new Shader[NUM_STOCK_SHADER_SLOTS]; // stockShaders with alpha test private final Shader[] stockATShaders = new Shader[NUM_STOCK_SHADER_SLOTS]; public enum SpecialShaderType { TEXTURE_RGB ("Solid_TextureRGB"), TEXTURE_MASK_RGB ("Mask_TextureRGB"), TEXTURE_YV12 ("Solid_TextureYV12"), TEXTURE_First_LCD ("Solid_TextureFirstPassLCD"), TEXTURE_SECOND_LCD ("Solid_TextureSecondPassLCD"), SUPER ("Mask_TextureSuper"); private String name; private SpecialShaderType(String name) { this.name = name; } public String getName() { return name; } } private final Shader[] specialShaders = new Shader[SpecialShaderType.values().length]; // specialShaders with alpha test private final Shader[] specialATShaders = new Shader[SpecialShaderType.values().length]; private Shader externalShader; private RTTexture lcdBuffer; private final ShaderFactory factory; private State state; protected BaseShaderContext(Screen screen, ShaderFactory factory, int vbQuads) { super(screen, factory, vbQuads); this.factory = factory; init(); } protected void init() { state = null; if (externalShader != null && !externalShader.isValid()) { externalShader.dispose(); externalShader = null; } // the rest of the shaders will be re-validated as they are used } public static class State { private Shader lastShader; private RenderTarget lastRenderTarget; private NGCamera lastCamera; private boolean lastDepthTest; private BaseTransform lastTransform = new Affine3D(); private Rectangle lastClip; private CompositeMode lastComp; private Texture[] lastTextures = new Texture[4]; private boolean isXformValid; private float lastConst1 = Float.NaN; private float lastConst2 = Float.NaN; private float lastConst3 = Float.NaN; private float lastConst4 = Float.NaN; private float lastConst5 = Float.NaN; private float lastConst6 = Float.NaN; private boolean lastState3D = false; } @Override protected void setPerspectiveTransform(GeneralTransform3D transform) { if (checkDisposed()) return; state.isXformValid = false; super.setPerspectiveTransform(transform); } protected void resetLastClip(State state) { if (checkDisposed()) return; state.lastClip = null; } protected abstract State updateRenderTarget(RenderTarget target, NGCamera camera, boolean depthTest); protected abstract void updateTexture(int texUnit, Texture tex); protected abstract void updateShaderTransform(Shader shader, BaseTransform xform); protected abstract void updateWorldTransform(BaseTransform xform); protected abstract void updateClipRect(Rectangle clipRect); protected abstract void updateCompositeMode(CompositeMode mode); private static int getStockShaderIndex(MaskType maskType, Paint paint) { int paintType; int paintOption; if (paint == null) { paintType = 0; paintOption = 0; } else { paintType = paint.getType().ordinal(); if (paint.getType().isGradient()) { paintOption = ((Gradient)paint).getSpreadMethod(); } else { paintOption = 0; } } return (maskType.ordinal() << 4) | (paintType << 2) | (paintOption << 0); } private Shader getPaintShader(boolean alphaTest, MaskType maskType, Paint paint) { if (checkDisposed()) return null; int index = getStockShaderIndex(maskType, paint); Shader shaders[] = alphaTest ? stockATShaders : stockShaders; Shader shader = shaders[index]; if (shader != null && !shader.isValid()) { shader.dispose(); shader = null; } if (shader == null) { String shaderName = maskType.getName() + "_" + paint.getType().getName(); if (paint.getType().isGradient() && !maskType.isNewPaintStyle()) { Gradient grad = (Gradient) paint; int spreadMethod = grad.getSpreadMethod(); if (spreadMethod == Gradient.PAD) { shaderName += "_PAD"; } else if (spreadMethod == Gradient.REFLECT) { shaderName += "_REFLECT"; } else if (spreadMethod == Gradient.REPEAT) { shaderName += "_REPEAT"; } } if (alphaTest) { shaderName += "_AlphaTest"; } shader = shaders[index] = factory.createStockShader(shaderName); } return shader; } private void updatePaintShader(BaseShaderGraphics g, Shader shader, MaskType maskType, Paint paint, float bx, float