Fix bug in AssetAtlas packing loop

There is a bug in AssetAtlasService that it always choose the
MAX_SIZE as height. The for loop of height calculation starts
from MAX_SIZE and breaks when it finds a working texture. This
means the height loop will always break for the initial value.
Reording the loop optimize the algorithm to find a smaller
atlas texture. The MIN_SIZE is also changed to 512 for fewer
assets case.

Bug: 26429912
Change-Id: Ic0b2396e9697c417a24f81ec792f8a8af53915ad
This commit is contained in:
Chenjie Luo
2016-01-20 13:25:11 -08:00
parent 4a577bff96
commit e66554d4be

View File

@@ -79,7 +79,7 @@ public class AssetAtlasService extends IAssetAtlas.Stub {
private static final boolean DEBUG_ATLAS_TEXTURE = false;
// Minimum size in pixels to consider for the resulting texture
private static final int MIN_SIZE = 768;
private static final int MIN_SIZE = 512;
// Maximum size in pixels to consider for the resulting texture
private static final int MAX_SIZE = 2048;
// Increment in number of pixels between size variants when looking
@@ -664,22 +664,32 @@ public class AssetAtlasService extends IAssetAtlas.Stub {
if (DEBUG_ATLAS) Log.d(LOG_TAG, "Running " + Thread.currentThread().getName());
Atlas.Entry entry = new Atlas.Entry();
for (Atlas.Type type : Atlas.Type.values()) {
for (int width = mEnd; width > mStart; width -= mStep) {
for (int height = MAX_SIZE; height > MIN_SIZE; height -= STEP) {
// If the atlas is not big enough, skip it
if (width * height <= mThreshold) continue;
for (int width = mEnd; width > mStart; width -= mStep) {
for (int height = MAX_SIZE; height > MIN_SIZE; height -= STEP) {
// If the atlas is not big enough, skip it
if (width * height <= mThreshold) continue;
boolean packSuccess = false;
for (Atlas.Type type : Atlas.Type.values()) {
final int count = packBitmaps(type, width, height, entry);
if (count > 0) {
mResults.add(new WorkerResult(type, width, height, count));
// If we were able to pack everything let's stop here
// Increasing the height further won't make things better
if (count == mBitmaps.size()) {
// If we were able to pack everything let's stop here
// Changing the type further won't make things better
packSuccess = true;
break;
}
}
}
// If we were not able to pack everything let's stop here
// Decreasing the height further won't make things better
if (!packSuccess) {
break;
}
}
}