A Patch can be fairly large, holding bitmap data, but
is also frequently leaked which adds to the severity.
The feature is used in many important processes such
as Home, SystemUI and Chrome.
The following leaks are solved:
1. The Patch itself was not always freed.
PatchCache::removeDeferred() can mark patches to be
cared for by PatchCache::clearGarbage(). But
mCache.remove() would only destroy the container
and the pointer, not the Patch object itself.
2. The vertices stored in the Patch at Patch::createMesh()
would always leak. The empty/default destructor in Patch
would not properly destroy "vertices" since it's just a
pointer.
3. A BufferBlock that's added to the mFreeBlocks
in PatchCache could leak. The leak happened when a
patch later needed the entire free block, because the
object was removed from the list but never deleted
in PatchCache::setupMesh().
Change-Id: I41e60824479230b67426fc546d3dbff294c8891f
The Res_png_9patch struct had several pointer members
whose size differed between 32 and 64 bit platforms.
These members have been replaced by uint32_t offsets
to serialized data. The serialized form for 9patches
places a Res_png_9patch object at the beginning of
serialized data, followed by int32_t arrays of xDivs,
yDivs and colors.
Note that these offsets are not strictly required,
since they can be computed from the values of numXDivs,
numYDivs & numColors, however they are called in tight
loops so having them computed once is a beneficial.
This change also removed the unused patch_equals function
from aapt's Image.cpp.
Change-Id: I3b9ac8ae5c05510d41377cae4dff1c69b40c2531
The 9patch format allows to define more empty quads than this, remove
the use of a single int to index empty quads and replace it with a
lookup in the 9patch resource data structure.
Change-Id: I148ee5d9e0c96822b534a344e15c9d88078db7c2
Save a bit of memory in meshs generated from native code
Avoid an extra if/else when drawing with hardware accelration on
Change-Id: I31a4550bde4d2c27961710ebcc92b66cd71153cc
This change also fixes the way batched bitmaps were handled
inside a layer. The layer is now correctly dirtied to minimize
the amount of pixels to blend.
Fix alpha, mode and opaque computations for DrawPatchOp.
Change-Id: I1b6cd581c0f0db66c1002bb4fb1a9811e55bfa78
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
bug:8037003
Changes the DisplayList from using stream read/write commands to use an array of
objects manually allocated on a linear buffer.
Depends on frameworks/native change https://googleplex-android-review.googlesource.com/#/c/257695/ which adds LinearAllocator
Also changes drawRects to use float count instead of rect count, to be more like drawLines/drawPoints
Change-Id: Ia2e4a11acd8f0a757042a05cbc9e7563cb73ee47
Bug #7970966
The bug described in #7970966 should normally never happen but just in
case, change the detection code to be more robust.
Change-Id: I7040a6087590e34abe8803cb8f83f051d77f3944
You can setprop debug.hwui.show_layers_updates true to flash
hw layers in green when they update. This is also a setting
in the Dev. section of the settings app.
Change-Id: Ibe1d63a4f81567dc1d590c9b088d2e7505df8abf
The previous implementation was using glBlendFunc with the parameters
GL_ZERO/GL_ZERO which doesn't work for text, paths and other alpha
sources (anti-aliasing.) The correct implementation is GL_ZERO/
GL_ONE_MINUS_SRC_ALPHA.
Change-Id: I4cca65e57b6a37bbf5a41d382cb0648ee8e11e79
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.
Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
Removes unnecessary forward class declaration, make Caches::currentBuffer
private instead of public.
Change-Id: Idba6325c8c602d89239e667cb8ec87e7943f8e75
This change detects empty quads in 9patches and removes them from
the mesh to avoid unnecessary blending.
Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704