/* * 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 #include #include "Caches.h" #include "PathCache.h" #include "Properties.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Path precaching /////////////////////////////////////////////////////////////////////////////// bool PathCache::PrecacheThread::threadLoop() { mSignal.wait(); Vector tasks; { Mutex::Autolock l(mLock); tasks = mTasks; mTasks.clear(); } Caches& caches = Caches::getInstance(); uint32_t maxSize = caches.maxTextureSize; ATRACE_BEGIN("pathPrecache"); for (size_t i = 0; i < tasks.size(); i++) { const Task& task = tasks.itemAt(i); float left, top, offset; uint32_t width, height; PathCache::computePathBounds(task.path, task.paint, left, top, offset, width, height); if (width <= maxSize && height <= maxSize) { SkBitmap* bitmap = new SkBitmap(); PathTexture* texture = task.texture; texture->left = left; texture->top = top; texture->offset = offset; texture->width = width; texture->height = height; PathCache::drawPath(task.path, task.paint, *bitmap, left, top, offset, width, height); texture->future()->produce(bitmap); } else { task.texture->future()->produce(NULL); } } ATRACE_END(); return true; } void PathCache::PrecacheThread::addTask(PathTexture* texture, SkPath* path, SkPaint* paint) { if (!isRunning()) { run("libhwui:pathPrecache", PRIORITY_DEFAULT); } Task task; task.texture = texture; task.path = path; task.paint = paint; Mutex::Autolock l(mLock); mTasks.add(task); mSignal.signal(); } void PathCache::PrecacheThread::exit() { { Mutex::Autolock l(mLock); mTasks.clear(); } requestExit(); mSignal.signal(); } /////////////////////////////////////////////////////////////////////////////// // Path cache /////////////////////////////////////////////////////////////////////////////// PathCache::PathCache(): ShapeCache("path", PROPERTY_PATH_CACHE_SIZE, DEFAULT_PATH_CACHE_SIZE), mThread(new PrecacheThread()) { } PathCache::~PathCache() { mThread->exit(); } void PathCache::remove(SkPath* path) { Vector pathsToRemove; LruCache::Iterator i(mCache); while (i.next()) { const PathCacheEntry& key = i.key(); if (key.path == path || key.path == path->getSourcePath()) { pathsToRemove.push(key); } } for (size_t i = 0; i < pathsToRemove.size(); i++) { mCache.remove(pathsToRemove.itemAt(i)); } } void PathCache::removeDeferred(SkPath* path) { Mutex::Autolock l(mLock); mGarbage.push(path); } void PathCache::clearGarbage() { Mutex::Autolock l(mLock); size_t count = mGarbage.size(); for (size_t i = 0; i < count; i++) { remove(mGarbage.itemAt(i)); } mGarbage.clear(); } /** * To properly handle path mutations at draw time we always make a copy * of paths objects when recording display lists. The source path points * to the path we originally copied the path from. This ensures we use * the original path as a cache key the first time a path is inserted * in the cache. The source path is also used to reclaim garbage when a * Dalvik Path object is collected. */ static SkPath* getSourcePath(SkPath* path) { const SkPath* sourcePath = path->getSourcePath(); if (sourcePath && sourcePath->getGenerationID() == path->getGenerationID()) { return const_cast(sourcePath); } return path; } PathTexture* PathCache::get(SkPath* path, SkPaint* paint) { path = getSourcePath(path); PathCacheEntry entry(path, paint); PathTexture* texture = mCache.get(entry); if (!texture) { texture = addTexture(entry, path, paint); } else { // A bitmap is attached to the texture, this means we need to // upload it as a GL texture if (texture->future() != NULL) { // But we must first wait for the worker thread to be done // producing the bitmap, so let's wait SkBitmap* bitmap = texture->future()->get(); if (bitmap) { addTexture(entry, bitmap, texture); texture->clearFuture(); } else { ALOGW("Path too large to be rendered into a texture (%dx%d)", texture->width, texture->height); texture->clearFuture(); texture = NULL; mCache.remove(entry); } } else if (path->getGenerationID() != texture->generation) { mCache.remove(entry); texture = addTexture(entry, path, paint); } } return texture; } void PathCache::precache(SkPath* path, SkPaint* paint) { path = getSourcePath(path); PathCacheEntry entry(path, paint); PathTexture* texture = mCache.get(entry); bool generate = false; if (!texture) { generate = true; } else if (path->getGenerationID() != texture->generation) { mCache.remove(entry); generate = true; } if (generate) { // It is important to specify the generation ID so we do not // attempt to precache the same path several times texture = createTexture(0.0f, 0.0f, 0.0f, 0, 0, path->getGenerationID(), true); // During the precaching phase we insert path texture objects into // the cache that do not point to any GL texture. They are instead // treated as a task for the precaching worker thread. This is why // we do not check the cache limit when inserting these objects. // The conversion into GL texture will happen in get(), when a client // asks for a path texture. This is also when the cache limit will // be enforced. mCache.put(entry, texture); mThread->addTask(texture, path, paint); } } }; // namespace uirenderer }; // namespace android