Bug #10185769 The assets atlas contains assets that need to be blended and assets that do not need to be blended. With a single merge id, currently set to be the pointer to the atlas itself, draw ops merging could generate batches of commands containing both opaque and translucent assets. The blend state was chosen from only one of the assets in the batch, leading either to inefficiencies (blending large opaque assets) or incorrect behaviors (not blending translucent assets.) This change introduces two new merge ids in the atlas: an opaque key and a blend key. These keys are simple booleans set to false and true respectively (the values do not matter really.) Their memory addresses are used as the merge ids when createing draw ops batches, allowing all opaque ops to be batched together and all translucent ops to be batched together. Change-Id: I114dba0533c44987e53864b471ccb28c811f2025
143 lines
4.2 KiB
C++
143 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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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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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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