Bug #9589379 If the atlas is terminated/reinitialized and a view does not invalidate in between it might end up using a stale AssetAtlas::Entry. This change is similar to how 9patch meshes are cached in DrawPatchOp: we simply track the generation ID of the cache to make sure we always use the latest data. Change-Id: Ib5abb3769d2ce0eabe9adc04e320ca27c422019e
142 lines
4.2 KiB
C++
142 lines
4.2 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, int* map, int count) {
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if (mImage) {
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return;
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}
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mImage = new Image(buffer);
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if (mImage->getTexture()) {
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Caches& caches = Caches::getInstance();
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mTexture = new Texture(caches);
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mTexture->id = mImage->getTexture();
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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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} 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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mTexture = NULL;
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}
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mGenerationId++;
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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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delete mTexture;
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mTexture = NULL;
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for (size_t i = 0; i < mEntries.size(); i++) {
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delete mEntries.valueAt(i);
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}
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mEntries.clear();
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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(SkBitmap* const 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(SkBitmap* const 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, int* 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 = (SkBitmap*) map[i++];
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int x = map[i++];
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int y = 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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Entry* entry = new Entry(bitmap, x, y, rotated, texture, mapper, *this);
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texture->id = mTexture->id;
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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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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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