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/*
* 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 "TextDropShadowCache.h"
#include "Properties.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
TextDropShadowCache::TextDropShadowCache():
mCache(GenerationCache<ShadowText, ShadowTexture*>::kUnlimitedCapacity),
mSize(0), mMaxSize(MB(DEFAULT_DROP_SHADOW_CACHE_SIZE)) {
char property[PROPERTY_VALUE_MAX];
if (property_get(PROPERTY_DROP_SHADOW_CACHE_SIZE, property, NULL) > 0) {
LOGD(" Setting drop shadow cache size to %sMB", property);
setMaxSize(MB(atof(property)));
} else {
LOGD(" Using default drop shadow cache size of %.2fMB", DEFAULT_DROP_SHADOW_CACHE_SIZE);
}
mCache.setOnEntryRemovedListener(this);
}
TextDropShadowCache::TextDropShadowCache(uint32_t maxByteSize):
mCache(GenerationCache<ShadowText, ShadowTexture*>::kUnlimitedCapacity),
mSize(0), mMaxSize(maxByteSize) {
mCache.setOnEntryRemovedListener(this);
}
TextDropShadowCache::~TextDropShadowCache() {
mCache.clear();
}
///////////////////////////////////////////////////////////////////////////////
// Size management
///////////////////////////////////////////////////////////////////////////////
uint32_t TextDropShadowCache::getSize() {
return mSize;
}
uint32_t TextDropShadowCache::getMaxSize() {
return mMaxSize;
}
void TextDropShadowCache::setMaxSize(uint32_t maxSize) {
mMaxSize = maxSize;
while (mSize > mMaxSize) {
mCache.removeOldest();
}
}
///////////////////////////////////////////////////////////////////////////////
// Callbacks
///////////////////////////////////////////////////////////////////////////////
void TextDropShadowCache::operator()(ShadowText& text, ShadowTexture*& texture) {
if (texture) {
const uint32_t size = texture->width * texture->height;
mSize -= size;
glDeleteTextures(1, &texture->id);
delete texture;
}
}
///////////////////////////////////////////////////////////////////////////////
// Caching
///////////////////////////////////////////////////////////////////////////////
void TextDropShadowCache::clear() {
mCache.clear();
}
ShadowTexture* TextDropShadowCache::get(SkPaint* paint, const char* text, uint32_t len,
int numGlyphs, uint32_t radius) {
ShadowText entry(paint, radius, len, text);
ShadowTexture* texture = mCache.get(entry);
if (!texture) {
FontRenderer::DropShadow shadow = mRenderer->renderDropShadow(paint, text, 0,
len, numGlyphs, radius);
texture = new ShadowTexture;
texture->left = shadow.penX;
texture->top = shadow.penY;
texture->width = shadow.width;
texture->height = shadow.height;
texture->generation = 0;
texture->blend = true;
const uint32_t size = shadow.width * shadow.height;
// Don't even try to cache a bitmap that's bigger than the cache
if (size < mMaxSize) {
while (mSize + size > mMaxSize) {
mCache.removeOldest();
}
}
glGenTextures(1, &texture->id);
glBindTexture(GL_TEXTURE_2D, texture->id);
// Textures are Alpha8
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, texture->width, texture->height, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, shadow.image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (size < mMaxSize) {
mSize += size;
mCache.put(entry, texture);
} else {
texture->cleanup = true;
}
// Cleanup shadow
delete[] shadow.image;
}
return texture;
}
}; // namespace uirenderer
}; // namespace android
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