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
147 lines
4.7 KiB
C++
147 lines
4.7 KiB
C++
/*
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* Copyright (C) 2013 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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#define LOG_TAG "OpenGLRenderer"
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#include "AssetAtlas.h"
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#include "Caches.h"
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#include <GLES2/gl2ext.h>
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Lifecycle
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///////////////////////////////////////////////////////////////////////////////
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void AssetAtlas::init(sp<GraphicBuffer> buffer, int64_t* map, int count) {
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if (mImage) {
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return;
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}
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ATRACE_NAME("AssetAtlas::init");
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mImage = new Image(buffer);
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if (mImage->getTexture()) {
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if (!mTexture) {
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Caches& caches = Caches::getInstance();
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mTexture = new Texture(caches);
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mTexture->width = buffer->getWidth();
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mTexture->height = buffer->getHeight();
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createEntries(caches, map, count);
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}
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} else {
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ALOGW("Could not create atlas image");
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delete mImage;
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mImage = NULL;
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}
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updateTextureId();
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}
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void AssetAtlas::terminate() {
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if (mImage) {
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delete mImage;
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mImage = NULL;
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updateTextureId();
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}
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}
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void AssetAtlas::updateTextureId() {
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mTexture->id = mImage ? mImage->getTexture() : 0;
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for (size_t i = 0; i < mEntries.size(); i++) {
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AssetAtlas::Entry* entry = mEntries.valueAt(i);
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entry->texture->id = mTexture->id;
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// Entries
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///////////////////////////////////////////////////////////////////////////////
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AssetAtlas::Entry* AssetAtlas::getEntry(const SkBitmap* bitmap) const {
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ssize_t index = mEntries.indexOfKey(bitmap);
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return index >= 0 ? mEntries.valueAt(index) : NULL;
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}
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Texture* AssetAtlas::getEntryTexture(const SkBitmap* bitmap) const {
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ssize_t index = mEntries.indexOfKey(bitmap);
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return index >= 0 ? mEntries.valueAt(index)->texture : NULL;
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}
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/**
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* Delegates changes to wrapping and filtering to the base atlas texture
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* instead of applying the changes to the virtual textures.
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*/
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struct DelegateTexture: public Texture {
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DelegateTexture(Caches& caches, Texture* delegate): Texture(caches), mDelegate(delegate) { }
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virtual void setWrapST(GLenum wrapS, GLenum wrapT, bool bindTexture = false,
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bool force = false, GLenum renderTarget = GL_TEXTURE_2D) {
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mDelegate->setWrapST(wrapS, wrapT, bindTexture, force, renderTarget);
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}
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virtual void setFilterMinMag(GLenum min, GLenum mag, bool bindTexture = false,
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bool force = false, GLenum renderTarget = GL_TEXTURE_2D) {
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mDelegate->setFilterMinMag(min, mag, bindTexture, force, renderTarget);
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}
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private:
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Texture* const mDelegate;
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}; // struct DelegateTexture
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/**
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* TODO: This method does not take the rotation flag into account
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*/
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void AssetAtlas::createEntries(Caches& caches, int64_t* map, int count) {
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const float width = float(mTexture->width);
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const float height = float(mTexture->height);
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for (int i = 0; i < count; ) {
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SkBitmap* bitmap = reinterpret_cast<SkBitmap*>(map[i++]);
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// NOTE: We're converting from 64 bit signed values to 32 bit
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// signed values. This is guaranteed to be safe because the "x"
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// and "y" coordinate values are guaranteed to be representable
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// with 32 bits. The array is 64 bits wide so that it can carry
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// pointers on 64 bit architectures.
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const int x = static_cast<int>(map[i++]);
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const int y = static_cast<int>(map[i++]);
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bool rotated = map[i++] > 0;
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// Bitmaps should never be null, we're just extra paranoid
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if (!bitmap) continue;
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const UvMapper mapper(
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x / width, (x + bitmap->width()) / width,
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y / height, (y + bitmap->height()) / height);
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Texture* texture = new DelegateTexture(caches, mTexture);
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texture->blend = !bitmap->isOpaque();
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texture->width = bitmap->width();
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texture->height = bitmap->height();
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Entry* entry = new Entry(bitmap, x, y, rotated, texture, mapper, *this);
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texture->uvMapper = &entry->uvMapper;
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mEntries.add(entry->bitmap, entry);
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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