by, float bw, float bh) { if (checkDisposed()) return; Paint.Type paintType = paint.getType(); if (paintType == Paint.Type.COLOR || maskType.isNewPaintStyle()) { return; } float rx, ry, rw, rh; if (paint.isProportional()) { rx = bx; ry = by; rw = bw; rh = bh; } else { rx = 0f; ry = 0f; rw = 1f; rh = 1f; } switch (paintType) { case LINEAR_GRADIENT: PaintHelper.setLinearGradient(g, shader, (LinearGradient)paint, rx, ry, rw, rh); break; case RADIAL_GRADIENT: PaintHelper.setRadialGradient(g, shader, (RadialGradient)paint, rx, ry, rw, rh); break; case IMAGE_PATTERN: PaintHelper.setImagePattern(g, shader, (ImagePattern)paint, rx, ry, rw, rh); default: break; } } private Shader getSpecialShader(BaseGraphics g, SpecialShaderType sst) { if (checkDisposed()) return null; // We do alpha test if depth test is enabled boolean alphaTest = g.isAlphaTestShader(); Shader shaders[] = alphaTest ? specialATShaders : specialShaders; Shader shader = shaders[sst.ordinal()]; if (shader != null && !shader.isValid()) { shader.dispose(); shader = null; } if (shader == null) { String shaderName = sst.getName(); if (alphaTest) { shaderName += "_AlphaTest"; } shaders[sst.ordinal()] = shader = factory.createStockShader(shaderName); } return shader; } @Override public boolean isSuperShaderEnabled() { if (checkDisposed()) return false; return state.lastShader == specialATShaders[SpecialShaderType.SUPER.ordinal()] || state.lastShader == specialShaders[SpecialShaderType.SUPER.ordinal()]; } private void updatePerVertexColor(Paint paint, float extraAlpha) { if (checkDisposed()) return; if (paint != null && paint.getType() == Paint.Type.COLOR) { getVertexBuffer().setPerVertexColor((Color)paint, extraAlpha); } else { getVertexBuffer().setPerVertexColor(extraAlpha); } } @Override public void validateClearOp(BaseGraphics g) { checkState((BaseShaderGraphics) g, CHECK_CLEAR_OP_MASK, null, null); } @Override public void validatePaintOp(BaseGraphics g, BaseTransform xform, Texture maskTex, float bx, float by, float bw, float bh) { validatePaintOp((BaseShaderGraphics)g, xform, maskTex, bx, by, bw, bh); } Shader validatePaintOp(BaseShaderGraphics g, BaseTransform xform, MaskType maskType, float bx, float by, float bw, float bh) { return validatePaintOp(g, xform, maskType, null, bx, by, bw, bh); } Shader validatePaintOp(BaseShaderGraphics g, BaseTransform xform, MaskType maskType, float bx, float by, float bw, float bh, float k1, float k2, float k3, float k4, float k5, float k6) { if (checkDisposed()) return null; // this is not ideal, but will have to do for now (tm). // various paint primitives use shader parameters, and we have to flush // the vertex buffer if those change. Ideally we would do this in // checkState but there is no mechanism to pass this info through. if (state.lastConst1 != k1 || state.lastConst2 != k2 || state.lastConst3 != k3 || state.lastConst4 != k4 || state.lastConst5 != k5 || state.lastConst6 != k6) { flushVertexBuffer(); state.lastConst1 = k1; state.lastConst2 = k2; state.lastConst3 = k3; state.lastConst4 = k4; state.lastConst5 = k5; state.lastConst6 = k6; } return validatePaintOp(g, xform, maskType, null, bx, by, bw, bh); } Shader validatePaintOp(BaseShaderGraphics g, BaseTransform xform, MaskType maskType, Texture maskTex, float bx, float by, float bw, float bh, float k1, float k2, float k3, float k4, float k5, float k6) { // this is not ideal, but will have to do for now (tm). // various paint primitives use shader parameters, and we have to flush // the vertex buffer if those change. Ideally we would do this in // checkState but there is no mechanism to pass this info through. if (state.lastConst1 != k1 || state.lastConst2 != k2 || state.lastConst3 != k3 || state.lastConst4 != k4 || state.lastConst5 != k5 || state.lastConst6 != k6) { flushVertexBuffer(); state.lastConst1 = k1; state.lastConst2 = k2; state.lastConst3 = k3; state.lastConst4 = k4; state.lastConst5 = k5; state.lastConst6 = k6; } return validatePaintOp(g, xform, maskType, maskTex, bx, by, bw, bh); } Shader