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* am 328b7ee6: am aecb8c43: am 7b4cce68: am c3bac8a0: Merge "Fix graphics ↵Chris Craik2014-02-261-12/+18
|\ | | | | | | | | | | | | corruption caused by HWUI caches" * commit '328b7ee6a2ba2dc8f162fa57dbafd4bfc89bb72e': Fix graphics corruption caused by HWUI caches
| * Fix graphics corruption caused by HWUI cachesSangkyu Lee2014-02-261-12/+18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | Removing SkiaColorFilter and inspecting the native object directly.Derek Sollenberger2014-02-071-44/+0
| | | | | | | | | | bug: 10650594 Change-Id: I4fcf66d008765afa0e35d011f58bc792183cb74f
* | Use const where possible for drawing parametersChris Craik2014-01-031-16/+16
|/ | | | | | They should never be modified by a Renderer, only read and copied. Change-Id: I9d8d55dca19115ee9dfeb2bb3f092ba2fb327cd4
* Use global references for Bitmap AndroidPixelRefsChris Craik2013-07-081-4/+4
| | | | | | | | | | | | | | | | bug:9621717 Because we're no longer holding onto Bitmaps Java side during DisplayList lifetime, use global refs to keep the backing byte arrays around. Adds back bitmap buffer passing + native ref management removed by 3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9 Adds back globalRef-ing removed by f890fab5a6715548e520a6f010a3bfe7607ce56e Change-Id: Ia59ba42f05bea6165aec2b800619221a8083d580
* Refcount 9-patches and properly handle GC eventsRomain Guy2013-06-261-0/+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
* Don't null the reference to Bitmap pixels until we're really readyChet Haase2012-10-221-5/+16
| | | | | | | | | | | | | | | | | | | | | A change in the VM triggers a native memory error more aggressively than before, showing that there's a bug in the logic of recycling bitmaps. Since the pixel memory is allocated on the Java heap, nulling out the reference to that memory in the Java level Bitmap object can cause that memory to get collected at any time. Meanwhile, we may have a reference to that memory at the native level for rendering purposes, causing an error if/when we access that memory after it has been collected by the VM. The fix is to avoid setting the reference to the pixels to null unless we are not referring to it in native code. This is determined at the time we call recycle() - we return a boolean to indicate whether the native code is still using the memory. if not, the Java code can null out the reference and allow the VM to collect it. Otherwise, it will get collected later when the encompassing Bitmap object is collected. Issue #7339156 HTML5 tests crash the app (Vellamo) Change-Id: I3a0d6b9a6c5dd3b86cc2b0ff7719007e774b5e3c
* make sure to destroy GL objects on the GL threadMathias Agopian2012-09-251-2/+1
| | | | | Bug: 7195815 Change-Id: I5bcac61cd0b903d1ccca0754fdb9cb1023efbe0f
* Revert "Deleting objects on the wrong thread is a silly idea Bug #7195815"Dave Burke2012-09-251-3/+3
| | | | | | This reverts commit 8a1374946a928fcba7495c87ff6adda327fdfb9f Change-Id: I53564a6c531d334afcc1fce0bea1e57ae266aa78
* Deleting objects on the wrong thread is a silly ideaRomain Guy2012-09-251-3/+3
| | | | | | | | Bug #7195815 Turns out that multi-threading is hard. Change-Id: Ib0b4bd6dc3caea27f7ced22cbb363bb955fe58ab
* Avoid deadlock when deleting layersRomain Guy2012-09-231-7/+8
| | | | | | Bug #7217459 Change-Id: I12bfa6c30c5030bd1b23ea6a3ce64240ab1dfba3
* Fix occasional crash bug with layersChet Haase2012-09-171-1/+22
| | | | | | | | | | | | | | | | | | | | Launcher occasionally crashes with a stack trace indicating that the memory of a Layer object is corrupt. It is possible for us to delete a Layer structure and then, briefly, use it to draw a DisplayList again before that DisplayList gets recreated (without the layer that got deleted). When this happens, if the memory got corrupted, it's possible to crash. The fix is to add Layer to the other objects which we currently refcount (bitmaps, shaders, etc.). Then instead of deleting a Layer, we decrement the refcount. We increment when creating it, then increment it again when it's referenced from a DisplayList. Then we decrement the refcount instead of deleting it, and decrement when we clear a DisplayList that refers to it. Then when the refcount reaches 0, we delete it. Issue #6994632 Native crash in launcher when trying to launch all apps screen Change-Id: I0627be8d49bb2f9ba8d158a84b764bb4e7df934c
