2010-07-08 19:17:03 -07:00
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/*
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* Copyright (C) 2010 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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#define LOG_TAG "OpenGLRenderer"
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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
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#include <utils/JenkinsHash.h>
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2010-07-08 19:17:03 -07:00
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#include <utils/Log.h>
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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
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#include "Caches.h"
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2010-07-08 19:17:03 -07:00
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#include "PatchCache.h"
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2010-08-23 21:05:08 -07:00
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#include "Properties.h"
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2010-07-08 19:17:03 -07:00
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Constructors/destructor
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///////////////////////////////////////////////////////////////////////////////
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2013-06-11 16:19:24 -07:00
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PatchCache::PatchCache():
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mSize(0), mCache(LruCache<PatchDescription, Patch*>::kUnlimitedCapacity),
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2013-06-26 15:45:41 -07:00
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mMeshBuffer(0), mFreeBlocks(NULL), mGenerationId(0) {
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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
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char property[PROPERTY_VALUE_MAX];
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if (property_get(PROPERTY_PATCH_CACHE_SIZE, property, NULL) > 0) {
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INIT_LOGD(" Setting patch cache size to %skB", property);
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mMaxSize = KB(atoi(property));
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} else {
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INIT_LOGD(" Using default patch cache size of %.2fkB", DEFAULT_PATCH_CACHE_SIZE);
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mMaxSize = KB(DEFAULT_PATCH_CACHE_SIZE);
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}
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2010-07-08 19:17:03 -07:00
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}
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PatchCache::~PatchCache() {
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clear();
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}
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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
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void PatchCache::init(Caches& caches) {
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2013-05-28 14:25:09 -07:00
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bool created = false;
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if (!mMeshBuffer) {
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glGenBuffers(1, &mMeshBuffer);
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created = true;
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}
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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
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caches.bindMeshBuffer(mMeshBuffer);
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caches.resetVertexPointers();
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2013-05-28 14:25:09 -07:00
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if (created) {
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2013-06-11 16:19:24 -07:00
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createVertexBuffer();
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2013-05-28 14:25:09 -07:00
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}
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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
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}
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2010-07-08 19:17:03 -07:00
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///////////////////////////////////////////////////////////////////////////////
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// Caching
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///////////////////////////////////////////////////////////////////////////////
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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
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hash_t PatchCache::PatchDescription::hash() const {
