History log of /frameworks/base/libs/hwui/Texture.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
48247a2956f34d5d709660869273e0f7356e42b6 22-Jan-2016 John Reck <jreck@google.com> Fix mismatch in assumed defaults vs. actual defaults

Bug: 26584230
Change-Id: Ia0271b097a40123c18f6b3540c1168cba109b5ce
38e0c32852e3b9d8ca4a9d3791577f52536419cb 10-Nov-2015 John Reck <jreck@google.com> Track texture memory globally

Also mostly consolidates texture creation

Change-Id: Ifea01303afda531dcec99b8fe2a0f64cf2f24420
386aa031793bb037ec43b6cdbd8908c343cc86cb 08-Dec-2015 Chris Craik <ccraik@google.com> Add more shape drawing to new reorderer/renderer


Add support for outsetting final bounds based on stroke.

Change-Id: I659318ccec51882bba1906ce3c7042288ce35c30
00e79c9947b741194ff6c0d08ede9b3befbf9c9d 21-Jul-2015 John Reck <jreck@google.com> Mark isInUse per-window

Bug: 22509159
Change-Id: I0ae0f1fa582ee38dcb9f24ca20f0b4d0c57ccb32
e2bb380bc26749782c873e5488cfdf4e42b27346 13-Mar-2015 Chris Craik <ccraik@google.com> Use glops for text rendering

Change-Id: I5e155c8baf3149f0ff231ec3c89dbff6bb8eae92
8e93a7c9377b4ae43ecfb408f4906a09f6c83c03 23-Feb-2015 Chris Craik <ccraik@google.com> Simplify Texture member initialization

Change-Id: Iaaa6dd20e64a0a075d732b101e3c4278cad44047
860d155f866cc15a725e7ce03763280987f24901 12-Apr-2014 John Reck <jreck@google.com> Fix issue with bitmap uploading

Bug: 13912749

Change-Id: Ic23fa1d280118dc93dc2716a4a24cc0bbbdca595
be1b127c7bec252e0c6ab0e06ed6babed07d496f 06-Jun-2013 Romain Guy <romainguy@google.com> Assume a texture is unbound after deleting it
Bug #9316260

The GL specification indicates that deleting a bound texture has
the side effect of binding the default texture (name=0). This change
replaces all calls to glDeleteTextures() by Caches::deleteTexture()
to properly keep track of texture bindings.

Change-Id: Ifbc60ef433e0f9776a668dd5bd5f0adbc65a77a0
8aa195d7081b889f3a7b1f426cbd8556377aae5e 05-Jun-2013 Romain Guy <romainguy@google.com> Introduce Caches::bindTexture() to reduce glBindTexture calls

Change-Id: Ic345422567c020c0a9035ff51dcf2ae2a1fc59f4
a404e16e4933857464046d763ed7629cd0c86cbf 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
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.


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.)


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.


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
713e1bb9df6bdfc21bd5c40d1a6ecf6c822a4be5 17-Oct-2012 Romain Guy <romainguy@google.com> Add API to enable mipmaps on Bitmap
Bug #7353771

This API can be used when scaling large images down to a small size
to get nicer looking results.

Change-Id: If09087eed36077eee5355f6047a3ca67747d7d9e
98d3a64ffa13596e3ea9125bbff40c51ec96bd8d 26-Sep-2012 Chet Haase <chet@google.com> Assign default texture id of 0

Some logic depends on a default value of 0, which was not being

Issue #7195815 chrome url bar is corrupted
Issue #7190656 Textures corrupted on mr1

Change-Id: I346b7b76e885bf8f04740e711fd88f917a5418c7
39d252a6632d057d5077f7eaf1b8ed7a142f3397 13-Dec-2011 Romain Guy <romainguy@google.com> Various OpenGL optimizations

Change-Id: Ib0742c96f10f5f50e7e5148b742c31b6c232d127
d21b6e1fe337b35f62cf2028e9bd0637fd009a75 01-Dec-2011 Romain Guy <romainguy@google.com> Optimize away unnecessary state changes

Change-Id: I0f6816f9f6234853575ecee5033186ad19e76380
e3c26851dc315b730ea0fe5ef35bb1db81f6d675 26-Jul-2011 Romain Guy <romainguy@google.com> Improve rendering performance on some GPUs

This change sets textures filtering to GL_NEAREST by default. GL_LINEAR
filtering is only used when textures are transformed with a scale or
a rotation. This helps save a couple of fps on some GPUs.

Change-Id: I1efaa452c2c79905f00238e54d886a37203a2ac1
9ace8f5e79e76893fe4ca9e4d10f6c4056330485 08-Jul-2011 Romain Guy <romainguy@google.com> Use NEAREST filtering for layers whenever possible.

Change-Id: Id5bee1bd4a322cf93e8000b08e18f1e1b058648e
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
8164c2d338781c3a3c4a443941070dca5d88f2a7 26-Oct-2010 Romain Guy <romainguy@google.com> Don't change textures wrap modes on every draw.

Change-Id: If6d3f313778cc7f3e803a063338539c8b3e165e3
9aaa8269a3e7291aab84d01c3fc9c744d8f2d2f4 09-Sep-2010 Romain Guy <romainguy@google.com> Fix possible infinite loop when purging textures.

Change-Id: Ib05b398ae03e734da2dab0496df416fed4570b1c
22158e139a3d6c6a9787ca0de224e9368f643284 06-Aug-2010 Romain Guy <romainguy@google.com> Automatically cleanup textures that don't fit in the cache.

Change-Id: I4f29ed96ea11118b391fb957e1e4d1b8fcef1537
7d139ba2c331f11e9b485753cc727a0ff202f2a4 02-Jul-2010 Romain Guy <romainguy@android.com> Remove extra leftover logs and use uint32_t instead of unsigned int.

Change-Id: I944f82fe3255de38dc04048cc8bd861f578f01a7
fe8809471a40cac8acc984adfa51c39e13e83947 01-Jul-2010 Romain Guy <romainguy@google.com> Remove unnecessary return and add bitmap generation ID tracking.

Change-Id: Icf5e0635e789f5ea53268c22fad51cf733b5b1a6
ce0537b80087a6225273040a987414b1dd081aa0 30-Jun-2010 Romain Guy <romainguy@google.com> Add hooks for drawBitmap().

Change-Id: I58e962c3a8b2bc75c2605fe369ad3002579d86e0

Add texture cache.

Change-Id: I1c0e5581d228869e114438258a1014e33e024ad7