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/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_TESSELLATION_CACHE_H
#define ANDROID_HWUI_TESSELLATION_CACHE_H
#include <utils/LruCache.h>
#include <utils/Mutex.h>
#include <utils/Vector.h>
#include "Debug.h"
#include "utils/Macros.h"
#include "utils/Pair.h"
#include "VertexBuffer.h"
class SkBitmap;
class SkCanvas;
class SkPaint;
class SkPath;
struct SkRect;
namespace android {
namespace uirenderer {
class Caches;
///////////////////////////////////////////////////////////////////////////////
// Classes
///////////////////////////////////////////////////////////////////////////////
class TessellationCache {
public:
typedef Pair<VertexBuffer*, VertexBuffer*> vertexBuffer_pair_t;
struct Description {
DESCRIPTION_TYPE(Description);
enum Type {
kNone,
kRoundRect,
};
Type type;
float scaleX;
float scaleY;
bool aa;
SkPaint::Cap cap;
SkPaint::Style style;
float strokeWidth;
union Shape {
struct RoundRect {
float width;
float height;
float rx;
float ry;
} roundRect;
} shape;
Description();
Description(Type type, const Matrix4& transform, const SkPaint& paint);
hash_t hash() const;
void setupMatrixAndPaint(Matrix4* matrix, SkPaint* paint) const;
};
struct ShadowDescription {
DESCRIPTION_TYPE(ShadowDescription);
const void* nodeKey;
float matrixData[16];
ShadowDescription();
ShadowDescription(const void* nodeKey, const Matrix4* drawTransform);
hash_t hash() const;
};
TessellationCache();
~TessellationCache();
/**
* Clears the cache. This causes all TessellationBuffers to be deleted.
*/
void clear();
/**
* Sets the maximum size of the cache in bytes.
*/
void setMaxSize(uint32_t maxSize);
/**
* Returns the maximum size of the cache in bytes.
*/
uint32_t getMaxSize();
/**
* Returns the current size of the cache in bytes.
*/
uint32_t getSize();
/**
* Trims the contents of the cache, removing items until it's under its
* specified limit.
*
* Trimming is used for caches that support pre-caching from a worker
* thread. During pre-caching the maximum limit of the cache can be
* exceeded for the duration of the frame. It is therefore required to
* trim the cache at the end of the frame to keep the total amount of
* memory used under control.
*
* Also removes transient Shadow VertexBuffers, which aren't cached between frames.
*/
void trim();
// TODO: precache/get for Oval, Lines, Points, etc.
void precacheRoundRect(const Matrix4& transform, const SkPaint& paint,
float width, float height, float rx, float ry) {
getRoundRectBuffer(transform, paint, width, height, rx, ry);
}
const VertexBuffer* getRoundRect(const Matrix4& transform, const SkPaint& paint,
float width, float height, float rx, float ry);
void precacheShadows(const Matrix4* drawTransform, const Rect& localClip,
bool opaque, const SkPath* casterPerimeter,
const Matrix4* transformXY, const Matrix4* transformZ,
const Vector3& lightCenter, float lightRadius);
void getShadowBuffers(const Matrix4* drawTransform, const Rect& localClip,
bool opaque, const SkPath* casterPerimeter,
const Matrix4* transformXY, const Matrix4* transformZ,
const Vector3& lightCenter, float lightRadius,
vertexBuffer_pair_t& outBuffers);
private:
class Buffer;
class TessellationTask;
class TessellationProcessor;
typedef VertexBuffer* (*Tessellator)(const Description&);
Buffer* getRectBuffer(const Matrix4& transform, const SkPaint& paint,
float width, float height);
Buffer* getRoundRectBuffer(const Matrix4& transform, const SkPaint& paint,
float width, float height, float rx, float ry);
Buffer* getOrCreateBuffer(const Description& entry, Tessellator tessellator);
uint32_t mSize;
uint32_t mMaxSize;
bool mDebugEnabled;
mutable Mutex mLock;
///////////////////////////////////////////////////////////////////////////////
// General tessellation caching
///////////////////////////////////////////////////////////////////////////////
sp<TaskProcessor<VertexBuffer*> > mProcessor;
LruCache<Description, Buffer*> mCache;
class BufferRemovedListener : public OnEntryRemoved<Description, Buffer*> {
void operator()(Description& description, Buffer*& buffer);
};
BufferRemovedListener mBufferRemovedListener;
///////////////////////////////////////////////////////////////////////////////
// Shadow tessellation caching
///////////////////////////////////////////////////////////////////////////////
sp<TaskProcessor<vertexBuffer_pair_t*> > mShadowProcessor;
// holds a pointer, and implicit strong ref to each shadow task of the frame
LruCache<ShadowDescription, Task<vertexBuffer_pair_t*>*> mShadowCache;
class BufferPairRemovedListener : public OnEntryRemoved<ShadowDescription, Task<vertexBuffer_pair_t*>*> {
void operator()(ShadowDescription& description,
Task<vertexBuffer_pair_t*>*& bufferPairTask) {
bufferPairTask->decStrong(NULL);
}
};
BufferPairRemovedListener mBufferPairRemovedListener;
}; // class TessellationCache
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_PATH_CACHE_H