History log of /frameworks/base/services/java/com/android/server/AssetAtlasService.java
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
a00271533f639c8ed36429c663889ac9f654bc72 25-Jun-2013 Svetoslav Ganov <svetoslavganov@google.com> Refactoring of the print sub-system and API clean up.

1. Now a user state has ins own spooler since the spooler app is
running per user. The user state registers an observer for the state
of the spooler to get information needed to orchestrate unbinding
from print serivces that have no work and eventually unbinding from
the spooler when all no service has any work.

2. Abstracted a remote print service from the perspective of the system
in a class that is transparently managing binding and unbinding to
the remote instance.

3. Abstracted the remote print spooler to transparently manage binding
and unbinding to the remote instance when there is work and when
there is no work, respectively.

4. Cleaned up the print document adapter (ex-PrintAdapter) APIs to
enable implementing the all callbacks on a thread of choice. If
the document is really small, using the main thread makes sense.

Now if an app that does not need the UI state to layout the printed
content, it can schedule all the work for allocating resources, laying
out, writing, and releasing resources on a dedicated thread.

5. Added info class for the printed document that is now propagated
the the print services. A print service gets an instance of a
new document class that encapsulates the document info and a method
to access the document's data.

6. Added APIs for describing the type of a document to the new document
info class. This allows a print service to do smarts based on the
doc type. For now we have only photo and document types.

7. Renamed the systemReady method for system services that implement
it with different semantics to systemRunning. Such methods assume
the the service can run third-party code which is not the same as
systemReady.

8. Cleaned up the print job configuration activity.

9. Sigh... code clean up here and there. Factoring out classes to
improve readability.

Change-Id: I637ba28412793166cbf519273fdf022241159a92
/frameworks/base/services/java/com/android/server/AssetAtlasService.java
80b12fcaaec458377d966803c3a61504f0897ea1 30-May-2013 Romain Guy <romainguy@google.com> Disable the AssetAtlas when running under valgrind
Bug #9191438

When running under valgrind, the ppid will be different from the ppid
of the system server (which always gets forked from zygote.)

Change-Id: I42cbf99fd0084aeab76c30de9beb7c49ed1fc7d8
/frameworks/base/services/java/com/android/server/AssetAtlasService.java
3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9 18-Apr-2013 Romain Guy <romainguy@google.com> Pack preloaded framework assets in a texture atlas

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
/frameworks/base/services/java/com/android/server/AssetAtlasService.java