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uint32_t hash = JenkinsHashMix(0, android::hash_type(mPatch));
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hash = JenkinsHashMix(hash, mBitmapWidth);
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hash = JenkinsHashMix(hash, mBitmapHeight);
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hash = JenkinsHashMix(hash, mPixelWidth);
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hash = JenkinsHashMix(hash, mPixelHeight);
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return JenkinsHashWhiten(hash);
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}
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2013-02-15 12:47:26 -08:00
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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
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int PatchCache::PatchDescription::compare(const PatchCache::PatchDescription& lhs,
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const PatchCache::PatchDescription& rhs) {
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return memcmp(&lhs, &rhs, sizeof(PatchDescription));
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2013-02-15 12:47:26 -08:00
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}
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2010-07-08 19:17:03 -07:00
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void PatchCache::clear() {
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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
|
|
|
clearCache();
|
2013-05-28 14:25:09 -07:00
|
|
|
|
|
|
|
if (mMeshBuffer) {
|
|
|
|
Caches::getInstance().unbindMeshBuffer();
|
|
|
|
glDeleteBuffers(1, &mMeshBuffer);
|
|
|
|
mMeshBuffer = 0;
|
|
|
|
mSize = 0;
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
|
|
|
void PatchCache::clearCache() {
|
|
|
|
LruCache<PatchDescription, Patch*>::Iterator i(mCache);
|
|
|
|
while (i.next()) {
|
|
|
|
delete i.value();
|
2010-10-08 18:36:15 -07:00
|
|
|
}
|
2010-07-08 19:17:03 -07:00
|
|
|
mCache.clear();
|
2013-06-26 15:45:41 -07:00
|
|
|
|
|
|
|
BufferBlock* block = mFreeBlocks;
|
|
|
|
while (block) {
|
|
|
|
BufferBlock* next = block->next;
|
|
|
|
delete block;
|
|
|
|
block = next;
|
|
|
|
}
|
|
|
|
mFreeBlocks = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PatchCache::remove(Vector<patch_pair_t>& patchesToRemove, Res_png_9patch* patch) {
|
|
|
|
LruCache<PatchDescription, Patch*>::Iterator i(mCache);
|
|
|
|
while (i.next()) {
|
|
|
|
const PatchDescription& key = i.key();
|
|
|
|
if (key.getPatch() == patch) {
|
|
|
|
patchesToRemove.push(patch_pair_t(&key, i.value()));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void PatchCache::removeDeferred(Res_png_9patch* patch) {
|
|
|
|
Mutex::Autolock _l(mLock);
|
2014-02-04 17:38:02 +01:00
|
|
|
|
|
|
|
// Assert that patch is not already garbage
|
|
|
|
size_t count = mGarbage.size();
|
|
|
|
for (size_t i = 0; i < count; i++) {
|
|
|
|
if (patch == mGarbage[i]) {
|
|
|
|
patch = NULL;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
LOG_ALWAYS_FATAL_IF(patch == NULL);
|
|
|
|
|
2013-06-26 15:45:41 -07:00
|
|
|
mGarbage.push(patch);
|
|
|
|
}
|
|
|
|
|
|
|
|
void PatchCache::clearGarbage() {
|
|
|
|
Vector<patch_pair_t> patchesToRemove;
|
|
|
|
|
|
|
|
{ // scope for the mutex
|
|
|
|
Mutex::Autolock _l(mLock);
|
|
|
|
size_t count = mGarbage.size();
|
|
|
|
for (size_t i = 0; i < count; i++) {
|
2014-01-09 14:11:57 +09:00
|
|
|
Res_png_9patch* patch = mGarbage[i];
|
|
|
|
remove(patchesToRemove, patch);
|
|
|
|
// A Res_png_9patch is actually an array of byte that's larger
|
|
|
|
// than sizeof(Res_png_9patch). It must be freed as an array.
|
|
|
|
delete[] (int8_t*) patch;
|
2013-06-26 15:45:41 -07:00
|
|
|
}
|
|
|
|
mGarbage.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: We could sort patchesToRemove by offset to merge
|
|
|
|
// adjacent free blocks
|
|
|
|
for (size_t i = 0; i < patchesToRemove.size(); i++) {
|
|
|
|
const patch_pair_t& pair = patchesToRemove[i];
|
|
|
|
|
2014-02-04 17:38:02 +01:00
|
|
|
// Release the patch and mark the space in the free list
|
|
|
|
Patch* patch = pair.getSecond();
|
2013-06-26 15:45:41 -07:00
|
|
|
BufferBlock* block = new BufferBlock(patch->offset, patch->getSize());
|
|
|
|
block->next = mFreeBlocks;
|
|
|
|
mFreeBlocks = block;
|
|
|
|
|
|
|
|
mSize -= patch->getSize();
|
|
|
|
|
|
|
|
mCache.remove(*pair.getFirst());
|
2014-02-04 17:38:02 +01:00
|
|
|
delete patch;
|
2013-06-26 15:45:41 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
#if DEBUG_PATCHES
|
|
|
|
if (patchesToRemove.size() > 0) {
|
|
|
|
dumpFreeBlocks("Removed garbage");
|
|
|
|
}
|
|
|
|
#endif
|
2010-07-08 19:17:03 -07:00
|
|
|
}
|
|
|
|
|
2013-06-11 16:19:24 -07:00
|
|
|
void PatchCache::createVertexBuffer() {
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, mMaxSize, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
mSize = 0;
|
2013-06-26 15:45:41 -07:00
|
|
|
mFreeBlocks = new BufferBlock(0, mMaxSize);
|
2013-06-11 16:19:24 -07:00
|
|
|
mGenerationId++;
|
|
|
|
}
|
|
|
|
|
2013-06-26 15:45:41 -07:00
|
|
|
/**
|
|
|
|
* Sets the mesh's offsets and copies its associated vertices into
|
|
|
|
* the mesh buffer (VBO).
