270 lines
6.7 KiB
C
Raw Normal View History

/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_CACHES_H
#define ANDROID_HWUI_CACHES_H
#ifndef LOG_TAG
#define LOG_TAG "OpenGLRenderer"
#endif
#include "AssetAtlas.h"
#include "Dither.h"
#include "Extensions.h"
#include "FboCache.h"
#include "GradientCache.h"
#include "LayerCache.h"
#include "PatchCache.h"
#include "ProgramCache.h"
#include "PathCache.h"
#include "RenderBufferCache.h"
#include "renderstate/PixelBufferState.h"
#include "renderstate/TextureState.h"
#include "ResourceCache.h"
#include "TessellationCache.h"
#include "TextDropShadowCache.h"
#include "TextureCache.h"
#include "thread/TaskProcessor.h"
#include "thread/TaskManager.h"
#include <vector>
#include <memory>
Pack preloaded framework assets in a texture atlas When the Android runtime starts, the system preloads a series of assets in the Zygote process. These assets are shared across all processes. Unfortunately, each one of these assets is later uploaded in its own OpenGL texture, once per process. This wastes memory and generates unnecessary OpenGL state changes. This CL introduces an asset server that provides an atlas to all processes. Note: bitmaps used by skia shaders are *not* sampled from the atlas. It's an uncommon use case and would require extra texture transforms in the GL shaders. WHAT IS THE ASSETS ATLAS The "assets atlas" is a single, shareable graphic buffer that contains all the system's preloaded bitmap drawables (this includes 9-patches.) The atlas is made of two distinct objects: the graphic buffer that contains the actual pixels and the map which indicates where each preloaded bitmap can be found in the atlas (essentially a pair of x and y coordinates.) HOW IS THE ASSETS ATLAS GENERATED Because we need to support a wide variety of devices and because it is easy to change the list of preloaded drawables, the atlas is generated at runtime, during the startup phase of the system process. There are several steps that lead to the atlas generation: 1. If the device is booting for the first time, or if the device was updated, we need to find the best atlas configuration. To do so, the atlas service tries a number of width, height and algorithm variations that allows us to pack as many assets as possible while using as little memory as possible. Once a best configuration is found, it gets written to disk in /data/system/framework_atlas 2. Given a best configuration (algorithm variant, dimensions and number of bitmaps that can be packed in the atlas), the atlas service packs all the preloaded bitmaps into a single graphic buffer object. 3. The packing is done using Skia in a temporary native bitmap. The Skia bitmap is then copied into the graphic buffer using OpenGL ES to benefit from texture swizzling. HOW PROCESSES USE THE ATLAS Whenever a process' hardware renderer initializes its EGL context, it queries the atlas service for the graphic buffer and the map. It is important to remember that both the context and the map will be valid for the lifetime of the hardware renderer (if the system process goes down, all apps get killed as well.) Every time the hardware renderer needs to render a bitmap, it first checks whether the bitmap can be found in the assets atlas. When the bitmap is part of the atlas, texture coordinates are remapped appropriately before rendering. Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
2013-04-17 18:54:38 -07:00
#include <GLES3/gl3.h>
#include <utils/KeyedVector.h>
#include <utils/Singleton.h>
Pack preloaded framework assets in a texture atlas When the Android runtime starts, the system preloads a series of assets in the Zygote process. These assets are shared across all processes. Unfortunately, each one of these assets is later uploaded in its own OpenGL texture, once per process. This wastes memory and generates unnecessary OpenGL state changes. This CL introduces an asset server that provides an atlas to all processes. Note: bitmaps used by skia shaders are *not* sampled from the atlas. It's an uncommon use case and would require extra texture transforms in the GL shaders. WHAT IS THE ASSETS ATLAS The "assets atlas" is a single, shareable graphic buffer that contains all the system's preloaded bitmap drawables (this includes 9-patches.) The atlas is made of two distinct objects: the graphic buffer that contains the actual pixels and the map which indicates where each preloaded bitmap can be found in the atlas (essentially a pair of x and y coordinates.) HOW IS THE ASSETS ATLAS GENERATED Because we need to support a wide variety of devices and because it is easy to change the list of preloaded drawables, the atlas is generated at runtime, during the startup phase of the system process. There are several steps that lead to the atlas generation: 1. If the device is booting for the first time, or if the device was updated, we need to find the best atlas configuration. To do so, the atlas service tries a number of width, height and algorithm variations that allows us to pack as many assets as possible while using as little memory as possible. Once a best configuration is found, it gets written to disk in /data/system/framework_atlas 2. Given a best configuration (algorithm variant, dimensions and number of bitmaps that can be packed in the atlas), the atlas service packs all the preloaded bitmaps into a single graphic buffer object. 3. The packing is done using Skia in a temporary native bitmap. The Skia bitmap is then copied into the graphic buffer using OpenGL ES to benefit from texture swizzling. HOW PROCESSES USE THE ATLAS Whenever a process' hardware renderer initializes its EGL context, it queries the atlas service for the graphic buffer and the map. It is important to remember that both the context and the map will be valid for the lifetime of the hardware renderer (if the system process goes down, all apps get killed as well.) Every time the hardware renderer needs to render a bitmap, it first checks whether the bitmap can be found in the assets atlas. When the bitmap is part of the atlas, texture coordinates are remapped appropriately before rendering. Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
2013-04-17 18:54:38 -07:00
#include <utils/Vector.h>
#include <cutils/compiler.h>
#include <SkPath.h>
namespace android {
namespace uirenderer {
class GammaFontRenderer;
///////////////////////////////////////////////////////////////////////////////
// Caches
///////////////////////////////////////////////////////////////////////////////
class RenderNode;
class RenderState;
class ANDROID_API Caches {
public:
static Caches& createInstance(RenderState& renderState) {
LOG_ALWAYS_FATAL_IF(sInstance, "double create of Caches attempted");
sInstance = new Caches(renderState);
return *sInstance;
}
static Caches& getInstance() {
LOG_ALWAYS_FATAL_IF(!sInstance, "instance not yet created");
return *sInstance;
}
static bool hasInstance() {
return sInstance != 0;
}
private:
Caches(RenderState& renderState);
static Caches* sInstance;
public:
enum FlushMode {
kFlushMode_Layers = 0,
kFlushMode_Moderate,
kFlushMode_Full
};
/**
* Initialize caches.
