Esempio n. 1
0
// Note: this need to be called within the lock and on the UI thread.
// Only called by updateDirtyTiles() and emptyQueue() for now
void TransferQueue::cleanupPendingDiscard()
{
    int index = getNextTransferQueueIndex();

    for (int i = 0 ; i < m_transferQueueSize; i++) {
        if (m_transferQueue[index].status == pendingDiscard) {
            // No matter what the current upload type is, as long as there has
            // been a Surf Tex enqueue operation, this updateTexImage need to
            // be called to keep things in sync.
            if (m_transferQueue[index].uploadType == GpuUpload) {
                status_t result = m_sharedSurfaceTexture->updateTexImage();
                if (result != OK)
                    ALOGE("unexpected error: updateTexImage return %d", result);
            }

            // since tiles in the queue may be from another webview, remove
            // their textures so that they will be repainted / retransferred
            Tile* tile = m_transferQueue[index].savedTilePtr;
            TileTexture* texture = m_transferQueue[index].savedTileTexturePtr;
            if (tile && texture && texture->owner() == tile) {
                // since tile destruction removes textures on the UI thread, the
                // texture->owner ptr guarantees the tile is valid
                tile->discardBackTexture();
                ALOGV("transfer queue discarded tile %p, removed texture", tile);
            }
            clearItemInTranferQueue(index);
        }
        index = (index + 1) % m_transferQueueSize;
    }
}
void TilesManager::printTextures()
{
#ifdef DEBUG
    ALOGV("++++++");
    for (unsigned int i = 0; i < m_textures.size(); i++) {
        TileTexture* texture = m_textures[i];
        Tile* o = 0;
        if (texture->owner())
            o = (Tile*) texture->owner();
        int x = -1;
        int y = -1;
        if (o) {
            x = o->x();
            y = o->y();
        }
        ALOGV("[%d] texture %x owner: %x (%d, %d) scale: %.2f",
              i, texture, o, x, y, o ? o->scale() : 0);
    }
    ALOGV("------");
#endif // DEBUG
}
Esempio n. 3
0
bool Tile::isTileReady()
{
    // Return true if the tile's most recently drawn texture is up to date
    android::AutoMutex lock(m_atomicSync);
    TileTexture * texture = (m_state == ReadyToSwap) ? m_backTexture : m_frontTexture;

    if (!texture)
        return false;

    if (texture->owner() != this)
        return false;

    if (m_dirty)
        return false;

    if (m_state != ReadyToSwap && m_state != UpToDate)
        return false;

    return true;
}
TileTexture* TilesManager::getAvailableTexture(Tile* owner)
{
    android::Mutex::Autolock lock(m_texturesLock);

    WTF::Vector<TileTexture*>* availableTexturePool;
    if (owner->isLayerTile())
        availableTexturePool = &m_availableTilesTextures;
    else
        availableTexturePool = &m_availableTextures;

    // Sanity check that the tile does not already own a texture
    if (owner->backTexture() && owner->backTexture()->owner() == owner) {
        int removeIndex = availableTexturePool->find(owner->backTexture());

        // TODO: investigate why texture isn't found
        if (removeIndex >= 0)
            availableTexturePool->remove(removeIndex);
        return owner->backTexture();
    }

    // The heuristic for selecting a texture is as follows:
    //  1. Skip textures currently being painted, they can't be painted while
    //         busy anyway
    //  2. If a tile isn't owned, break with that one
    //  3. Don't let tiles acquire their front textures
    //  4. Otherwise, use the least recently prepared tile, but ignoring tiles
    //         drawn in the last frame to avoid flickering

