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/*
* Copyright (C) 2010 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <utils/Mutex.h>
#include <sys/sysinfo.h>
#include "Caches.h"
#include "PathCache.h"
#include "Properties.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Path precaching
///////////////////////////////////////////////////////////////////////////////
bool PathCache::PrecacheThread::threadLoop() {
mSignal.wait();
Vector<Task> tasks;
{
Mutex::Autolock l(mLock);
tasks = mTasks;
mTasks.clear();
}
Caches& caches = Caches::getInstance();
uint32_t maxSize = caches.maxTextureSize;
ATRACE_BEGIN("pathPrecache");
for (size_t i = 0; i < tasks.size(); i++) {
const Task& task = tasks.itemAt(i);
float left, top, offset;
uint32_t width, height;
PathCache::computePathBounds(task.path, task.paint, left, top, offset, width, height);
if (width <= maxSize && height <= maxSize) {
SkBitmap* bitmap = new SkBitmap();
PathTexture* texture = task.texture;
texture->left = left;
texture->top = top;
texture->offset = offset;
texture->width = width;
texture->height = height;
PathCache::drawPath(task.path, task.paint, *bitmap, left, top, offset, width, height);
texture->future()->produce(bitmap);
} else {
task.texture->future()->produce(NULL);
}
}
ATRACE_END();
return true;
}
void PathCache::PrecacheThread::addTask(PathTexture* texture, SkPath* path, SkPaint* paint) {
if (!isRunning()) {
run("libhwui:pathPrecache", PRIORITY_DEFAULT);
}
Task task;
task.texture = texture;
task.path = path;
task.paint = paint;
Mutex::Autolock l(mLock);
mTasks.add(task);
mSignal.signal();
}
void PathCache::PrecacheThread::exit() {
{
Mutex::Autolock l(mLock);
mTasks.clear();
}
requestExit();
mSignal.signal();
}
///////////////////////////////////////////////////////////////////////////////
// Path cache
///////////////////////////////////////////////////////////////////////////////
PathCache::PathCache(): ShapeCache<PathCacheEntry>("path",
PROPERTY_PATH_CACHE_SIZE, DEFAULT_PATH_CACHE_SIZE), mThread(new PrecacheThread()) {
}
PathCache::~PathCache() {
mThread->exit();
}
void PathCache::remove(SkPath* path) {
Vector<PathCacheEntry> pathsToRemove;
LruCache<PathCacheEntry, PathTexture*>::Iterator i(mCache);
while (i.next()) {
const PathCacheEntry& key = i.key();
if (key.path == path || key.path == path->getSourcePath()) {
pathsToRemove.push(key);
}
}
for (size_t i = 0; i < pathsToRemove.size(); i++) {
mCache.remove(pathsToRemove.itemAt(i));
}
}
void PathCache::removeDeferred(SkPath* path) {
Mutex::Autolock l(mLock);
mGarbage.push(path);
}
void PathCache::clearGarbage() {
Mutex::Autolock l(mLock);
size_t count = mGarbage.size();
for (size_t i = 0; i < count; i++) {
remove(mGarbage.itemAt(i));
}
mGarbage.clear();
}
/**
* To properly handle path mutations at draw time we always make a copy
* of paths objects when recording display lists. The source path points
* to the path we originally copied the path from. This ensures we use
* the original path as a cache key the first time a path is inserted
* in the cache. The source path is also used to reclaim garbage when a
* Dalvik Path object is collected.
*/
static SkPath* getSourcePath(SkPath* path) {
const SkPath* sourcePath = path->getSourcePath();
if (sourcePath && sourcePath->getGenerationID() == path->getGenerationID()) {
return const_cast<SkPath*>(sourcePath);
}
return path;
}
PathTexture* PathCache::get(SkPath* path, SkPaint* paint) {
path = getSourcePath(path);
PathCacheEntry entry(path, paint);
PathTexture* texture = mCache.get(entry);
if (!texture) {
texture = addTexture(entry, path, paint);
} else {
// A bitmap is attached to the texture, this means we need to
// upload it as a GL texture
if (texture->future() != NULL) {
// But we must first wait for the worker thread to be done
// producing the bitmap, so let's wait
SkBitmap* bitmap = texture->future()->get();
if (bitmap) {
addTexture(entry, bitmap, texture);
texture->clearFuture();
} else {
ALOGW("Path too large to be rendered into a texture (%dx%d)",
texture->width, texture->height);
texture->clearFuture();
texture = NULL;
mCache.remove(entry);
}
} else if (path->getGenerationID() != texture->generation) {
mCache.remove(entry);
texture = addTexture(entry, path, paint);
}
}
return texture;
}
void PathCache::precache(SkPath* path, SkPaint* paint) {
path = getSourcePath(path);
PathCacheEntry entry(path, paint);
PathTexture* texture = mCache.get(entry);
bool generate = false;
if (!texture) {
generate = true;
} else if (path->getGenerationID() != texture->generation) {
mCache.remove(entry);
generate = true;
}
if (generate) {
// It is important to specify the generation ID so we do not
// attempt to precache the same path several times
texture = createTexture(0.0f, 0.0f, 0.0f, 0, 0, path->getGenerationID(), true);
// During the precaching phase we insert path texture objects into
// the cache that do not point to any GL texture. They are instead
// treated as a task for the precaching worker thread. This is why
// we do not check the cache limit when inserting these objects.
// The conversion into GL texture will happen in get(), when a client
// asks for a path texture. This is also when the cache limit will
// be enforced.
mCache.put(entry, texture);
mThread->addTask(texture, path, paint);
}
}
}; // namespace uirenderer
}; // namespace android