Implement HW Bitmap for Skia pipeline. Use new Skia SkImage::MakeFromAHardwareBuffer API, which will enable to record HW Bitmap into a picture. Move logic that uploads SkBitmap into a GraphicBuffer into pipeline specific classes. Test: All CTS and other tests pass for HWUI pipleine. For Skia pipeline graphics CTS tests pass, 2 UIRendering CTS tests which excise HW bitmaps with color spaces fail, bitmapShaderEglImage macrobench fails (to be fixed by a CL in Skia), HWUI unit tests pass, no EGL leaks found. Change-Id: Id5926d7cccd81af8b55400f44fb524a427543d05
40 lines
1.5 KiB
C++
40 lines
1.5 KiB
C++
/*
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* Copyright (C) 2017 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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#include <gtest/gtest.h>
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#include "Extensions.h"
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#include "TextureCache.h"
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#include "tests/common/TestUtils.h"
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using namespace android;
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using namespace android::uirenderer;
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RENDERTHREAD_OPENGL_PIPELINE_TEST(TextureCache, clear) {
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TextureCache cache;
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ASSERT_EQ(cache.getSize(), 0u);
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// it is not 0, because FontRenderer allocates one texture
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int initialCount = GpuMemoryTracker::getInstanceCount(GpuObjectType::Texture);
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SkBitmap skBitmap;
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SkImageInfo info = SkImageInfo::Make(100, 100, kN32_SkColorType, kPremul_SkAlphaType);
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skBitmap.setInfo(info);
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sk_sp<Bitmap> hwBitmap(renderThread.allocateHardwareBitmap(skBitmap));
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cache.get(hwBitmap.get());
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ASSERT_EQ(GpuMemoryTracker::getInstanceCount(GpuObjectType::Texture), initialCount + 1);
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cache.clear();
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ASSERT_EQ(GpuMemoryTracker::getInstanceCount(GpuObjectType::Texture), initialCount);
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}
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