John Reck ebd52610cf Don't preload textures for AssetAtlas
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
2014-12-10 17:07:41 -08:00

184 lines
5.6 KiB
C++

/*
* Copyright (C) 2014 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.
*/
#include "RenderState.h"
#include "renderthread/CanvasContext.h"
#include "renderthread/EglManager.h"
namespace android {
namespace uirenderer {
RenderState::RenderState(renderthread::RenderThread& thread)
: mRenderThread(thread)
, mCaches(NULL)
, mViewportWidth(0)
, mViewportHeight(0)
, mFramebuffer(0) {
mThreadId = pthread_self();
}
RenderState::~RenderState() {
}
void RenderState::onGLContextCreated() {
// This is delayed because the first access of Caches makes GL calls
mCaches = &Caches::getInstance();
mCaches->init();
mCaches->setRenderState(this);
mCaches->textureCache.setAssetAtlas(&mAssetAtlas);
}
void RenderState::onGLContextDestroyed() {
/*
size_t size = mActiveLayers.size();
if (CC_UNLIKELY(size != 0)) {
ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d",
mRegisteredContexts.size(), size, mActiveLayers.empty());
mCaches->dumpMemoryUsage();
for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin();
cit != mRegisteredContexts.end(); cit++) {
renderthread::CanvasContext* context = *cit;
ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get());
ALOGE(" Prefeteched layers: %zu", context->mPrefetechedLayers.size());
for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin();
pit != context->mPrefetechedLayers.end(); pit++) {
(*pit)->debugDumpLayers(" ");
}
context->mRootRenderNode->debugDumpLayers(" ");
}
if (mActiveLayers.begin() == mActiveLayers.end()) {
ALOGE("set has become empty. wat.");
}
for (std::set<const Layer*>::iterator lit = mActiveLayers.begin();
lit != mActiveLayers.end(); lit++) {
const Layer* layer = *(lit);
ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d",
layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered);
}
LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size);
}
*/
mAssetAtlas.terminate();
}
void RenderState::setViewport(GLsizei width, GLsizei height) {
mViewportWidth = width;
mViewportHeight = height;
glViewport(0, 0, mViewportWidth, mViewportHeight);
}
void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
*outWidth = mViewportWidth;
*outHeight = mViewportHeight;
}
void RenderState::bindFramebuffer(GLuint fbo) {
if (mFramebuffer != fbo) {
mFramebuffer = fbo;
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
}
}
void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
interruptForFunctorInvoke();
(*functor)(mode, info);
resumeFromFunctorInvoke();
}
void RenderState::interruptForFunctorInvoke() {
if (mCaches->currentProgram) {
if (mCaches->currentProgram->isInUse()) {
mCaches->currentProgram->remove();
mCaches->currentProgram = NULL;
}
}
mCaches->resetActiveTexture();
mCaches->unbindMeshBuffer();
mCaches->unbindIndicesBuffer();
mCaches->resetVertexPointers();
mCaches->disableTexCoordsVertexArray();
debugOverdraw(false, false);
}
void RenderState::resumeFromFunctorInvoke() {
glViewport(0, 0, mViewportWidth, mViewportHeight);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
debugOverdraw(false, false);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
mCaches->scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
mCaches->enableScissor();
mCaches->resetScissor();
mCaches->activeTexture(0);
mCaches->resetBoundTextures();
mCaches->blend = true;
glEnable(GL_BLEND);
glBlendFunc(mCaches->lastSrcMode, mCaches->lastDstMode);
glBlendEquation(GL_FUNC_ADD);
}
void RenderState::debugOverdraw(bool enable, bool clear) {
if (mCaches->debugOverdraw && mFramebuffer == 0) {
if (clear) {
mCaches->disableScissor();
mCaches->stencil.clear();
}
if (enable) {
mCaches->stencil.enableDebugWrite();
} else {
mCaches->stencil.disable();
}
}
}
void RenderState::requireGLContext() {
assertOnGLThread();
mRenderThread.eglManager().requireGlContext();
}
void RenderState::assertOnGLThread() {
pthread_t curr = pthread_self();
LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
}
class DecStrongTask : public renderthread::RenderTask {
public:
DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
virtual void run() {
mObject->decStrong(0);
mObject = 0;
delete this;
}
private:
VirtualLightRefBase* mObject;
};
void RenderState::postDecStrong(VirtualLightRefBase* object) {
mRenderThread.queue(new DecStrongTask(object));
}
} /* namespace uirenderer */
} /* namespace android */