198 lines
6.2 KiB
C++
198 lines
6.2 KiB
C++
/*
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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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#include <utils/Mutex.h>
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#include <sys/sysinfo.h>
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#include "Caches.h"
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#include "PathCache.h"
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#include "Properties.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Path precaching
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///////////////////////////////////////////////////////////////////////////////
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PathCache::PathProcessor::PathProcessor(Caches& caches):
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TaskProcessor<SkBitmap*>(&caches.tasks), mMaxTextureSize(caches.maxTextureSize) {
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}
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void PathCache::PathProcessor::onProcess(const sp<Task<SkBitmap*> >& task) {
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sp<PathTask> t = static_cast<PathTask* >(task.get());
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ATRACE_NAME("pathPrecache");
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float left, top, offset;
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uint32_t width, height;
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PathCache::computePathBounds(t->path, t->paint, left, top, offset, width, height);
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PathTexture* texture = t->texture;
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texture->left = left;
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texture->top = top;
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texture->offset = offset;
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texture->width = width;
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texture->height = height;
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if (width <= mMaxTextureSize && height <= mMaxTextureSize) {
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SkBitmap* bitmap = new SkBitmap();
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PathCache::drawPath(t->path, t->paint, *bitmap, left, top, offset, width, height);
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t->setResult(bitmap);
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} else {
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texture->width = 0;
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texture->height = 0;
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t->setResult(NULL);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// Path cache
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///////////////////////////////////////////////////////////////////////////////
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PathCache::PathCache(): ShapeCache<PathCacheEntry>("path",
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PROPERTY_PATH_CACHE_SIZE, DEFAULT_PATH_CACHE_SIZE) {
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}
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PathCache::~PathCache() {
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}
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void PathCache::remove(SkPath* path) {
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Vector<PathCacheEntry> pathsToRemove;
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LruCache<PathCacheEntry, PathTexture*>::Iterator i(mCache);
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while (i.next()) {
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const PathCacheEntry& key = i.key();
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if (key.path == path || key.path == path->getSourcePath()) {
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pathsToRemove.push(key);
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}
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}
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for (size_t i = 0; i < pathsToRemove.size(); i++) {
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mCache.remove(pathsToRemove.itemAt(i));
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}
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}
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void PathCache::removeDeferred(SkPath* path) {
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Mutex::Autolock l(mLock);
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mGarbage.push(path);
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}
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void PathCache::clearGarbage() {
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Mutex::Autolock l(mLock);
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size_t count = mGarbage.size();
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for (size_t i = 0; i < count; i++) {
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remove(mGarbage.itemAt(i));
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}
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mGarbage.clear();
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}
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/**
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* To properly handle path mutations at draw time we always make a copy
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* of paths objects when recording display lists. The source path points
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* to the path we originally copied the path from. This ensures we use
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* the original path as a cache key the first time a path is inserted
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* in the cache. The source path is also used to reclaim garbage when a
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* Dalvik Path object is collected.
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*/
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static SkPath* getSourcePath(SkPath* path) {
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const SkPath* sourcePath = path->getSourcePath();
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if (sourcePath && sourcePath->getGenerationID() == path->getGenerationID()) {
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return const_cast<SkPath*>(sourcePath);
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}
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return path;
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}
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PathTexture* PathCache::get(SkPath* path, SkPaint* paint) {
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path = getSourcePath(path);
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PathCacheEntry entry(path, paint);
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PathTexture* texture = mCache.get(entry);
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if (!texture) {
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texture = addTexture(entry, path, paint);
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} else {
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// A bitmap is attached to the texture, this means we need to
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// upload it as a GL texture
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const sp<Task<SkBitmap*> >& task = texture->task();
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if (task != NULL) {
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// But we must first wait for the worker thread to be done
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// producing the bitmap, so let's wait
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SkBitmap* bitmap = task->getResult();
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if (bitmap) {
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addTexture(entry, bitmap, texture);
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texture->clearTask();
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} else {
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ALOGW("Path too large to be rendered into a texture");
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texture->clearTask();
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texture = NULL;
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mCache.remove(entry);
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}
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} else if (path->getGenerationID() != texture->generation) {
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mCache.remove(entry);
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texture = addTexture(entry, path, paint);
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}
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}
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return texture;
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}
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void PathCache::precache(SkPath* path, SkPaint* paint) {
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if (!Caches::getInstance().tasks.canRunTasks()) {
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return;
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}
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path = getSourcePath(path);
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PathCacheEntry entry(path, paint);
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PathTexture* texture = mCache.get(entry);
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bool generate = false;
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if (!texture) {
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generate = true;
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} else if (path->getGenerationID() != texture->generation) {
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mCache.remove(entry);
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generate = true;
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}
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if (generate) {
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// It is important to specify the generation ID so we do not
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// attempt to precache the same path several times
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texture = createTexture(0.0f, 0.0f, 0.0f, 0, 0, path->getGenerationID());
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sp<PathTask> task = new PathTask(path, paint, texture);
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texture->setTask(task);
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// During the precaching phase we insert path texture objects into
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// the cache that do not point to any GL texture. They are instead
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// treated as a task for the precaching worker thread. This is why
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// we do not check the cache limit when inserting these objects.
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// The conversion into GL texture will happen in get(), when a client
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// asks for a path texture. This is also when the cache limit will
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// be enforced.
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mCache.put(entry, texture);
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if (mProcessor == NULL) {
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mProcessor = new PathProcessor(Caches::getInstance());
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}
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mProcessor->add(task);
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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