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path: root/libs/hwui/PatchCache.cpp
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* Patch cleanup, reenable Patch GlopsChris Craik2015-03-041-19/+13
| | | | | | bug:19597454 Change-Id: If12b95e83588b81a553210cd8c2437c6c771073a
* Move more GL state management to RenderState and its directoryChris Craik2015-01-281-9/+14
| | | | Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
* Add overrides and switch to nullptr keyword for all filesChris Craik2015-01-051-8/+8
| | | | | | | Adds remaining missing overrides and nullptr usages, missed due to an extreme failure in tool usage. Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
* Clean up physical couplingTom Hudson2014-10-151-0/+1
| | | | | | | | Narrow the use of #include directives in hwui, replacing with forward declarations where straightforward. Speeds compiles; doesn't do any restructuring of code. Change-Id: Icac2baffb5896f55d8c6718e9bd9d4bfa02d3ca0
* Solve three memory leaks related to PatchCacheJens Gulin2014-03-251-2/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | A Patch can be fairly large, holding bitmap data, but is also frequently leaked which adds to the severity. The feature is used in many important processes such as Home, SystemUI and Chrome. The following leaks are solved: 1. The Patch itself was not always freed. PatchCache::removeDeferred() can mark patches to be cared for by PatchCache::clearGarbage(). But mCache.remove() would only destroy the container and the pointer, not the Patch object itself. 2. The vertices stored in the Patch at Patch::createMesh() would always leak. The empty/default destructor in Patch would not properly destroy "vertices" since it's just a pointer. 3. A BufferBlock that's added to the mFreeBlocks in PatchCache could leak. The leak happened when a patch later needed the entire free block, because the object was removed from the list but never deleted in PatchCache::setupMesh(). Change-Id: I41e60824479230b67426fc546d3dbff294c8891f
* Fix graphics corruption caused by HWUI cachesSangkyu Lee2014-02-261-1/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Some caches(PatchCache, TextureCache, PathCache) for HWUI uses deferred removal for their cache entries even though actual resource objects are immediately freed by ResourceCache. For this reason, the uniqueness of a resource address in the caches is not guaranteed in specific cases. (Because malloc() can return the same address when malloc() and free() called very frequently.) So it can be possible the cache have two cache entries for two different resources but the same memory address. (Of course one of the resources is already freed.) It also can be possible mGarbage vector in PatchCache has duplicated addresses and this can lead to duplicated free blocks in the free block list and graphics corruption. (Deferred removal was implmeneted based on an assumption of unique resource addresses.) So this patch makes sure resource objects are freed after the resources are removed from the caches to guarantee the uniqueness of a resource address and prevent graphics corruption. Change-Id: I040f033a4fc783d2c4bc04b113589657c36fb15b Signed-off-by: Sangkyu Lee <sk82.lee@lge.com>
* Refcount 9-patches and properly handle GC eventsRomain Guy2013-06-261-17/+135
| | | | | | | | | | | | | | | | | This change adds refcounting of Res_png_9patch instances, the native data structure used to represent 9-patches. The Dalvik NinePatch class now holds a native pointer instead of a Dalvik byte[]. This pointer is used whenever we need to draw the 9-patch (software or hardware.) Since we are now tracking garbage collection of NinePatch objects libhwui's PatchCache must keep a list of free blocks in the VBO used to store the meshes. This change also removes unnecessary instances tracking from GLES20DisplayList. Bitmaps and 9-patches are refcounted at the native level and do not need to be tracked by the Dalvik layer. Change-Id: Ib8682d573a538aaf1945f8ec5a9bd5da5d16f74b
* Batch 9-patches in a single mesh whenever possibleRomain Guy2013-06-211-4/+2
| | | | | | | | | | This change also fixes the way batched bitmaps were handled inside a layer. The layer is now correctly dirtied to minimize the amount of pixels to blend. Fix alpha, mode and opaque computations for DrawPatchOp. Change-Id: I1b6cd581c0f0db66c1002bb4fb1a9811e55bfa78
* Avoid 9patch cache lookups when possibleRomain Guy2013-06-111-6/+11
| | | | | | | This optimization saves up to 0.3ms per frame on the Play Store's front page, on a Nexus 4 device. Change-Id: Iaa4ef33c6e3b37e175efd5b9eea9ef59b43f14f3
* Re-initialize the 9patch cache if cleared with onTrimMemoryRomain Guy2013-05-281-7/+19
| | | | | | | | The 9aptch cache was reinitialized after destroying/recreating the EGL context but not after clearing it during a normal memory trim. Change-Id: If6155bfc8a62439e9878bc742a4766b3bd6c6aec
* Remove stray logRomain Guy2013-05-061-1/+0
| | | | Change-Id: I392eea216ad67f376ded802c19a3e2287aacc6f8
* Pack preloaded framework assets in a texture atlasRomain Guy2013-05-021-74/+76
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Correct PatchCache comparison logicChris Craik2013-02-151-2/+2
| | | | Change-Id: I3d0832505b5380bfa362863b39e09dd10f792582
* Remove obsolete header fileRomain Guy2013-02-151-1/+30
| | | | | | We now use the same mechanism to compare keys everywhere in libhwui. Change-Id: I8b3cb25b13f4f38eb6f12aed0356f796a773617c
* Cleanup 9patch mesh matching codeRomain Guy2013-01-091-1/+1
| | | | | | | | | Bug #7970966 The bug described in #7970966 should normally never happen but just in case, change the detection code to be more robust. Change-Id: I7040a6087590e34abe8803cb8f83f051d77f3944
* Update 9patch structure when rendering with different divs/colors.Romain Guy2010-11-301-2/+6
| | | | | | Bug #3221488 Change-Id: Ifc9e42a991d630feadc9e8032322f37504d09d6d
* Use VBOs to render most geometries.Romain Guy2010-10-181-1/+1
| | | | Change-Id: I4360dc4fe5693ab425450c107282b2c22db4dca7
* Don't draw entirely transparent 9patch meshes.Romain Guy2010-10-151-0/+5
| | | | Change-Id: If3e62e18b8e0dbde8a22f8ede2889b86500a4dc2
* Optimize 9patch rendering.Romain Guy2010-10-121-8/+21
| | | | | | | This change detects empty quads in 9patches and removes them from the mesh to avoid unnecessary blending. Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704
* Move GenerationCache to the utils directory.Romain Guy2010-10-081-2/+2
| | | | Change-Id: I210ffa8f1d76a102bb7d971c649c20a74d03fbe6
* Don't update 9patches on every frame.Romain Guy2010-10-081-16/+29
| | | | Change-Id: I7ffb2365f83e0453e7d0a0cdcb3fc9308b305238
* Adding display lists to the GL renderer (checkpoint.)Romain Guy2010-09-261-3/+1
| | | | Change-Id: Iaa49757600a53b39369dbb23f8c3feab282518e6
* Use only one GL context per process, share chaches.Romain Guy2010-08-241-0/+4
| | | | Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
* Draw n-patches using OpenGL.Romain Guy2010-07-081-0/+72
Currently only tested with title bars and buttons. Change-Id: I8263a9281898dc0e943b1b8412827fe55639b9d6