Tessellate on worker threads
Tessellate and cache (where possible) shadow and round rect
tessellation tasks.
Change-Id: I2cfda8e11d83d51ea74af871235cf26e8f831d40
diff --git a/libs/hwui/TessellationCache.h b/libs/hwui/TessellationCache.h
new file mode 100644
index 0000000..8f37230
--- /dev/null
+++ b/libs/hwui/TessellationCache.h
@@ -0,0 +1,193 @@
+/*
+ * Copyright (C) 2013 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.
+ */
+
+#ifndef ANDROID_HWUI_TESSELLATION_CACHE_H
+#define ANDROID_HWUI_TESSELLATION_CACHE_H
+
+#include <utils/LruCache.h>
+#include <utils/Mutex.h>
+#include <utils/Vector.h>
+
+#include "Debug.h"
+#include "utils/Macros.h"
+#include "utils/Pair.h"
+#include "VertexBuffer.h"
+
+class SkBitmap;
+class SkCanvas;
+class SkPaint;
+class SkPath;
+struct SkRect;
+
+namespace android {
+namespace uirenderer {
+
+class Caches;
+
+///////////////////////////////////////////////////////////////////////////////
+// Classes
+///////////////////////////////////////////////////////////////////////////////
+
+class TessellationCache {
+public:
+ typedef Pair<VertexBuffer*, VertexBuffer*> vertexBuffer_pair_t;
+
+ struct Description {
+ DESCRIPTION_TYPE(Description);
+ enum Type {
+ kNone,
+ kRoundRect,
+ kAmbientShadow,
+ kSpotShadow
+ };
+
+ Type type;
+ SkPaint::Cap cap;
+ SkPaint::Style style;
+ float strokeWidth;
+ union Shape {
+ struct RoundRect {
+ float mScaleX;
+ float mScaleY;
+ float mWidth;
+ float mHeight;
+ float mRx;
+ float mRy;
+ } roundRect;
+ } shape;
+
+ Description();
+ Description(Type type);
+ Description(Type type, const SkPaint* paint);
+ hash_t hash() const;
+ };
+
+ struct ShadowDescription {
+ DESCRIPTION_TYPE(ShadowDescription);
+ const void* nodeKey;
+ float matrixData[16];
+
+ ShadowDescription();
+ ShadowDescription(const void* nodeKey, const Matrix4* drawTransform);
+ hash_t hash() const;
+ };
+
+ TessellationCache();
+ ~TessellationCache();
+
+ /**
+ * Clears the cache. This causes all TessellationBuffers to be deleted.
+ */
+ void clear();
+
+ /**
+ * Sets the maximum size of the cache in bytes.
+ */
+ void setMaxSize(uint32_t maxSize);
+ /**
+ * Returns the maximum size of the cache in bytes.
+ */
+ uint32_t getMaxSize();
+ /**
+ * Returns the current size of the cache in bytes.
+ */
+ uint32_t getSize();
+
+ /**
+ * Trims the contents of the cache, removing items until it's under its
+ * specified limit.
+ *
+ * Trimming is used for caches that support pre-caching from a worker
+ * thread. During pre-caching the maximum limit of the cache can be
+ * exceeded for the duration of the frame. It is therefore required to
+ * trim the cache at the end of the frame to keep the total amount of
+ * memory used under control.
+ *
+ * Also removes transient Shadow VertexBuffers, which aren't cached between frames.
+ */
+ void trim();
+
+ // TODO: precache/get for Oval, Lines, Points, etc.
+
+ void precacheRoundRect(const Matrix4& transform,
+ float width, float height, float rx, float ry, const SkPaint* paint) {
+ getRoundRectBuffer(transform, width, height, rx, ry, paint);
+ }
+ const VertexBuffer* getRoundRect(const Matrix4& transform,
+ float width, float height, float rx, float ry, const SkPaint* paint);
+
+ void precacheShadows(const Matrix4* drawTransform, const Rect& localClip,
+ bool opaque, const SkPath* casterPerimeter,
+ const Matrix4* transformXY, const Matrix4* transformZ,
+ const Vector3& lightCenter, float lightRadius);
+
+ void getShadowBuffers(const Matrix4* drawTransform, const Rect& localClip,
+ bool opaque, const SkPath* casterPerimeter,
+ const Matrix4* transformXY, const Matrix4* transformZ,
+ const Vector3& lightCenter, float lightRadius,
+ vertexBuffer_pair_t& outBuffers);
+
+private:
+ class Buffer;
+ class TessellationTask;
+ class TessellationProcessor;
+
+
+ typedef VertexBuffer* (*Tessellator)(const Description&, const SkPaint&);
+
+ Buffer* getRoundRectBuffer(const Matrix4& transform,
+ float width, float height, float rx, float ry, const SkPaint* paint);
+
+ Buffer* getOrCreateBuffer(const Description& entry,
+ Tessellator tessellator, const SkPaint* paint);
+
+ uint32_t mSize;
+ uint32_t mMaxSize;
+
+ bool mDebugEnabled;
+
+ mutable Mutex mLock;
+
+ ///////////////////////////////////////////////////////////////////////////////
+ // General tessellation caching
+ ///////////////////////////////////////////////////////////////////////////////
+ sp<TaskProcessor<VertexBuffer*> > mProcessor;
+ LruCache<Description, Buffer*> mCache;
+ class BufferRemovedListener : public OnEntryRemoved<Description, Buffer*> {
+ void operator()(Description& description, Buffer*& buffer);
+ };
+ BufferRemovedListener mBufferRemovedListener;
+
+ ///////////////////////////////////////////////////////////////////////////////
+ // Shadow tessellation caching
+ ///////////////////////////////////////////////////////////////////////////////
+ sp<TaskProcessor<vertexBuffer_pair_t*> > mShadowProcessor;
+
+ // holds a pointer, and implicit strong ref to each shadow task of the frame
+ LruCache<ShadowDescription, Task<vertexBuffer_pair_t*>*> mShadowCache;
+ class BufferPairRemovedListener : public OnEntryRemoved<ShadowDescription, Task<vertexBuffer_pair_t*>*> {
+ void operator()(ShadowDescription& description, Task<vertexBuffer_pair_t*>*& bufferPairTask) {
+ bufferPairTask->decStrong(NULL);
+ }
+ };
+ BufferPairRemovedListener mBufferPairRemovedListener;
+
+}; // class TessellationCache
+
+}; // namespace uirenderer
+}; // namespace android
+
+#endif // ANDROID_HWUI_PATH_CACHE_H