Bug: 18317479 RenderNode::prepareSubTree calls prefetchAndMarkInUse on every bitmapResoruce in the DisplayList. However, this resulted in textures being uploaded for bitmaps that would be drawn from the AssetAtlas instead. To fix this we teach TextureCache about the AssetAtlas so that calls to TextureCache return the Texture from AssetAtlas if it exists. Thus usage of AssetAtlas is now purely to allow for further optimizations via draw merging instead of a requirement to get any benefit at all. Change-Id: I65282fa05bac46f4e93822b3467ffa0261ccf200
107 lines
2.8 KiB
C++
107 lines
2.8 KiB
C++
/*
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* Copyright (C) 2014 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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#ifndef RENDERSTATE_H
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#define RENDERSTATE_H
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#include <set>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <utils/Mutex.h>
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#include <private/hwui/DrawGlInfo.h>
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#include "AssetAtlas.h"
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#include "Caches.h"
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#include "utils/Macros.h"
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namespace android {
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namespace uirenderer {
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namespace renderthread {
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class CanvasContext;
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class RenderThread;
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}
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// TODO: Replace Cache's GL state tracking with this. For now it's more a thin
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// wrapper of Caches for users to migrate to.
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class RenderState {
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PREVENT_COPY_AND_ASSIGN(RenderState);
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public:
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void onGLContextCreated();
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void onGLContextDestroyed();
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void setViewport(GLsizei width, GLsizei height);
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void getViewport(GLsizei* outWidth, GLsizei* outHeight);
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void bindFramebuffer(GLuint fbo);
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GLint getFramebuffer() { return mFramebuffer; }
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void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info);
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void debugOverdraw(bool enable, bool clear);
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void registerLayer(const Layer* layer) {
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mActiveLayers.insert(layer);
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}
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void unregisterLayer(const Layer* layer) {
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mActiveLayers.erase(layer);
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}
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void registerCanvasContext(renderthread::CanvasContext* context) {
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mRegisteredContexts.insert(context);
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}
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void unregisterCanvasContext(renderthread::CanvasContext* context) {
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mRegisteredContexts.erase(context);
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}
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void requireGLContext();
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// TODO: This system is a little clunky feeling, this could use some
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// more thinking...
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void postDecStrong(VirtualLightRefBase* object);
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AssetAtlas& assetAtlas() { return mAssetAtlas; }
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private:
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friend class renderthread::RenderThread;
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friend class Caches;
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void interruptForFunctorInvoke();
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void resumeFromFunctorInvoke();
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void assertOnGLThread();
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RenderState(renderthread::RenderThread& thread);
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~RenderState();
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renderthread::RenderThread& mRenderThread;
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Caches* mCaches;
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AssetAtlas mAssetAtlas;
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std::set<const Layer*> mActiveLayers;
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std::set<renderthread::CanvasContext*> mRegisteredContexts;
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GLsizei mViewportWidth;
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GLsizei mViewportHeight;
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GLuint mFramebuffer;
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pthread_t mThreadId;
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};
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* RENDERSTATE_H */
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