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* Patch cleanup, reenable Patch GlopsChris Craik2015-03-041-1/+1
| | | | | | bug:19597454 Change-Id: If12b95e83588b81a553210cd8c2437c6c771073a
* Move more GL state management to RenderState and its directoryChris Craik2015-01-281-2/+3
| | | | Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
* Add overrides and switch to nullptr keywordChris Craik2014-12-221-2/+2
| | | | | | | | Changes generated with clang-modernize. Additionally, fixed some struct-vs-class usage to make clang happy. Change-Id: Ic6ef2427401ff1e794d26f21f7b44868fc75fb72
* Clean up physical couplingTom Hudson2014-10-151-1/+2
| | | | | | | | 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
* Refcount 9-patches and properly handle GC eventsRomain Guy2013-06-261-3/+52
| | | | | | | | | | | | | | | | | 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
* Avoid 9patch cache lookups when possibleRomain Guy2013-06-111-1/+8
| | | | | | | 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 Guy2013-05-281-1/+2
| | | | | | | | The 9aptch cache was reinitialized after destroying/recreating the EGL context but not after clearing it during a normal memory trim. Change-Id: If6155bfc8a62439e9878bc742a4766b3bd6c6aec
* Pack preloaded framework assets in a texture atlasRomain Guy2013-05-021-30/+40
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Remove obsolete header fileRomain Guy2013-02-151-22/+22
| | | | | | We now use the same mechanism to compare keys everywhere in libhwui. Change-Id: I8b3cb25b13f4f38eb6f12aed0356f796a773617c
* Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGESteve Block2012-01-031-1/+1
| | | | | | | See https://android-git.corp.google.com/g/156016 Bug: 5449033 Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
* Make sure we correctly copy caches keys.Romain Guy2011-08-121-7/+0
| | | | | | Bug #5136067 Change-Id: I366e840bef44415436dc7b13d89cfb610feed663
* Correctly compare strings in UTF-8 instead of UTF-16Romain Guy2010-12-101-0/+1
| | | | | | Bug #3272858 Change-Id: Idacd5d7c2c052b4834a8ddb5906ab32b3f548f73
* Update 9patch structure when rendering with different divs/colors.Romain Guy2010-11-301-0/+57
| | | | | | Bug #3221488 Change-Id: Ifc9e42a991d630feadc9e8032322f37504d09d6d
* Move all debug flags in a single place.Romain Guy2010-11-101-3/+9
| | | | | | | | | | | | | | | | | | | | | | | | This change also adds a new memory usage flag. When turned on, the following is printed after every frame: D/OpenGLRenderer( 3723): Current memory usage / total memory usage (bytes): D/OpenGLRenderer( 3723): TextureCache 3766680 / 20971520 D/OpenGLRenderer( 3723): LayerCache 3538944 / 8388608 D/OpenGLRenderer( 3723): GradientCache 135168 / 524288 D/OpenGLRenderer( 3723): PathCache 41180 / 4194304 D/OpenGLRenderer( 3723): TextDropShadowCache 0 / 2097152 D/OpenGLRenderer( 3723): FontRenderer 0 262144 / 262144 D/OpenGLRenderer( 3723): FontRenderer 1 262144 / 262144 D/OpenGLRenderer( 3723): FontRenderer 2 262144 / 262144 D/OpenGLRenderer( 3723): Other: D/OpenGLRenderer( 3723): FboCache 2 / 12 D/OpenGLRenderer( 3723): PatchCache 31 / 512 D/OpenGLRenderer( 3723): Total memory usage: D/OpenGLRenderer( 3723): 8268404 bytes, 7.89 MB This should help tracking possibe memory issues. Change-Id: I83f483ca1d2dbef904829bce368e33fe5503e8d6
* Optimize FBO drawing with regions.Romain Guy2010-11-021-3/+3
| | | | | | | | | This optimization is currently disabled until Launcher is modified to take advantage of it. The optimization can be enabled by turning on RENDER_LAYERS_AS_REGIONS in the OpenGLRenderer.h file. Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
* Remove logging.Romain Guy2010-10-121-1/+1
| | | | Change-Id: Ibcb11d704653d8875e22629ea39e4ee2ebce3c22
* Optimize 9patch rendering.Romain Guy2010-10-121-3/+3
| | | | | | | This change detects empty quads in 9patches and removes them from the mesh to avoid unnecessary blending. Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704
* Don't update 9patches on every frame.Romain Guy2010-10-081-10/+9
| | | | Change-Id: I7ffb2365f83e0453e7d0a0cdcb3fc9308b305238
* Adding display lists to the GL renderer (checkpoint.)Romain Guy2010-09-261-3/+1
| | | | Change-Id: Iaa49757600a53b39369dbb23f8c3feab282518e6
* Fix possible infinite loop when purging textures.Romain Guy2010-09-081-0/+2
| | | | Change-Id: Ib05b398ae03e734da2dab0496df416fed4570b1c
* Use only one GL context per process, share chaches.Romain Guy2010-08-241-0/+1
| | | | Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
* Draw n-patches using OpenGL.Romain Guy2010-07-081-0/+65
Currently only tested with title bars and buttons. Change-Id: I8263a9281898dc0e943b1b8412827fe55639b9d6