android_frameworks_base/libs/hwui/TextDropShadowCache.cpp
Raph Levien 416a847633 Add drop shadow for drawPosText in hwui renderer.
This patch adds support for drop shadows (setShadowLayer) for
drawPosText in the hwui renderer. In and of itself, it's not very
important, but it's on the critical path for correct mark positioning,
tracked as bug 5443796.

The change itself is fairly straightforward - it basically just adds an
extra "positions" argument to all draw and measure methods on the code
path for drawing drop shadowed text, as well as to the cache key for
cached shadow textures.

Change-Id: Ic1cb63299ba61ccbef31779459ecb82aa4a5e672
2012-07-20 12:55:30 -07:00

165 lines
4.9 KiB
C++

/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "OpenGLRenderer"
#include "Debug.h"
#include "TextDropShadowCache.h"
#include "Properties.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
TextDropShadowCache::TextDropShadowCache():
mCache(GenerationCache<ShadowText, ShadowTexture*>::kUnlimitedCapacity),
mSize(0), mMaxSize(MB(DEFAULT_DROP_SHADOW_CACHE_SIZE)) {
char property[PROPERTY_VALUE_MAX];
if (property_get(PROPERTY_DROP_SHADOW_CACHE_SIZE, property, NULL) > 0) {
INIT_LOGD(" Setting drop shadow cache size to %sMB", property);
setMaxSize(MB(atof(property)));
} else {
INIT_LOGD(" Using default drop shadow cache size of %.2fMB",
DEFAULT_DROP_SHADOW_CACHE_SIZE);
}
init();
}
TextDropShadowCache::TextDropShadowCache(uint32_t maxByteSize):
mCache(GenerationCache<ShadowText, ShadowTexture*>::kUnlimitedCapacity),
mSize(0), mMaxSize(maxByteSize) {
init();
}
TextDropShadowCache::~TextDropShadowCache() {
mCache.clear();
}
void TextDropShadowCache::init() {
mCache.setOnEntryRemovedListener(this);
mDebugEnabled = readDebugLevel() & kDebugMoreCaches;
}
///////////////////////////////////////////////////////////////////////////////
// Size management
///////////////////////////////////////////////////////////////////////////////
uint32_t TextDropShadowCache::getSize() {
return mSize;
}
uint32_t TextDropShadowCache::getMaxSize() {
return mMaxSize;
}
void TextDropShadowCache::setMaxSize(uint32_t maxSize) {
mMaxSize = maxSize;
while (mSize > mMaxSize) {
mCache.removeOldest();
}
}
///////////////////////////////////////////////////////////////////////////////
// Callbacks
///////////////////////////////////////////////////////////////////////////////
void TextDropShadowCache::operator()(ShadowText& text, ShadowTexture*& texture) {
if (texture) {
mSize -= texture->bitmapSize;
if (mDebugEnabled) {
ALOGD("Shadow texture deleted, size = %d", texture->bitmapSize);
}
glDeleteTextures(1, &texture->id);
delete texture;
}
}
///////////////////////////////////////////////////////////////////////////////
// Caching
///////////////////////////////////////////////////////////////////////////////
void TextDropShadowCache::clear() {
mCache.clear();
}
ShadowTexture* TextDropShadowCache::get(SkPaint* paint, const char* text, uint32_t len,
int numGlyphs, uint32_t radius, const float* positions) {
ShadowText entry(paint, radius, len, text, positions);
ShadowTexture* texture = mCache.get(entry);
if (!texture) {
FontRenderer::DropShadow shadow = mRenderer->renderDropShadow(paint, text, 0,
len, numGlyphs, radius, positions);
texture = new ShadowTexture;
texture->left = shadow.penX;
texture->top = shadow.penY;
texture->width = shadow.width;
texture->height = shadow.height;
texture->generation = 0;
texture->blend = true;
const uint32_t size = shadow.width * shadow.height;
texture->bitmapSize = size;
// Don't even try to cache a bitmap that's bigger than the cache
if (size < mMaxSize) {
while (mSize + size > mMaxSize) {
mCache.removeOldest();
}
}
glGenTextures(1, &texture->id);
glBindTexture(GL_TEXTURE_2D, texture->id);
// Textures are Alpha8
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, texture->width, texture->height, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, shadow.image);
texture->setFilter(GL_LINEAR);
texture->setWrap(GL_CLAMP_TO_EDGE);
if (size < mMaxSize) {
if (mDebugEnabled) {
ALOGD("Shadow texture created, size = %d", texture->bitmapSize);
}
entry.copyTextLocally();
mSize += size;
mCache.put(entry, texture);
} else {
texture->cleanup = true;
}
// Cleanup shadow
delete[] shadow.image;
}
return texture;
}
}; // namespace uirenderer
}; // namespace android