*/
Pack preloaded framework assets in a texture atlas When the Android runtime starts, the system preloads a series of assets in the Zygote process. These assets are shared across all processes. Unfortunately, each one of these assets is later uploaded in its own OpenGL texture, once per process. This wastes memory and generates unnecessary OpenGL state changes. This CL introduces an asset server that provides an atlas to all processes. Note: bitmaps used by skia shaders are *not* sampled from the atlas. It's an uncommon use case and would require extra texture transforms in the GL shaders. WHAT IS THE ASSETS ATLAS The "assets atlas" is a single, shareable graphic buffer that contains all the system's preloaded bitmap drawables (this includes 9-patches.) The atlas is made of two distinct objects: the graphic buffer that contains the actual pixels and the map which indicates where each preloaded bitmap can be found in the atlas (essentially a pair of x and y coordinates.) HOW IS THE ASSETS ATLAS GENERATED Because we need to support a wide variety of devices and because it is easy to change the list of preloaded drawables, the atlas is generated at runtime, during the startup phase of the system process. There are several steps that lead to the atlas generation: 1. If the device is booting for the first time, or if the device was updated, we need to find the best atlas configuration. To do so, the atlas service tries a number of width, height and algorithm variations that allows us to pack as many assets as possible while using as little memory as possible. Once a best configuration is found, it gets written to disk in /data/system/framework_atlas 2. Given a best configuration (algorithm variant, dimensions and number of bitmaps that can be packed in the atlas), the atlas service packs all the preloaded bitmaps into a single graphic buffer object. 3. The packing is done using Skia in a temporary native bitmap. The Skia bitmap is then copied into the graphic buffer using OpenGL ES to benefit from texture swizzling. HOW PROCESSES USE THE ATLAS Whenever a process' hardware renderer initializes its EGL context, it queries the atlas service for the graphic buffer and the map. It is important to remember that both the context and the map will be valid for the lifetime of the hardware renderer (if the system process goes down, all apps get killed as well.) Every time the hardware renderer needs to render a bitmap, it first checks whether the bitmap can be found in the assets atlas. When the bitmap is part of the atlas, texture coordinates are remapped appropriately before rendering. Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
2013-04-17 18:54:38 -07:00
bool init();
/**
* Initialize global system properties.
*/
bool initProperties();
/**
* Flush the cache.
*
* @param mode Indicates how much of the cache should be flushed
*/
void flush(FlushMode mode);
/**
* Destroys all resources associated with this cache. This should
* be called after a flush(kFlushMode_Full).
*/
void terminate();
/**
* Indicates whether the renderer is in debug mode.
* This debug mode provides limited information to app developers.
*/
DebugLevel getDebugLevel() const {
return mDebugLevel;
}
/**
* Returns a non-premultiplied ARGB color for the specified
* amount of overdraw (1 for 1x, 2 for 2x, etc.)
*/
uint32_t getOverdrawColor(uint32_t amount) const;
/**
* Call this on each frame to ensure that garbage is deleted from
* GPU memory.
*/
void clearGarbage();
/**
* Can be used to delete a layer from a non EGL thread.
*/
void deleteLayerDeferred(Layer* layer);
void startTiling(GLuint x, GLuint y, GLuint width, GLuint height, bool discard);
void endTiling();
/**
* Returns the mesh used to draw regions. Calling this method will
* bind a VBO of type GL_ELEMENT_ARRAY_BUFFER that contains the
* indices for the region mesh.
*/
TextureVertex* getRegionMesh();
/**
* Displays the memory usage of each cache and the total sum.
