a00271533f639c8ed36429c663889ac9f654bc72 |
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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
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3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9 |
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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
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