History log of /frameworks/base/libs/hwui/PatchCache.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
e3b0a0117a2ab4118f868a731b238fe8f2430276 27-Jun-2013 Romain Guy <romainguy@google.com> Refcount 9-patches and properly handle GC events

This change adds refcounting of Res_png_9patch instances, the native
data structure used to represent 9-patches. The Dalvik NinePatch class
now holds a native pointer instead of a Dalvik byte[]. This pointer
is used whenever we need to draw the 9-patch (software or hardware.)

Since we are now tracking garbage collection of NinePatch objects
libhwui's PatchCache must keep a list of free blocks in the VBO
used to store the meshes.

This change also removes unnecessary instances tracking from
GLES20DisplayList. Bitmaps and 9-patches are refcounted at the
native level and do not need to be tracked by the Dalvik layer.

Change-Id: Ib8682d573a538aaf1945f8ec5a9bd5da5d16f74b
/frameworks/base/libs/hwui/PatchCache.h
4c2547fa9244e78115cde0a259291053108c3dc7 12-Jun-2013 Romain Guy <romainguy@google.com> Avoid 9patch cache lookups when possible

This optimization saves up to 0.3ms per frame on the Play Store's
front page, on a Nexus 4 device.

Change-Id: Iaa4ef33c6e3b37e175efd5b9eea9ef59b43f14f3
/frameworks/base/libs/hwui/PatchCache.h
7d9b1b3c02eb1ffd99742ecb7b69e3ab97d2ba18 28-May-2013 Romain Guy <romainguy@google.com> Re-initialize the 9patch cache if cleared with onTrimMemory

The 9aptch cache was reinitialized after destroying/recreating
the EGL context but not after clearing it during a normal
memory trim.

Change-Id: If6155bfc8a62439e9878bc742a4766b3bd6c6aec
/frameworks/base/libs/hwui/PatchCache.h
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/libs/hwui/PatchCache.h
13ba0054846ce630ca31e8f26169fd9388faee02 15-Feb-2013 Romain Guy <romainguy@google.com> Remove obsolete header file

We now use the same mechanism to compare keys everywhere in libhwui.

Change-Id: I8b3cb25b13f4f38eb6f12aed0356f796a773617c
/frameworks/base/libs/hwui/PatchCache.h
5baa3a62a97544669fba6d65a11c07f252e654dd 20-Dec-2011 Steve Block <steveblock@google.com> Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGE

See https://android-git.corp.google.com/g/156016

Bug: 5449033
Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
/frameworks/base/libs/hwui/PatchCache.h
e5df231434357424cea8d2b8d0cdf31253a98110 12-Aug-2011 Romain Guy <romainguy@google.com> Make sure we correctly copy caches keys.
Bug #5136067

Change-Id: I366e840bef44415436dc7b13d89cfb610feed663
/frameworks/base/libs/hwui/PatchCache.h
25dc3a7dbac2f90f5144035e9c8ed99c09cc3132 10-Dec-2010 Romain Guy <romainguy@google.com> Correctly compare strings in UTF-8 instead of UTF-16
Bug #3272858

Change-Id: Idacd5d7c2c052b4834a8ddb5906ab32b3f548f73
/frameworks/base/libs/hwui/PatchCache.h
6f72bebe92a4db7b5dc83f4ac5b5fd02e3b4e2cd 30-Nov-2010 Romain Guy <romainguy@google.com> Update 9patch structure when rendering with different divs/colors.
Bug #3221488

Change-Id: Ifc9e42a991d630feadc9e8032322f37504d09d6d
/frameworks/base/libs/hwui/PatchCache.h
c15008e72ec00ca20a271c3006dac649fd07533b 10-Nov-2010 Romain Guy <romainguy@google.com> Move all debug flags in a single place.

This change also adds a new memory usage flag. When turned on, the
following is printed after every frame:

D/OpenGLRenderer( 3723): Current memory usage / total memory usage (bytes):
D/OpenGLRenderer( 3723): TextureCache 3766680 / 20971520
D/OpenGLRenderer( 3723): LayerCache 3538944 / 8388608
D/OpenGLRenderer( 3723): GradientCache 135168 / 524288
D/OpenGLRenderer( 3723): PathCache 41180 / 4194304
D/OpenGLRenderer( 3723): TextDropShadowCache 0 / 2097152
D/OpenGLRenderer( 3723): FontRenderer 0 262144 / 262144
D/OpenGLRenderer( 3723): FontRenderer 1 262144 / 262144
D/OpenGLRenderer( 3723): FontRenderer 2 262144 / 262144
D/OpenGLRenderer( 3723): Other:
D/OpenGLRenderer( 3723): FboCache 2 / 12
D/OpenGLRenderer( 3723): PatchCache 31 / 512
D/OpenGLRenderer( 3723): Total memory usage:
D/OpenGLRenderer( 3723): 8268404 bytes, 7.89 MB

This should help tracking possibe memory issues.

Change-Id: I83f483ca1d2dbef904829bce368e33fe5503e8d6
/frameworks/base/libs/hwui/PatchCache.h
5b3b35296e8b2c8d3f07d32bb645d5414db41a1d 28-Oct-2010 Romain Guy <romainguy@google.com> Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
/frameworks/base/libs/hwui/PatchCache.h
1f114a55b5eaaa81bd302c9ad851362512b61e2f 13-Oct-2010 Romain Guy <romainguy@google.com> Remove logging.

Change-Id: Ibcb11d704653d8875e22629ea39e4ee2ebce3c22
/frameworks/base/libs/hwui/PatchCache.h
4bb942083a0d4db746adf95349108dd8ef842e32 13-Oct-2010 Romain Guy <romainguy@google.com> Optimize 9patch rendering.

This change detects empty quads in 9patches and removes them from
the mesh to avoid unnecessary blending.

Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704
/frameworks/base/libs/hwui/PatchCache.h
2728f961614a385df1f056fc24803a9f65c90fab 09-Oct-2010 Romain Guy <romainguy@google.com> Don't update 9patches on every frame.

Change-Id: I7ffb2365f83e0453e7d0a0cdcb3fc9308b305238
/frameworks/base/libs/hwui/PatchCache.h
4aa90573bbf86db0d33a3a790c5dbd0d93b95cfe 27-Sep-2010 Romain Guy <romainguy@google.com> Adding display lists to the GL renderer (checkpoint.)

Change-Id: Iaa49757600a53b39369dbb23f8c3feab282518e6
/frameworks/base/libs/hwui/PatchCache.h
9aaa8269a3e7291aab84d01c3fc9c744d8f2d2f4 09-Sep-2010 Romain Guy <romainguy@google.com> Fix possible infinite loop when purging textures.

Change-Id: Ib05b398ae03e734da2dab0496df416fed4570b1c
/frameworks/base/libs/hwui/PatchCache.h
fb8b763f762ae21923c58d64caa729b012f40e05 24-Aug-2010 Romain Guy <romainguy@google.com> Use only one GL context per process, share chaches.

Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
/frameworks/base/libs/hwui/PatchCache.h
f7f93556c8fcc640ab5adef79d021a80a72a645a 09-Jul-2010 Romain Guy <romainguy@google.com> Draw n-patches using OpenGL.

Currently only tested with title bars and buttons.

Change-Id: I8263a9281898dc0e943b1b8412827fe55639b9d6
/frameworks/base/libs/hwui/PatchCache.h