1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
|
/*
* 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 <utils/Mutex.h>
#include <sys/sysinfo.h>
#include "Caches.h"
#include "PathCache.h"
#include "Properties.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Path precaching
///////////////////////////////////////////////////////////////////////////////
bool PathCache::PrecacheThread::threadLoop() {
mSignal.wait();
Vector<Task> 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<PathCacheEntry>("path",
PROPERTY_PATH_CACHE_SIZE, DEFAULT_PATH_CACHE_SIZE), mThread(new PrecacheThread()) {
}
PathCache::~PathCache() {
mThread->exit();
}
void PathCache::remove(SkPath* path) {
Vector<PathCacheEntry> pathsToRemove;
LruCache<PathCacheEntry, PathTexture*>::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<SkPath*>(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
|