* Reduce the number of locks acquired by display listsRomain Guy2012-09-071-27/+103
| | | | Change-Id: I1123aae0355de84db705bb75042c7083fc69c9f2
* Clamp gradient textures to max GL texture sizeRomain Guy2012-07-201-8/+15
| | | | Change-Id: I8ce4e50988f5194fe5ce4bde7945ec01673af3cd
* Avoid unnecessary copy when invoking drawBitmap(int[])Romain Guy2012-05-151-2/+2
| | | | | | Bug #6483390 Change-Id: I4d2d725ef50c9401b4bd998b6160128102b40745
* Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGESteve Block2012-01-031-3/+3
| | | | | | | See https://android-git.corp.google.com/g/156016 Bug: 5449033 Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
* Reduce the amount of data cached by the gradients cache.Romain Guy2011-08-011-6/+0
| | | | Change-Id: I8546f5a5ecf38031c9a40bdcc434d4c7f22da63d
* Fix another memory leak in OpenGLRendererRomain Guy2011-06-221-19/+8
| | | | Change-Id: I23ed56891452a05cf3ca13f6919c4fef90d5ff4e
* Skia Merge (revision 808)Derek Sollenberger2011-02-221-8/+8
| | | | | | This is a companion CL to the one found in /external/skia Change-Id: If81748545435cab20a5d8479329ab333cb973e16
* Fix crash when Paths are GCd in hw accelerated appsChet Haase2011-02-041-0/+35
| | | | | | | | | | | | | | | | | | A recent change to optimize path rendering didn't account for the destruction of native objects by the VM finalizer. We may be done with the Java level version before we're done with the native structure that's used by the display list. For example, a drawing method on a View that creates a temporary path to render into the canvas will implicitly create a native structure that is put onto the GL display list. That temporary path may go away, but the native version should stick around as long as the display list does. The fix is to refcount the original native version of the path and only delete it when the refcoutn reaches zero (which means that it is no longer needed by any display list). This is a similar mechanism used for bitmaps and shaders. Change-Id: I4de1047415066d425d1c689aa60827f97729b470
* Don't crash Launcher on config change.Romain Guy2011-01-141-5/+5
| | | | Change-Id: Ibbbd7146c5ff69e9639b433f39041053654d808c
* Ensure bitmaps aren't freed while referenced from a display listPatrick Dubroy2010-12-201-6/+2
| | | | | Also removes the reference queue finalizers. They aren't necessary anymore now that Bitmaps are allocated in the heap.
* Allocate bitmap backing buffers in the Java heap.Patrick Dubroy2010-12-141-2/+6
| | | Change-Id: I60f6ccff13357c1c518e9d56b02fe0171637edd1
* Fix hang in native bitmap recycling due to nested mutex locksChet Haase2010-11-231-5/+0
| | | | Change-Id: Ic37d5408ddb3f68aba6520fb0c78ffde91dfbe62
* make ResourceCache for display lists thread-safeChet Haase2010-11-111-0/+13
| | | | Change-Id: I41885b4ae249d7d7c000bab17bf32340ba85ab3a
* Free resources only from the GL context thread.Romain Guy2010-11-111-4/+4
| | | | | | | | | | Bug #3179882 Resources were freed following garbage collections on a worker thread. This worker thread had no EGL context, which would cause the renderer to incorrectly assume that the memory was liberated. Change-Id: Ifdb51f94ddf42641e8654522787bfac532976c7c
* Optimizing ColorFilter in display listsChet Haase2010-10-261-1/+33
| | | | Change-Id: Ie4d5e5b0bc45e0ce47bba144049303c270762e54
* DisplayList optimizations and fixes.Chet Haase2010-10-261-42/+0
| | | | | | | | We now use a copy of SkPaint objects to avoid having it changed from under us. We reuse copies that have not changed. We also copy the SkMatrix every time to avoid the same problem. Change-Id: If3fd80698f2d43ea16d23302063e0fd8d0549027
* Optimizing display lists by referencing pointers to resources instead of ↵Chet Haase2010-10-211-0/+219
copying them Change-Id: I81ad3551d74aa1e5bb64d69e33d2eb29a6c1eb6a