Pack preloaded framework assets in a texture atlas

When the Android runtime starts, the system preloads a series of assets
in the Zygote process. These assets are shared across all processes.
Unfortunately, each one of these assets is later uploaded in its own
OpenGL texture, once per process. This wastes memory and generates
unnecessary OpenGL state changes.

This CL introduces an asset server that provides an atlas to all processes.

Note: bitmaps used by skia shaders are *not* sampled from the atlas.
It's an uncommon use case and would require extra texture transforms
in the GL shaders.

WHAT IS THE ASSETS ATLAS

The "assets atlas" is a single, shareable graphic buffer that contains
all the system's preloaded bitmap drawables (this includes 9-patches.)
The atlas is made of two distinct objects: the graphic buffer that
contains the actual pixels and the map which indicates where each
preloaded bitmap can be found in the atlas (essentially a pair of
x and y coordinates.)

HOW IS THE ASSETS ATLAS GENERATED

Because we need to support a wide variety of devices and because it
is easy to change the list of preloaded drawables, the atlas is
generated at runtime, during the startup phase of the system process.

There are several steps that lead to the atlas generation:

1. If the device is booting for the first time, or if the device was
updated, we need to find the best atlas configuration. To do so,
the atlas service tries a number of width, height and algorithm
variations that allows us to pack as many assets as possible while
using as little memory as possible. Once a best configuration is found,
it gets written to disk in /data/system/framework_atlas

2. Given a best configuration (algorithm variant, dimensions and
number of bitmaps that can be packed in the atlas), the atlas service
packs all the preloaded bitmaps into a single graphic buffer object.

3. The packing is done using Skia in a temporary native bitmap. The
Skia bitmap is then copied into the graphic buffer using OpenGL ES
to benefit from texture swizzling.

HOW PROCESSES USE THE ATLAS

Whenever a process' hardware renderer initializes its EGL context,
it queries the atlas service for the graphic buffer and the map.

It is important to remember that both the context and the map will
be valid for the lifetime of the hardware renderer (if the system
process goes down, all apps get killed as well.)

Every time the hardware renderer needs to render a bitmap, it first
checks whether the bitmap can be found in the assets atlas. When
the bitmap is part of the atlas, texture coordinates are remapped
appropriately before rendering.

Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
diff --git a/core/java/android/view/GraphicBuffer.java b/core/java/android/view/GraphicBuffer.java
new file mode 100644
index 0000000..b4576f3
--- /dev/null
+++ b/core/java/android/view/GraphicBuffer.java
@@ -0,0 +1,229 @@
+/*
+ * 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.
+ */
+
+package android.view;
+
+import android.graphics.Canvas;
+import android.graphics.PixelFormat;
+import android.graphics.Rect;
+import android.os.Parcel;
+import android.os.Parcelable;
+
+/**
+ * Simple wrapper for the native GraphicBuffer class.
+ *
+ * @hide
+ */
+@SuppressWarnings("UnusedDeclaration")
+public class GraphicBuffer implements Parcelable {
+    // Note: keep usage flags in sync with GraphicBuffer.h and gralloc.h
+    public static final int USAGE_SW_READ_NEVER = 0x0;
+    public static final int USAGE_SW_READ_RARELY = 0x2;
+    public static final int USAGE_SW_READ_OFTEN = 0x3;
+    public static final int USAGE_SW_READ_MASK = 0xF;
+
+    public static final int USAGE_SW_WRITE_NEVER = 0x0;
+    public static final int USAGE_SW_WRITE_RARELY = 0x20;
+    public static final int USAGE_SW_WRITE_OFTEN = 0x30;
+    public static final int USAGE_SW_WRITE_MASK = 0xF0;
+
+    public static final int USAGE_SOFTWARE_MASK = USAGE_SW_READ_MASK | USAGE_SW_WRITE_MASK;
+
+    public static final int USAGE_PROTECTED = 0x4000;
+
+    public static final int USAGE_HW_TEXTURE = 0x100;
+    public static final int USAGE_HW_RENDER = 0x200;
+    public static final int USAGE_HW_2D = 0x400;
+    public static final int USAGE_HW_COMPOSER = 0x800;
+    public static final int USAGE_HW_VIDEO_ENCODER = 0x10000;
+    public static final int USAGE_HW_MASK = 0x71F00;
+
+    private final int mWidth;
+    private final int mHeight;
+    private final int mFormat;
+    private final int mUsage;
+    // Note: do not rename, this field is used by native code
+    private final int mNativeObject;
+
+    // These two fields are only used by lock/unlockCanvas()
+    private Canvas mCanvas;
+    private int mSaveCount;
+
+    /**
+     * Creates new <code>GraphicBuffer</code> instance. This method will return null
+     * if the buffer cannot be created.
+     *
+     * @param width The width in pixels of the buffer
+     * @param height The height in pixels of the buffer
+     * @param format The format of each pixel as specified in {@link PixelFormat}
+     * @param usage Hint indicating how the buffer will be used
+     *
+     * @return A <code>GraphicBuffer</code> instance or null
+     */
+    public static GraphicBuffer create(int width, int height, int format, int usage) {
+        int nativeObject = nCreateGraphicBuffer(width, height, format, usage);
+        if (nativeObject != 0) {
+            return new GraphicBuffer(width, height, format, usage, nativeObject);
+        }
+        return null;
+    }
+
+    /**
+     * Private use only. See {@link #create(int, int, int, int)}.
+     */
+    private GraphicBuffer(int width, int height, int format, int usage, int nativeObject) {
+        mWidth = width;
+        mHeight = height;
+        mFormat = format;
+        mUsage = usage;
+        mNativeObject = nativeObject;
+    }
+
+    /**
+     * Returns the width of this buffer in pixels.
+     */
+    public int getWidth() {
+        return mWidth;
+    }
+
+    /**
+     * Returns the height of this buffer in pixels.
+     */
+    public int getHeight() {
+        return mHeight;
+    }
+
+    /**
+     * Returns the pixel format of this buffer. The pixel format must be one of
+     * the formats defined in {@link PixelFormat}.
+     */
+    public int getFormat() {
+        return mFormat;
+    }
+
+    /**
+     * Returns the usage hint set on this buffer.
+     */
+    public int getUsage() {
+        return mUsage;
+    }
+
+    /**
+     * <p>Start editing the pixels in the buffer. A null is returned if the buffer
+     * cannot be locked for editing.</p>
+     *
+     * <p>The content of the buffer is preserved between unlockCanvas()
+     * and lockCanvas().</p>
+     *
+     * @return A Canvas used to draw into the buffer, or null.
+     *
+     * @see #lockCanvas(android.graphics.Rect)
+     * @see #unlockCanvasAndPost(android.graphics.Canvas)
+     */
+    public Canvas lockCanvas() {
+        return lockCanvas(null);
+    }
+
+    /**
+     * Just like {@link #lockCanvas()} but allows specification of a dirty
+     * rectangle.
+     *
+     * @param dirty Area of the buffer that may be modified.
+
+     * @return A Canvas used to draw into the surface or null
+     *
+     * @see #lockCanvas()
+     * @see #unlockCanvasAndPost(android.graphics.Canvas)
+     */
+    public Canvas lockCanvas(Rect dirty) {
+        if (mCanvas == null) {
+            mCanvas = new Canvas();
+        }
+
+        if (nLockCanvas(mNativeObject, mCanvas, dirty)) {
+            mSaveCount = mCanvas.save();
+            return mCanvas;
+        }
+
+        return null;
+    }
+
+    /**
+     * Finish editing pixels in the buffer.
+     *
+     * @param canvas The Canvas previously returned by lockCanvas()
+     *
+     * @see #lockCanvas()
+     * @see #lockCanvas(android.graphics.Rect)
+     */
+    public void unlockCanvasAndPost(Canvas canvas) {
+        if (mCanvas != null && canvas == mCanvas) {
+            canvas.restoreToCount(mSaveCount);
+            mSaveCount = 0;
+
+            nUnlockCanvasAndPost(mNativeObject, mCanvas);
+        }
+    }
+
+    @Override
+    protected void finalize() throws Throwable {
+        try {
+            nDestroyGraphicBuffer(mNativeObject);
+        } finally {
+            super.finalize();
+        }
+    }
+
+    @Override
+    public int describeContents() {
+        return 0;
+    }
+
+    @Override
+    public void writeToParcel(Parcel dest, int flags) {
+        dest.writeInt(mWidth);
+        dest.writeInt(mHeight);
+        dest.writeInt(mFormat);
+        dest.writeInt(mUsage);
+        nWriteGraphicBufferToParcel(mNativeObject, dest);
+    }
+
+    public static final Parcelable.Creator<GraphicBuffer> CREATOR =
+            new Parcelable.Creator<GraphicBuffer>() {
+        public GraphicBuffer createFromParcel(Parcel in) {
+            int width = in.readInt();
+            int height = in.readInt();
+            int format = in.readInt();
+            int usage = in.readInt();
+            int nativeObject = nReadGraphicBufferFromParcel(in);
+            if (nativeObject != 0) {
+                return new GraphicBuffer(width, height, format, usage, nativeObject);
+            }
+            return null;
+        }
+
+        public GraphicBuffer[] newArray(int size) {
+            return new GraphicBuffer[size];
+        }
+    };
+
+    private static native int nCreateGraphicBuffer(int width, int height, int format, int usage);
+    private static native void nDestroyGraphicBuffer(int nativeObject);
+    private static native void nWriteGraphicBufferToParcel(int nativeObject, Parcel dest);
+    private static native int nReadGraphicBufferFromParcel(Parcel in);
+    private static native boolean nLockCanvas(int nativeObject, Canvas canvas, Rect dirty);
+    private static native boolean nUnlockCanvasAndPost(int nativeObject, Canvas canvas);
+}