*/
void dumpMemoryUsage();
void dumpMemoryUsage(String8& log);
bool hasRegisteredFunctors();
void registerFunctors(uint32_t functorCount);
void unregisterFunctors(uint32_t functorCount);
bool drawDeferDisabled;
bool drawReorderDisabled;
// Misc
GLint maxTextureSize;
// Debugging
bool debugLayersUpdates;
bool debugOverdraw;
enum StencilClipDebug {
kStencilHide,
kStencilShowHighlight,
kStencilShowRegion
};
StencilClipDebug debugStencilClip;
private:
// Declared before gradientCache and programCache which need this to initialize.
// TODO: cleanup / move elsewhere
Extensions mExtensions;
public:
TextureCache textureCache;
LayerCache layerCache;
RenderBufferCache renderBufferCache;
GradientCache gradientCache;
PatchCache patchCache;
PathCache pathCache;
ProgramCache programCache;
TessellationCache tessellationCache;
TextDropShadowCache dropShadowCache;
FboCache fboCache;
GammaFontRenderer* fontRenderer;
TaskManager tasks;
Dither dither;
bool gpuPixelBuffersEnabled;
// Debug methods
PFNGLINSERTEVENTMARKEREXTPROC eventMark;
PFNGLPUSHGROUPMARKEREXTPROC startMark;
PFNGLPOPGROUPMARKEREXTPROC endMark;
// TEMPORARY properties
void initTempProperties();
void setTempProperty(const char* name, const char* value);
float propertyLightRadius;
float propertyLightPosY;
float propertyLightPosZ;
float propertyAmbientRatio;
int propertyAmbientShadowStrength;
int propertySpotShadowStrength;
void setProgram(const ProgramDescription& description);
void setProgram(Program* program);
Extensions& extensions() { return mExtensions; }
Program& program() { return *mProgram; }
PixelBufferState& pixelBufferState() { return *mPixelBufferState; }
TextureState& textureState() { return *mTextureState; }
private:
enum OverdrawColorSet {
kColorSet_Default = 0,
kColorSet_Deuteranomaly
};
void initFont();
void initExtensions();
void initConstraints();
void initStaticProperties();
static void eventMarkNull(GLsizei length, const GLchar* marker) { }
static void startMarkNull(GLsizei length, const GLchar* marker) { }
static void endMarkNull() { }
RenderState* mRenderState;
// Used to render layers
std::unique_ptr<TextureVertex[]> mRegionMesh;
Pack preloaded framework assets in a texture atlas When the Android runtime starts, the system preloads a series of assets in the Zygote process. These assets are shared across all processes. Unfortunately, each one of these assets is later uploaded in its own OpenGL texture, once per process. This wastes memory and generates unnecessary OpenGL state changes. This CL introduces an asset server that provides an atlas to all processes. Note: bitmaps used by skia shaders are *not* sampled from the atlas. It's an uncommon use case and would require extra texture transforms in the GL shaders. WHAT IS THE ASSETS ATLAS The "assets atlas" is a single, shareable graphic buffer that contains all the system's preloaded bitmap drawables (this includes 9-patches.) The atlas is made of two distinct objects: the graphic buffer that contains the actual pixels and the map which indicates where each preloaded bitmap can be found in the atlas (essentially a pair of x and y coordinates.) HOW IS THE ASSETS ATLAS GENERATED Because we need to support a wide variety of devices and because it is easy to change the list of preloaded drawables, the atlas is generated at runtime, during the startup phase of the system process. There are several steps that lead to the atlas generation: 1. If the device is booting for the first time, or if the device was updated, we need to find the best atlas configuration. To do so, the atlas service tries a number of width, height and algorithm variations that allows us to pack as many assets as possible while using as little memory as possible. Once a best configuration is found, it gets written to disk in /data/system/framework_atlas 2. Given a best configuration (algorithm variant, dimensions and number of bitmaps that can be packed in the atlas), the atlas service packs all the preloaded bitmaps into a single graphic buffer object. 3. The packing is done using Skia in a temporary native bitmap. The Skia bitmap is then copied into the graphic buffer using OpenGL ES to benefit from texture swizzling. HOW PROCESSES USE THE ATLAS Whenever a process' hardware renderer initializes its EGL context, it queries the atlas service for the graphic buffer and the map. It is important to remember that both the context and the map will be valid for the lifetime of the hardware renderer (if the system process goes down, all apps get killed as well.) Every time the hardware renderer needs to render a bitmap, it first checks whether the bitmap can be found in the assets atlas. When the bitmap is part of the atlas, texture coordinates are remapped appropriately before rendering. Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
2013-04-17 18:54:38 -07:00
mutable Mutex mGarbageLock;
Vector<Layer*> mLayerGarbage;
DebugLevel mDebugLevel;
bool mInitialized;
uint32_t mFunctorsCount;
OverdrawColorSet mOverdrawDebugColorSet;
// TODO: move below to RenderState
PixelBufferState* mPixelBufferState = nullptr;
TextureState* mTextureState = nullptr;
Program* mProgram = nullptr; // note: object owned by ProgramCache
}; // class Caches
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_CACHES_H