validatePaintOp(BaseShaderGraphics g, BaseTransform xform, Texture maskTex, float bx, float by, float bw, float bh) { return validatePaintOp(g, xform, MaskType.TEXTURE, maskTex, bx, by, bw, bh); } Shader validatePaintOp(BaseShaderGraphics g, BaseTransform xform, MaskType maskType, Texture maskTex, float bx, float by, float bw, float bh) { if (maskType == null) { throw new InternalError("maskType must be non-null"); } if (externalShader == null) { Paint paint = g.getPaint(); Texture paintTex = null; Texture tex0; Texture tex1; if (paint.getType().isGradient()) { // we need to flush here in case the paint shader is staying // the same but the paint parameters are changing; we do this // unconditionally for now (in theory we could keep track // of the last validated paint, and the shape bounds in the // case of proportional gradients, but the case where the // same paint parameters are used multiple times in a row // is so rare that it's not worth optimizing this any further) flushVertexBuffer(); // we have to fetch the texture containing the gradient // colors in advance since checkState() is responsible for // binding the texture(s) if (maskType.isNewPaintStyle()) { paintTex = PaintHelper.getWrapGradientTexture(g); } else { paintTex = PaintHelper.getGradientTexture(g, (Gradient)paint); } } else if (paint.getType() == Paint.Type.IMAGE_PATTERN) { // We need to flush here. See comment above about paint parameters changing. flushVertexBuffer(); ImagePattern texPaint = (ImagePattern)paint; ResourceFactory rf = g.getResourceFactory(); paintTex = rf.getCachedTexture(texPaint.getImage(), Texture.WrapMode.REPEAT); } Shader shader; if (factory.isSuperShaderAllowed() && paintTex == null && maskTex == factory.getGlyphTexture()) { // Enabling the super shader to be used to render text. // The texture pointed by tex0 is the region cache texture // and it does not affect text rendering shader = getSpecialShader(g, SpecialShaderType.SUPER); tex0 = factory.getRegionTexture(); tex1 = maskTex; } else { // NOTE: We are making assumptions here about which texture // corresponds to which texture unit. In a JSL file the // first sampler mentioned will correspond to texture unit 0, // the second sampler will correspond to texture unit 1, // and so on, and there's currently no way to explicitly // associate a sampler with a texture unit in the JSL file. // So for now we assume that mask-related samplers are // declared before any paint-related samplers in the // composed JSL files. if (maskTex != null) { tex0 = maskTex; tex1 = paintTex; } else { tex0 = paintTex; tex1 = null; } // We do alpha test if depth test is enabled shader = getPaintShader(g.isAlphaTestShader(), maskType, paint); } checkState(g, CHECK_PAINT_OP_MASK, xform, shader); setTexture(0, tex0); setTexture(1, tex1); updatePaintShader(g, shader, maskType, paint, bx, by, bw, bh); updatePerVertexColor(paint, g.getExtraAlpha()); if (paintTex != null) paintTex.unlock(); return shader; } else { // note that paint is assumed to be a simple Color in this case checkState(g, CHECK_PAINT_OP_MASK, xform, externalShader); setTexture(0, maskTex); setTexture(1, null); // Needed? updatePerVertexColor(null, g.getExtraAlpha()); return externalShader; } } @Override public void validateTextureOp(BaseGraphics g, BaseTransform xform, Texture tex0, PixelFormat format) { validateTextureOp((BaseShaderGraphics)g, xform, tex0, null, format); } //This function sets the first LCD sample shader. public Shader validateLCDOp(BaseShaderGraphics g, BaseTransform xform, Texture tex0, Texture tex1, boolean firstPass, Paint fillColor) { if (checkDisposed()) return null; Shader shader = firstPass ? getSpecialShader(g, SpecialShaderType.TEXTURE_First_LCD) : getSpecialShader(g, SpecialShaderType.TEXTURE_SECOND_LCD); checkState(g, CHECK_TEXTURE_OP_MASK, xform, shader); setTexture(0, tex0); setTexture(1, tex1); updatePerVertexColor(fillColor, g.getExtraAlpha()); return shader; } Shader