Bug: 18718646 Caused because the Texture object thought the GLES texture was in a different state than it was as it persists across EGL/GL contexts. Fix this by force-flushing the default values when the texid has changed. Change-Id: I264bac9a2beb08df8e2ba8a85ad15f0dd1fce22a
153 lines
5.0 KiB
C++
153 lines
5.0 KiB
C++
/*
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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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#define LOG_TAG "OpenGLRenderer"
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#include "AssetAtlas.h"
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#include "Caches.h"
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#include <GLES2/gl2ext.h>
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Lifecycle
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///////////////////////////////////////////////////////////////////////////////
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void AssetAtlas::init(sp<GraphicBuffer> buffer, int64_t* map, int count) {
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if (mImage) {
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return;
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}
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ATRACE_NAME("AssetAtlas::init");
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mImage = new Image(buffer);
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if (mImage->getTexture()) {
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if (!mTexture) {
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Caches& caches = Caches::getInstance();
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mTexture = new Texture(caches);
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mTexture->width = buffer->getWidth();
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mTexture->height = buffer->getHeight();
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createEntries(caches, map, count);
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}
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} else {
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ALOGW("Could not create atlas image");
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delete mImage;
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mImage = NULL;
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}
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updateTextureId();
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}
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void AssetAtlas::terminate() {
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if (mImage) {
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delete mImage;
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mImage = NULL;
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updateTextureId();
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}
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}
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void AssetAtlas::updateTextureId() {
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mTexture->id = mImage ? mImage->getTexture() : 0;
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if (mTexture->id) {
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// Texture ID changed, force-set to defaults to sync the wrapper & GL
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// state objects
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mTexture->setWrap(GL_CLAMP_TO_EDGE, false, true);
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mTexture->setFilter(GL_NEAREST, false, true);
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}
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for (size_t i = 0; i < mEntries.size(); i++) {
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AssetAtlas::Entry* entry = mEntries.valueAt(i);
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entry->texture->id = mTexture->id;
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// Entries
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///////////////////////////////////////////////////////////////////////////////
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AssetAtlas::Entry* AssetAtlas::getEntry(const SkBitmap* bitmap) const {
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ssize_t index = mEntries.indexOfKey(bitmap);
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return index >= 0 ? mEntries.valueAt(index) : NULL;
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}
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Texture* AssetAtlas::getEntryTexture(const SkBitmap* bitmap) const {
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ssize_t index = mEntries.indexOfKey(bitmap);
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return index >= 0 ? mEntries.valueAt(index)->texture : NULL;
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}
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/**
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* Delegates changes to wrapping and filtering to the base atlas texture
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* instead of applying the changes to the virtual textures.
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*/
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struct DelegateTexture: public Texture {
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DelegateTexture(Caches& caches, Texture* delegate): Texture(caches), mDelegate(delegate) { }
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virtual void setWrapST(GLenum wrapS, GLenum wrapT, bool bindTexture = false,
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bool force = false, GLenum renderTarget = GL_TEXTURE_2D) {
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mDelegate->setWrapST(wrapS, wrapT, bindTexture, force, renderTarget);
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}
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virtual void setFilterMinMag(GLenum min, GLenum mag, bool bindTexture = false,
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bool force = false, GLenum renderTarget = GL_TEXTURE_2D) {
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mDelegate->setFilterMinMag(min, mag, bindTexture, force, renderTarget);
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}
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private:
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Texture* const mDelegate;
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}; // struct DelegateTexture
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/**
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* TODO: This method does not take the rotation flag into account
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*/
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void AssetAtlas::createEntries(Caches& caches, int64_t* map, int count) {
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const float width = float(mTexture->width);
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const float height = float(mTexture->height);
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for (int i = 0; i < count; ) {
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SkBitmap* bitmap = reinterpret_cast<SkBitmap*>(map[i++]);
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// NOTE: We're converting from 64 bit signed values to 32 bit
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// signed values. This is guaranteed to be safe because the "x"
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// and "y" coordinate values are guaranteed to be representable
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// with 32 bits. The array is 64 bits wide so that it can carry
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// pointers on 64 bit architectures.
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const int x = static_cast<int>(map[i++]);
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const int y = static_cast<int>(map[i++]);
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bool rotated = map[i++] > 0;
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// Bitmaps should never be null, we're just extra paranoid
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if (!bitmap) continue;
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const UvMapper mapper(
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x / width, (x + bitmap->width()) / width,
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y / height, (y + bitmap->height()) / height);
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Texture* texture = new DelegateTexture(caches, mTexture);
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texture->blend = !bitmap->isOpaque();
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texture->width = bitmap->width();
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texture->height = bitmap->height();
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Entry* entry = new Entry(bitmap, x, y, rotated, texture, mapper, *this);
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texture->uvMapper = &entry->uvMapper;
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mEntries.add(entry->bitmap, entry);
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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