31e08e953f
This reduces state changes when we draw 9patches and text together, which happens *a lot*. Also disable the NV profiling extension by default since it doesn't play nice with display lists deferrals. To enable it set debug.hwui.nv_profiling to true. Change-Id: I518b44b7d294e5def10c78911ceb9f01ae401609
192 lines
5.1 KiB
C++
192 lines
5.1 KiB
C++
/*
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* Copyright (C) 2012 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 ANDROID_HWUI_CACHE_TEXTURE_H
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#define ANDROID_HWUI_CACHE_TEXTURE_H
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#include <GLES3/gl3.h>
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#include <SkScalerContext.h>
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#include <utils/Log.h>
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#include "FontUtil.h"
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#include "../Rect.h"
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#include "../Vertex.h"
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namespace android {
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namespace uirenderer {
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class Caches;
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class PixelBuffer;
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/**
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* CacheBlock is a node in a linked list of current free space areas in a CacheTexture.
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* Using CacheBlocks enables us to pack the cache from top to bottom as well as left to right.
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* When we add a glyph to the cache, we see if it fits within one of the existing columns that
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* have already been started (this is the case if the glyph fits vertically as well as
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* horizontally, and if its width is sufficiently close to the column width to avoid
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* sub-optimal packing of small glyphs into wide columns). If there is no column in which the
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* glyph fits, we check the final node, which is the remaining space in the cache, creating
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* a new column as appropriate.
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*
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* As columns fill up, we remove their CacheBlock from the list to avoid having to check
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* small blocks in the future.
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*/
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struct CacheBlock {
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uint16_t mX;
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uint16_t mY;
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uint16_t mWidth;
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uint16_t mHeight;
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CacheBlock* mNext;
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CacheBlock* mPrev;
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CacheBlock(uint16_t x, uint16_t y, uint16_t width, uint16_t height, bool empty = false):
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mX(x), mY(y), mWidth(width), mHeight(height), mNext(NULL), mPrev(NULL) {
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}
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static CacheBlock* insertBlock(CacheBlock* head, CacheBlock* newBlock);
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static CacheBlock* removeBlock(CacheBlock* head, CacheBlock* blockToRemove);
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void output() {
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CacheBlock* currBlock = this;
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while (currBlock) {
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ALOGD("Block: this, x, y, w, h = %p, %d, %d, %d, %d",
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currBlock, currBlock->mX, currBlock->mY,
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currBlock->mWidth, currBlock->mHeight);
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currBlock = currBlock->mNext;
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}
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}
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};
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class CacheTexture {
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public:
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CacheTexture(uint16_t width, uint16_t height, uint32_t maxQuadCount);
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~CacheTexture();
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void reset();
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void init();
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void releaseMesh();
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void releaseTexture();
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void allocateTexture();
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void allocateMesh();
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// Returns true if glPixelStorei(GL_UNPACK_ROW_LENGTH) must be reset
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// This method will also call setDirty(false)
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bool upload();
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bool fitBitmap(const SkGlyph& glyph, uint32_t* retOriginX, uint32_t* retOriginY);
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inline uint16_t getWidth() const {
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return mWidth;
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}
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inline uint16_t getHeight() const {
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return mHeight;
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}
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inline const Rect* getDirtyRect() const {
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return &mDirtyRect;
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}
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inline PixelBuffer* getPixelBuffer() const {
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return mTexture;
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}
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GLuint getTextureId() {
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allocateTexture();
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return mTextureId;
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}
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inline bool isDirty() const {
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return mDirty;
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}
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inline bool getLinearFiltering() const {
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return mLinearFiltering;
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}
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/**
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* This method assumes that the proper texture unit is active.
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*/
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void setLinearFiltering(bool linearFiltering, bool bind = true);
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inline uint16_t getGlyphCount() const {
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return mNumGlyphs;
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}
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TextureVertex* mesh() const {
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return mMesh;
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}
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uint32_t meshElementCount() const {
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return mCurrentQuad * 6;
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}
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uint16_t* indices() const {
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return (uint16_t*) 0;
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}
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void resetMesh() {
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mCurrentQuad = 0;
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}
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inline void addQuad(float x1, float y1, float u1, float v1,
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float x2, float y2, float u2, float v2,
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float x3, float y3, float u3, float v3,
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float x4, float y4, float u4, float v4) {
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TextureVertex* mesh = mMesh + mCurrentQuad * 4;
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TextureVertex::set(mesh++, x2, y2, u2, v2);
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TextureVertex::set(mesh++, x3, y3, u3, v3);
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TextureVertex::set(mesh++, x1, y1, u1, v1);
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TextureVertex::set(mesh++, x4, y4, u4, v4);
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mCurrentQuad++;
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}
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bool canDraw() const {
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return mCurrentQuad > 0;
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}
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bool endOfMesh() const {
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return mCurrentQuad == mMaxQuadCount;
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}
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private:
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void setDirty(bool dirty);
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PixelBuffer* mTexture;
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GLuint mTextureId;
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uint16_t mWidth;
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uint16_t mHeight;
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bool mLinearFiltering;
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bool mDirty;
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uint16_t mNumGlyphs;
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TextureVertex* mMesh;
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uint32_t mCurrentQuad;
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uint32_t mMaxQuadCount;
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Caches& mCaches;
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CacheBlock* mCacheBlocks;
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bool mHasES3;
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Rect mDirtyRect;
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};
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_CACHE_TEXTURE_H
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