2014-06-02 16:27:04 -07:00
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/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_TESSELLATION_CACHE_H
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#define ANDROID_HWUI_TESSELLATION_CACHE_H
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#include <utils/LruCache.h>
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#include <utils/Mutex.h>
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#include <utils/Vector.h>
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#include "Debug.h"
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#include "utils/Macros.h"
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#include "utils/Pair.h"
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#include "VertexBuffer.h"
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class SkBitmap;
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class SkCanvas;
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class SkPaint;
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class SkPath;
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struct SkRect;
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namespace android {
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namespace uirenderer {
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class Caches;
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///////////////////////////////////////////////////////////////////////////////
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// Classes
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///////////////////////////////////////////////////////////////////////////////
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class TessellationCache {
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public:
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typedef Pair<VertexBuffer*, VertexBuffer*> vertexBuffer_pair_t;
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struct Description {
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DESCRIPTION_TYPE(Description);
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enum Type {
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kNone,
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kRoundRect,
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};
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Type type;
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float scaleX;
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float scaleY;
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bool aa;
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SkPaint::Cap cap;
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SkPaint::Style style;
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float strokeWidth;
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union Shape {
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struct RoundRect {
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float width;
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float height;
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float rx;
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float ry;
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2014-06-02 16:27:04 -07:00
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} roundRect;
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} shape;
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Description();
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Description(Type type, const Matrix4& transform, const SkPaint& paint);
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hash_t hash() const;
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void setupMatrixAndPaint(Matrix4* matrix, SkPaint* paint) const;
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};
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struct ShadowDescription {
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DESCRIPTION_TYPE(ShadowDescription);
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const void* nodeKey;
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float matrixData[16];
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ShadowDescription();
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ShadowDescription(const void* nodeKey, const Matrix4* drawTransform);
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hash_t hash() const;
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};
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TessellationCache();
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~TessellationCache();
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/**
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* Clears the cache. This causes all TessellationBuffers to be deleted.
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*/
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void clear();
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/**
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* Sets the maximum size of the cache in bytes.
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*/
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void setMaxSize(uint32_t maxSize);
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/**
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* Returns the maximum size of the cache in bytes.
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*/
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uint32_t getMaxSize();
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/**
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* Returns the current size of the cache in bytes.
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*/
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uint32_t getSize();
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/**
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* Trims the contents of the cache, removing items until it's under its
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* specified limit.
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*
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* Trimming is used for caches that support pre-caching from a worker
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* thread. During pre-caching the maximum limit of the cache can be
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* exceeded for the duration of the frame. It is therefore required to
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* trim the cache at the end of the frame to keep the total amount of
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* memory used under control.
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*
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* Also removes transient Shadow VertexBuffers, which aren't cached between frames.
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*/
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void trim();
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// TODO: precache/get for Oval, Lines, Points, etc.
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void precacheRoundRect(const Matrix4& transform, const SkPaint& paint,
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float width, float height, float rx, float ry) {
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getRoundRectBuffer(transform, paint, width, height, rx, ry);
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}
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const VertexBuffer* getRoundRect(const Matrix4& transform, const SkPaint& paint,
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float width, float height, float rx, float ry);
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void precacheShadows(const Matrix4* drawTransform, const Rect& localClip,
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bool opaque, const SkPath* casterPerimeter,
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const Matrix4* transformXY, const Matrix4* transformZ,
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const Vector3& lightCenter, float lightRadius);
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void getShadowBuffers(const Matrix4* drawTransform, const Rect& localClip,
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bool opaque, const SkPath* casterPerimeter,
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const Matrix4* transformXY, const Matrix4* transformZ,
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const Vector3& lightCenter, float lightRadius,
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vertexBuffer_pair_t& outBuffers);
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private:
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class Buffer;
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class TessellationTask;
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class TessellationProcessor;
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typedef VertexBuffer* (*Tessellator)(const Description&);
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Buffer* getRectBuffer(const Matrix4& transform, const SkPaint& paint,
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float width, float height);
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Buffer* getRoundRectBuffer(const Matrix4& transform, const SkPaint& paint,
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float width, float height, float rx, float ry);
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Buffer* getOrCreateBuffer(const Description& entry, Tessellator tessellator);
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uint32_t mSize;
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uint32_t mMaxSize;
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bool mDebugEnabled;
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mutable Mutex mLock;
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///////////////////////////////////////////////////////////////////////////////
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// General tessellation caching
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///////////////////////////////////////////////////////////////////////////////
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sp<TaskProcessor<VertexBuffer*> > mProcessor;
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LruCache<Description, Buffer*> mCache;
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class BufferRemovedListener : public OnEntryRemoved<Description, Buffer*> {
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void operator()(Description& description, Buffer*& buffer);
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};
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BufferRemovedListener mBufferRemovedListener;
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///////////////////////////////////////////////////////////////////////////////
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// Shadow tessellation caching
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///////////////////////////////////////////////////////////////////////////////
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sp<TaskProcessor<vertexBuffer_pair_t*> > mShadowProcessor;
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// holds a pointer, and implicit strong ref to each shadow task of the frame
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LruCache<ShadowDescription, Task<vertexBuffer_pair_t*>*> mShadowCache;
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class BufferPairRemovedListener : public OnEntryRemoved<ShadowDescription, Task<vertexBuffer_pair_t*>*> {
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void operator()(ShadowDescription& description, Task<vertexBuffer_pair_t*>*& bufferPairTask) {
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bufferPairTask->decStrong(NULL);
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}
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};
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BufferPairRemovedListener mBufferPairRemovedListener;
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}; // class TessellationCache
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_PATH_CACHE_H
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