    TileTexture* farthestTexture = 0;
    unsigned long long oldestDrawCount = getDrawGLCount() - 1;
    const unsigned int max = availableTexturePool->size();
    for (unsigned int i = 0; i < max; i++) {
        TileTexture* texture = (*availableTexturePool)[i];
        Tile* currentOwner = static_cast<Tile*>(texture->owner());
        if (!currentOwner) {
            // unused texture! take it!
            farthestTexture = texture;
            break;
        }

        if (currentOwner == owner) {
            // Don't let a tile acquire its own front texture, as the
            // acquisition logic doesn't handle that
            continue;
        }

        unsigned long long textureDrawCount = currentOwner->drawCount();
        if (oldestDrawCount > textureDrawCount) {
            farthestTexture = texture;
            oldestDrawCount = textureDrawCount;
        }
    }

    if (farthestTexture) {
        Tile* previousOwner = static_cast<Tile*>(farthestTexture->owner());
        if (farthestTexture->acquire(owner)) {
            if (previousOwner) {
                previousOwner->removeTexture(farthestTexture);

                ALOGV("%s texture %p stolen from tile %d, %d for %d, %d, drawCount was %llu (now %llu)",
                      owner->isLayerTile() ? "LAYER" : "BASE",
                      farthestTexture, previousOwner->x(), previousOwner->y(),
                      owner->x(), owner->y(),
                      oldestDrawCount, getDrawGLCount());
            }

            availableTexturePool->remove(availableTexturePool->find(farthestTexture));
            return farthestTexture;
        }
    } else {
        if (owner->isLayerTile()) {
            // couldn't find a tile for a layer, layers shouldn't request redraw
            // TODO: once we do layer prefetching, don't set this for those
            // tiles
            m_layerTexturesRemain = false;
        }
    }

    ALOGV("Couldn't find an available texture for %s tile %x (%d, %d) out of %d available",
          owner->isLayerTile() ? "LAYER" : "BASE",
          owner, owner->x(), owner->y(), max);
#ifdef DEBUG
    printTextures();
#endif // DEBUG
    return 0;
}
Esempio n. 5
0
// This is called from the texture generation thread
void Tile::paintBitmap(TilePainter* painter, BaseRenderer* renderer)
{
    // We acquire the values below atomically. This ensures that we are reading
    // values correctly across cores. Further, once we have these values they
    // can be updated by other threads without consequence.
    m_atomicSync.lock();
    bool dirty = m_dirty;
    TileTexture* texture = m_backTexture;
    SkRegion dirtyArea = m_dirtyArea;
    float scale = m_scale;
    const int x = m_x;
    const int y = m_y;

    if (!dirty || !texture) {
        m_atomicSync.unlock();
        return;
    }
    if (m_state != Unpainted) {
        ALOGV("Warning: started painting tile %p, but was at state %d, ft %p bt %p",
              this, m_state, m_frontTexture, m_backTexture);
    }
    m_state = PaintingStarted;
    TextureInfo* textureInfo = texture->getTextureInfo();
    m_atomicSync.unlock();

    // at this point we can safely check the ownership (if the texture got
    // transferred to another Tile under us)
    if (texture->owner() != this) {
        return;
    }

    // setup the common renderInfo fields;
    TileRenderInfo renderInfo;
    renderInfo.x = x;
    renderInfo.y = y;
    renderInfo.scale = scale;
    renderInfo.tileSize = texture->getSize();
    renderInfo.tilePainter = painter;
    renderInfo.baseTile = this;
    renderInfo.textureInfo = textureInfo;

    const float tileWidth = renderInfo.tileSize.width();
    const float tileHeight = renderInfo.tileSize.height();

    renderer->renderTiledContent(renderInfo);

    m_atomicSync.lock();

    if (texture == m_backTexture) {
        // set the fullrepaint flags
        m_fullRepaint = false;

        // The various checks to see if we are still dirty...

        m_dirty = false;

        if (m_scale != scale)
            m_dirty = true;

        m_dirtyArea.setEmpty();

        ALOGV("painted tile %p (%d, %d), texture %p, dirty=%d", this, x, y, texture, m_dirty);

        validatePaint();
    } else {
        ALOGV("tile %p no longer owns texture %p, m_state %d. ft %p bt %p",
              this, texture, m_state, m_frontTexture, m_backTexture);
    }

    m_atomicSync.unlock();
}