History log of /frameworks/base/core/jni/android_view_GraphicBuffer.cpp
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
b933055cf3f7f8ea89bfd3bc9c37a3891ff7310a 16-Jun-2014 Mike Reed <reed@google.com> stop using (deprecated) SkBitmap::Config

Change-Id: Ic75b5fc6996578e9d95bd3a220439ec1541d7c3b
/frameworks/base/core/jni/android_view_GraphicBuffer.cpp
5c3d927e17e98e8fd4a9f3c86f7f4def0bcfa816 08-May-2014 Florin Malita <fmalita@google.com> Add a native Canvas wrapper.

Instead of storing a direct SkCanvas reference, Canvas now tracks
an opaque native wrapper class. The native wrapper can be used to
store additional info for emulating deprecated Skia features
(at this point it only stores a canvas).

Some notes:

* all native handle -> SkCanvas conversions are routed through a
handful of native utility methods.
* safeCanvasSwap() refactored as a lower level setNativeBitmp() - which
is what clients need.
* removed unused get_thread_msec() (Canvas.cpp)

Change-Id: I715a5a6f1e1621c1cfc1e510ae4f2ea15cf11114
/frameworks/base/core/jni/android_view_GraphicBuffer.cpp
c677675e9c465dc1de21ecf2e0421835c7eb55b4 07-May-2014 Florin Malita <fmalita@google.com> Encapsulate Canvas.mNativeCanvas

Currently, the native canvas is accessed/manipulated from several
unrelated classes.

In order to facilitate SaveFlags emulation, this CL encapsulates
the field and refactors its external users.

Two main changes:

* new getNativeCanvas() getter for use in Java-level clients.
* JNI canvas swappers (GraphicsBuffers, Surface, TextureView &
AssetAtlasService) are refactored based on the exising/equivalent
safeCanvasSwap() Canvas method.

Change-Id: I966bd4898f0838fb3699e226d3d3d51e0224ea97
/frameworks/base/core/jni/android_view_GraphicBuffer.cpp
36bef0bf30d6bae48cf3837df351075ca4fce654 20-Jan-2014 Ashok Bhat <ashok.bhat@arm.com> AArch64: Make graphics classes 64-bit compatible

This a merger of two commits submitted to AOSP by
the following authors:

ashok.bhat@arm.com, david.butcher@arm.coma
craig.barber@arm.com, kevin.petit@arm.com and
marcus.oakland@arm.com

Due to the very large number of internal conflicts, I
have chosen to cherry-pick this change instead
of letting it merge through AOSP because the merge
conflict resolution would be very hard to review.

Commit messages below:

================================================
AArch64: Make graphics classes 64-bit compatible

Changes in this patch include

[x] Long is used to store native pointers as they can
be 64-bit.

[x] Some minor changes have been done to conform with
standard JNI practice (e.g. use of jint instead of int
in JNI function prototypes)

[x] AssetAtlasManager is not completely 64-bit compatible
yet. Specifically mAtlasMap member has to be converted
to hold native pointer using long. Added a TODO to
AssetAtlasManager.java to indicate the change required.

Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
Signed-off-by: Craig Barber <craig.barber@arm.com>
Signed-off-by: Kévin PETIT <kevin.petit@arm.com>
Signed-off-by: Marcus Oakland <marcus.oakland@arm.com>

==================================================================

AArch64: Use long for pointers in graphics/Camera

For storing pointers, long is used in
android/graphics/Camera class, as native
pointers can be 64-bit.

In addition, some minor changes have been done
to conform with standard JNI practice (e.g. use of
jint instead of int in JNI function prototypes)

Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
Signed-off-by: Marcus Oakland <marcus.oakland@arm.com>

===================================================================

Change-Id: Id5793fa0ebc17ee8b1eecf4b3f327977fdccff71
/frameworks/base/core/jni/android_view_GraphicBuffer.cpp
7023df08f14ec5dee76ac54c03e870f84e297636 27-Jan-2014 Narayan Kamath <narayan@google.com> Revert "AArch64: Make graphics classes 64-bit compatible"

This reverts commit 18b4cbeedef21c1fa666a110a157bab66edff976.

Change-Id: I0c52983a3ab1ace3ff743de546a43eca28e5cb0e
/frameworks/base/core/jni/android_view_GraphicBuffer.cpp
18b4cbeedef21c1fa666a110a157bab66edff976 20-Jan-2014 Ashok Bhat <ashok.bhat@arm.com> AArch64: Make graphics classes 64-bit compatible

This a merger of two commits submitted to AOSP by
the following authors:

ashok.bhat@arm.com, david.butcher@arm.coma
craig.barber@arm.com, kevin.petit@arm.com and
marcus.oakland@arm.com

Due to the very large number of internal conflicts, I
have chosen to cherry-pick this change instead
of letting it merge through AOSP because the merge
conflict resolution would be very hard to review.

Commit messages below:

================================================
AArch64: Make graphics classes 64-bit compatible

Changes in this patch include

[x] Long is used to store native pointers as they can
be 64-bit.

[x] Some minor changes have been done to conform with
standard JNI practice (e.g. use of jint instead of int
in JNI function prototypes)

[x] AssetAtlasManager is not completely 64-bit compatible
yet. Specifically mAtlasMap member has to be converted
to hold native pointer using long. Added a TODO to
AssetAtlasManager.java to indicate the change required.

Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
Signed-off-by: Craig Barber <craig.barber@arm.com>
Signed-off-by: Kévin PETIT <kevin.petit@arm.com>
Signed-off-by: Marcus Oakland <marcus.oakland@arm.com>

==================================================================

AArch64: Use long for pointers in graphics/Camera

For storing pointers, long is used in
android/graphics/Camera class, as native
pointers can be 64-bit.

In addition, some minor changes have been done
to conform with standard JNI practice (e.g. use of
jint instead of int in JNI function prototypes)

Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
Signed-off-by: Marcus Oakland <marcus.oakland@arm.com>

===================================================================

Change-Id: Ib3eab85ed97ea3e3c227617c20f8d213f17d4ba0
/frameworks/base/core/jni/android_view_GraphicBuffer.cpp
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/core/jni/android_view_GraphicBuffer.cpp