| /* |
| * 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 "TextDropShadowCache.h" |
| #include "Properties.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Constructors/destructor |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| TextDropShadowCache::TextDropShadowCache(): |
| mCache(GenerationCache<ShadowText, ShadowTexture*>::kUnlimitedCapacity), |
| mSize(0), mMaxSize(MB(DEFAULT_DROP_SHADOW_CACHE_SIZE)) { |
| char property[PROPERTY_VALUE_MAX]; |
| if (property_get(PROPERTY_DROP_SHADOW_CACHE_SIZE, property, NULL) > 0) { |
| LOGD(" Setting drop shadow cache size to %sMB", property); |
| setMaxSize(MB(atof(property))); |
| } else { |
| LOGD(" Using default drop shadow cache size of %.2fMB", DEFAULT_DROP_SHADOW_CACHE_SIZE); |
| } |
| |
| mCache.setOnEntryRemovedListener(this); |
| } |
| |
| TextDropShadowCache::TextDropShadowCache(uint32_t maxByteSize): |
| mCache(GenerationCache<ShadowText, ShadowTexture*>::kUnlimitedCapacity), |
| mSize(0), mMaxSize(maxByteSize) { |
| mCache.setOnEntryRemovedListener(this); |
| } |
| |
| TextDropShadowCache::~TextDropShadowCache() { |
| mCache.clear(); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Size management |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| uint32_t TextDropShadowCache::getSize() { |
| return mSize; |
| } |
| |
| uint32_t TextDropShadowCache::getMaxSize() { |
| return mMaxSize; |
| } |
| |
| void TextDropShadowCache::setMaxSize(uint32_t maxSize) { |
| mMaxSize = maxSize; |
| while (mSize > mMaxSize) { |
| mCache.removeOldest(); |
| } |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Callbacks |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void TextDropShadowCache::operator()(ShadowText& text, ShadowTexture*& texture) { |
| if (texture) { |
| const uint32_t size = texture->width * texture->height; |
| mSize -= size; |
| |
| glDeleteTextures(1, &texture->id); |
| delete texture; |
| } |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Caching |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void TextDropShadowCache::clear() { |
| mCache.clear(); |
| } |
| |
| ShadowTexture* TextDropShadowCache::get(SkPaint* paint, const char* text, uint32_t len, |
| int numGlyphs, uint32_t radius) { |
| ShadowText entry(paint, radius, len, text); |
| ShadowTexture* texture = mCache.get(entry); |
| |
| if (!texture) { |
| FontRenderer::DropShadow shadow = mRenderer->renderDropShadow(paint, text, 0, |
| len, numGlyphs, radius); |
| |
| texture = new ShadowTexture; |
| texture->left = shadow.penX; |
| texture->top = shadow.penY; |
| texture->width = shadow.width; |
| texture->height = shadow.height; |
| texture->generation = 0; |
| texture->blend = true; |
| |
| const uint32_t size = shadow.width * shadow.height; |
| // Don't even try to cache a bitmap that's bigger than the cache |
| if (size < mMaxSize) { |
| while (mSize + size > mMaxSize) { |
| mCache.removeOldest(); |
| } |
| } |
| |
| glGenTextures(1, &texture->id); |
| |
| glBindTexture(GL_TEXTURE_2D, texture->id); |
| // Textures are Alpha8 |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, texture->width, texture->height, 0, |
| GL_ALPHA, GL_UNSIGNED_BYTE, shadow.image); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| |
| if (size < mMaxSize) { |
| mSize += size; |
| mCache.put(entry, texture); |
| } else { |
| texture->cleanup = true; |
| } |
| |
| // Cleanup shadow |
| delete[] shadow.image; |
| } |
| |
| return texture; |
| } |
| |
| }; // namespace uirenderer |
| }; // namespace android |