9a7fe1a034bf0a9dea7c0676211bb780d3ab30be |
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11-Dec-2014 |
John Reck <jreck@google.com> |
Force-flush state sync on texid change Bug: 18718646 Caused because the Texture object thought the GLES texture was in a different state than it was as it persists across EGL/GL contexts. Fix this by force-flushing the default values when the texid has changed. Change-Id: I264bac9a2beb08df8e2ba8a85ad15f0dd1fce22a
/frameworks/base/libs/hwui/AssetAtlas.cpp
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ebd52610cfeff6e557fde284a7e1efc5e6438285 |
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11-Dec-2014 |
John Reck <jreck@google.com> |
Don't preload textures for AssetAtlas Bug: 18317479 RenderNode::prepareSubTree calls prefetchAndMarkInUse on every bitmapResoruce in the DisplayList. However, this resulted in textures being uploaded for bitmaps that would be drawn from the AssetAtlas instead. To fix this we teach TextureCache about the AssetAtlas so that calls to TextureCache return the Texture from AssetAtlas if it exists. Thus usage of AssetAtlas is now purely to allow for further optimizations via draw merging instead of a requirement to get any benefit at all. Change-Id: I65282fa05bac46f4e93822b3467ffa0261ccf200
/frameworks/base/libs/hwui/AssetAtlas.cpp
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fbc8df03e498baf47ff1a5e05e182f1bcd60c770 |
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15-Nov-2014 |
John Reck <jreck@google.com> |
Trace some interesting events Bug: 18337099 Change-Id: Ie2e60da2b9f06e0368061c944d8123ab6903355c
/frameworks/base/libs/hwui/AssetAtlas.cpp
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17ab38f8a87bc90eab11373f878f220ce3031de6 |
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27-Jan-2014 |
Ashok Bhat <ashok.bhat@arm.com> |
AArch64: Make AssetAtlasService 64-bit compatible Changes in this patch include [x] Long(64-bit) is used to store native pointers in AssetAtlasService and related classes 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) Signed-off-by: Ashok Bhat <ashok.bhat@arm.com> (cherry-picked from 4de3f481bc59ab4b766dc027e41aff7cda9d62f7) Change-Id: If22daf40eef46f8df9f94d65ddcc52c45b3acf2a
/frameworks/base/libs/hwui/AssetAtlas.cpp
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d218a92c0afb8c0d98135b20b52ac87236e1c935 |
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03-Jan-2014 |
Chris Craik <ccraik@google.com> |
Use const where possible for drawing parameters They should never be modified by a Renderer, only read and copied. Change-Id: I9d8d55dca19115ee9dfeb2bb3f092ba2fb327cd4
/frameworks/base/libs/hwui/AssetAtlas.cpp
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7f6d6b0370df4b5a9e0f45bffc31ea6caeeb509d |
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06-Aug-2013 |
Romain Guy <romainguy@google.com> |
Split assets atlas batches Bug #10185769 The assets atlas contains assets that need to be blended and assets that do not need to be blended. With a single merge id, currently set to be the pointer to the atlas itself, draw ops merging could generate batches of commands containing both opaque and translucent assets. The blend state was chosen from only one of the assets in the batch, leading either to inefficiencies (blending large opaque assets) or incorrect behaviors (not blending translucent assets.) This change introduces two new merge ids in the atlas: an opaque key and a blend key. These keys are simple booleans set to false and true respectively (the values do not matter really.) Their memory addresses are used as the merge ids when createing draw ops batches, allowing all opaque ops to be batched together and all translucent ops to be batched together. Change-Id: I114dba0533c44987e53864b471ccb28c811f2025
/frameworks/base/libs/hwui/AssetAtlas.cpp
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55b6f95ee4ace96c97508bcd14483fb4e9dbeaa0 |
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28-Jun-2013 |
Romain Guy <romainguy@google.com> |
Track the atlas' generation ID Bug #9589379 If the atlas is terminated/reinitialized and a view does not invalidate in between it might end up using a stale AssetAtlas::Entry. This change is similar to how 9patch meshes are cached in DrawPatchOp: we simply track the generation ID of the cache to make sure we always use the latest data. Change-Id: Ib5abb3769d2ce0eabe9adc04e320ca27c422019e
/frameworks/base/libs/hwui/AssetAtlas.cpp
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8aa195d7081b889f3a7b1f426cbd8556377aae5e |
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05-Jun-2013 |
Romain Guy <romainguy@google.com> |
Introduce Caches::bindTexture() to reduce glBindTexture calls Change-Id: Ic345422567c020c0a9035ff51dcf2ae2a1fc59f4
/frameworks/base/libs/hwui/AssetAtlas.cpp
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a404e16e4933857464046d763ed7629cd0c86cbf |
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25-May-2013 |
Romain Guy <romainguy@google.com> |
Make sure atlas antries can correctly filter/wrap textures The virtual textures would each have their own values for wrapping and filtering which could lead to conflict and/or extraneous GL commands being issued. Change-Id: I64cb59a03e598f46bf645bd1d30fccfa63a07431
/frameworks/base/libs/hwui/AssetAtlas.cpp
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d5207b2eb9ba520da822d61ff78b539842fc5255 |
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07-May-2013 |
Romain Guy <romainguy@google.com> |
Fix double-free in AssetAtlas Bug #8833153 If Atlas::terminate() is called twice without an init() in between libhwui would double-free Atlas::mImage. This lead to a lot of crashes with the monkeys as they can easily trigger memory trims. Change-Id: I96798414e5e71cd498aaca85a790661ebccdaa91
/frameworks/base/libs/hwui/AssetAtlas.cpp
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877cfe0e32a845d5a58252b8a6e1f54f95b4379c |
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03-May-2013 |
Romain Guy <romainguy@google.com> |
Wrap EGLImage with a C++ API Change-Id: I0fa3282ea7e2ace3ba2aadd929b32232b3d41628
/frameworks/base/libs/hwui/AssetAtlas.cpp
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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/libs/hwui/AssetAtlas.cpp
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