|
|
|
|
*/
|
|
|
|
void PatchCache::setupMesh(Patch* newMesh, TextureVertex* vertices) {
|
|
|
|
// This call ensures the VBO exists and that it is bound
|
|
|
|
init(Caches::getInstance());
|
|
|
|
|
|
|
|
// If we're running out of space, let's clear the entire cache
|
|
|
|
uint32_t size = newMesh->getSize();
|
|
|
|
if (mSize + size > mMaxSize) {
|
|
|
|
clearCache();
|
|
|
|
createVertexBuffer();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Find a block where we can fit the mesh
|
|
|
|
BufferBlock* previous = NULL;
|
|
|
|
BufferBlock* block = mFreeBlocks;
|
|
|
|
while (block) {
|
|
|
|
// The mesh fits
|
|
|
|
if (block->size >= size) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
previous = block;
|
|
|
|
block = block->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
// We have enough space left in the buffer, but it's
|
|
|
|
// too fragmented, let's clear the cache
|
|
|
|
if (!block) {
|
|
|
|
clearCache();
|
|
|
|
createVertexBuffer();
|
|
|
|
previous = NULL;
|
|
|
|
block = mFreeBlocks;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Copy the 9patch mesh in the VBO
|
|
|
|
newMesh->offset = (GLintptr) (block->offset);
|
|
|
|
newMesh->textureOffset = newMesh->offset + gMeshTextureOffset;
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, newMesh->offset, size, vertices);
|
|
|
|
|
|
|
|
// Remove the block since we've used it entirely
|
|
|
|
if (block->size == size) {
|
|
|
|
if (previous) {
|
|
|
|
previous->next = block->next;
|
|
|
|
} else {
|
|
|
|
mFreeBlocks = block->next;
|
|
|
|
}
|
2014-02-04 17:38:02 +01:00
|
|
|
delete block;
|
2013-06-26 15:45:41 -07:00
|
|
|
} else {
|
|
|
|
// Resize the block now that it's occupied
|
|
|
|
block->offset += size;
|
|
|
|
block->size -= size;
|
|
|
|
}
|
|
|
|
|
|
|
|
mSize += size;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
const Patch* PatchCache::get(const AssetAtlas::Entry* entry,
|
|
|
|
const uint32_t bitmapWidth, const uint32_t bitmapHeight,
|
|
|
|
const float pixelWidth, const float pixelHeight, const Res_png_9patch* patch) {
|
2010-10-12 15:59:26 -07:00
|
|
|
|
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
|
|
|
const PatchDescription description(bitmapWidth, bitmapHeight, pixelWidth, pixelHeight, patch);
|
|
|
|
const Patch* mesh = mCache.get(description);
|
2010-10-12 15:59:26 -07:00
|
|
|
|
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
|
|
|
if (!mesh) {
|
|
|
|
Patch* newMesh = new Patch();
|
|
|
|
TextureVertex* vertices;
|
|
|
|
|
|
|
|
if (entry) {
|
2013-06-26 15:45:41 -07:00
|
|
|
// An atlas entry has a UV mapper
|
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
|
|
|
vertices = newMesh->createMesh(bitmapWidth, bitmapHeight,
|
2013-06-20 18:30:28 -07:00
|
|
|
pixelWidth, pixelHeight, entry->uvMapper, patch);
|
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
|
|
|
} else {
|
|
|
|
vertices = newMesh->createMesh(bitmapWidth, bitmapHeight,
|
2013-06-20 18:30:28 -07:00
|
|
|
pixelWidth, pixelHeight, patch);
|
2010-10-12 15:59:26 -07:00
|
|
|
}
|
2010-10-08 18:36:15 -07:00
|
|
|
|
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
|
|
|
if (vertices) {
|
2013-06-26 15:45:41 -07:00
|
|
|
setupMesh(newMesh, vertices);
|
2010-10-08 18:36:15 -07:00
|
|
|
}
|
|
|
|
|
2013-06-26 15:45:41 -07:00
|
|
|
#if DEBUG_PATCHES
|
|
|
|
dumpFreeBlocks("Adding patch");
|
|
|
|
#endif
|
|
|
|
|
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
|
|
|
mCache.put(description, newMesh);
|
|
|
|
return newMesh;
|
2010-07-08 19:17:03 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
return mesh;
|
|
|
|
}
|
|
|
|
|
2013-06-26 15:45:41 -07:00
|
|
|
#if DEBUG_PATCHES
|
|
|
|
void PatchCache::dumpFreeBlocks(const char* prefix) {
|
|
|
|
String8 dump;
|
|
|
|
BufferBlock* block = mFreeBlocks;
|
|
|
|
while (block) {
|
|
|
|
dump.appendFormat("->(%d, %d)", block->offset, block->size);
|
|
|
|
block = block->next;
|
|
|
|
}
|
|
|
|
ALOGD("%s: Free blocks%s", prefix, dump.string());
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2010-07-08 19:17:03 -07:00
|
|
|
}; // namespace uirenderer
|
|
|
|
}; // namespace android
|