validateTextureOp(BaseShaderGraphics g, BaseTransform xform, Texture[] textures, PixelFormat format) { if (checkDisposed()) return null; Shader shader; if (format == PixelFormat.MULTI_YCbCr_420) { // must have at least three textures, any more than four are ignored if (textures.length < 3) { return null; } if (externalShader == null) { shader = getSpecialShader(g, SpecialShaderType.TEXTURE_YV12); } else { shader = externalShader; } } else { // add more multitexture shaders here return null; } if (null != shader) { checkState(g, CHECK_TEXTURE_OP_MASK, xform, shader); // clamp to 0..4 textures for now, expand on this later if we need to int texCount = Math.max(0, Math.min(textures.length, 4)); for (int index = 0; index < texCount; index++) { setTexture(index, textures[index]); } updatePerVertexColor(null, g.getExtraAlpha()); } return shader; } Shader validateTextureOp(BaseShaderGraphics g, BaseTransform xform, Texture tex0, Texture tex1, PixelFormat format) { if (checkDisposed()) return null; Shader shader; if (externalShader == null) { switch (format) { case INT_ARGB_PRE: case BYTE_BGRA_PRE: case BYTE_RGB: case BYTE_GRAY: case BYTE_APPLE_422: // uses GL_RGBA as internal format if (factory.isSuperShaderAllowed() && tex0 == factory.getRegionTexture() && tex1 == null) { // Enabling the super shader to be used for texture rendering. // The shader was designed to render many Regions (from the Region // texture cache) and text (from the glyph cache texture) without // changing the state in the context. shader = getSpecialShader(g, SpecialShaderType.SUPER); tex1 = factory.getGlyphTexture(); } else { shader = getSpecialShader(g, SpecialShaderType.TEXTURE_RGB); } break; case MULTI_YCbCr_420: // Must use multitexture method case BYTE_ALPHA: default: throw new InternalError("Pixel format not supported: " + format); } } else { shader = externalShader; } checkState(g, CHECK_TEXTURE_OP_MASK, xform, shader); setTexture(0, tex0); setTexture(1, tex1); updatePerVertexColor(null, g.getExtraAlpha()); return shader; } Shader validateMaskTextureOp(BaseShaderGraphics g, BaseTransform xform, Texture tex0, Texture tex1, PixelFormat format) { if (checkDisposed()) return null; Shader shader; if (externalShader == null) { switch (format) { case INT_ARGB_PRE: case BYTE_BGRA_PRE: case BYTE_RGB: case BYTE_GRAY: case BYTE_APPLE_422: // uses GL_RGBA as internal format shader = getSpecialShader(g, SpecialShaderType.TEXTURE_MASK_RGB); break; case MULTI_YCbCr_420: // Must use multitexture method case BYTE_ALPHA: default: throw new InternalError("Pixel format not supported: " + format); } } else { shader = externalShader; } checkState(g, CHECK_TEXTURE_OP_MASK, xform, shader); setTexture(0, tex0); setTexture(1, tex1); updatePerVertexColor(null, g.getExtraAlpha()); return shader; } void setExternalShader(BaseShaderGraphics g, Shader shader) { if (checkDisposed()) return; // Note that this method is called when the user calls // ShaderGraphics.setExternalShader(). We flush any pending // operations and synchronously enable the given shader here // because the caller (i.e., decora-prism-ps peer) needs to be // able to call shader.setConstant() after calling setExternalShader(). // (In the ES2 backend, setConstant() bottoms out in glUniform(), // which can only be called when the program is active, i.e., after // shader.enable() is called. Kind of gross, but that's why the // external shader mechanism is setup the way it is currently.) // So here we enable the shader just so that the user can update // shader constants, and we set the externalShader instance variable. // Later in checkState(), we will set the externalShader and // update the current transform state "for real". flushVertexBuffer(); if (shader != null) { shader.enable(); } externalShader = shader; } private void checkState(BaseShaderGraphics g, int checkFlags, BaseTransform xform, Shader shader) { if (checkDisposed()) return; setRenderTarget(g); if ((checkFlags & CHECK_SHADER) != 0) { if (shader != state.lastShader) { flushVertexBuffer(); shader.enable(); state.lastShader = shader; // the transform matrix is part of the state of each shader // (in ES2 at least), so we need to make sure the transform // is updated for the current shader by setting isXformValid=false state.isXformValid = false; checkFlags |= CHECK_TRANSFORM; } } if ((checkFlags & CHECK_TRANSFORM) != 0) { if (!state.isXformValid || !xform.equals(state.lastTransform)) { flushVertexBuffer(); updateShaderTransform(shader, xform); state.lastTransform.setTransform(xform); state.isXformValid = true; } } if ((checkFlags & CHECK_CLIP) != 0) { Rectangle clip = g.getClipRectNoClone(); if (clip != state.lastClip) { flushVertexBuffer(); updateClipRect(clip); state.lastClip = clip; } } if ((checkFlags & CHECK_COMPOSITE) != 0) { CompositeMode mode = g.getCompositeMode(); if (mode != state.lastComp) { flushVertexBuffer(); updateCompositeMode(mode); state.lastComp = mode; } } } private void setTexture(int texUnit, Texture tex) { if (checkDisposed()) return; if (tex != null) tex.assertLocked(); if (tex != state.lastTextures[texUnit]) { flushVertexBuffer(); updateTexture(texUnit, tex); state.lastTextures[texUnit] = tex; } } //Current RenderTarget is the lcdBuffer after this method. public void initLCDBuffer(int width, int height) { if (checkDisposed()) return; lcdBuffer = factory.createRTTexture(width, height, Texture.WrapMode.CLAMP_NOT_NEEDED); // TODO: RT-29488 we need to track the uses of the LCD buffer, // but the flow of control through the text methods is // not straight-forward enough for a simple set of lock/unlock // fixes at this time. lcdBuffer.makePermanent(); } public void disposeLCDBuffer() { if (lcdBuffer != null) { lcdBuffer.dispose(); lcdBuffer = null; } } @Override public RTTexture getLCDBuffer() { return lcdBuffer; } //Current RenderTarget is undefined after this method. public void validateLCDBuffer(RenderTarget renderTarget) { if (checkDisposed()) return; if (lcdBuffer == null || lcdBuffer.getPhysicalWidth() < renderTarget.getPhysicalWidth() || lcdBuffer.getPhysicalHeight() < renderTarget.getPhysicalHeight()) { disposeLCDBuffer(); initLCDBuffer(renderTarget.getPhysicalWidth(), renderTarget.getPhysicalHeight()); } } abstract public void blit(RTTexture srcRTT, RTTexture dstRTT, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1); @Override protected void setRenderTarget(RenderTarget target, NGCamera camera, boolean depthTest, boolean state3D) { if (checkDisposed()) return; if (target instanceof Texture) { ((Texture) target).assertLocked(); } if (state == null || state3D != state.lastState3D || target != state.lastRenderTarget || camera != state.lastCamera || depthTest != state.lastDepthTest) { flushVertexBuffer(); state = updateRenderTarget(target, camera, depthTest); state.lastRenderTarget = target; state.lastCamera = camera; state.lastDepthTest = depthTest; // the projection matrix is set in updateShaderTransform() // because it depends on the dimensions of the destination surface, // so if the RenderTarget is changing we force a call to the // updateShaderTransform() method by setting isXformValid=false state.isXformValid = false; // True if we switch between 2D and 3D primitives if (state3D != state.lastState3D) { state.lastState3D = state3D; state.lastShader = null; state.lastConst1 = Float.NaN; state.lastConst2 = Float.NaN; state.lastConst3 = Float.NaN; state.lastConst4 = Float.NaN; state.lastConst5 = Float.NaN; state.lastConst6 = Float.NaN; state.lastComp = null; state.lastClip = null; for (int i = 0; i != state.lastTextures.length; i++) { state.lastTextures[i] = null; } if (state3D) { // switch to 3D state setDeviceParametersFor3D(); } else { // switch to 2D state setDeviceParametersFor2D(); } } } } @Override protected void releaseRenderTarget() { // Null out hard references that cause memory leak reported in RT-17304 if (state != null) { state.lastRenderTarget = null; for (int i=0; i





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