/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrTextureStripAtlas.h" #include "GrContext.h" #include "GrTexture.h" #include "SkGr.h" #include "SkPixelRef.h" #include "SkTSearch.h" #ifdef SK_DEBUG #define VALIDATE this->validate() #else #define VALIDATE #endif class GrTextureStripAtlas::Hash : public SkTDynamicHash {}; int32_t GrTextureStripAtlas::gCacheCount = 0; GrTextureStripAtlas::Hash* GrTextureStripAtlas::gAtlasCache = nullptr; GrTextureStripAtlas::Hash* GrTextureStripAtlas::GetCache() { if (nullptr == gAtlasCache) { gAtlasCache = new Hash; } return gAtlasCache; } // Remove the specified atlas from the cache void GrTextureStripAtlas::CleanUp(const GrContext*, void* info) { SkASSERT(info); AtlasEntry* entry = static_cast(info); // remove the cache entry GetCache()->remove(entry->fDesc); // remove the actual entry delete entry; if (0 == GetCache()->count()) { delete gAtlasCache; gAtlasCache = nullptr; } } GrTextureStripAtlas* GrTextureStripAtlas::GetAtlas(const GrTextureStripAtlas::Desc& desc) { AtlasEntry* entry = GetCache()->find(desc); if (nullptr == entry) { entry = new AtlasEntry; entry->fAtlas = new GrTextureStripAtlas(desc); entry->fDesc = desc; desc.fContext->addCleanUp(CleanUp, entry); GetCache()->add(entry); } return entry->fAtlas; } GrTextureStripAtlas::GrTextureStripAtlas(GrTextureStripAtlas::Desc desc) : fCacheKey(sk_atomic_inc(&gCacheCount)) , fLockedRows(0) , fDesc(desc) , fNumRows(desc.fHeight / desc.fRowHeight) , fTexture(nullptr) , fRows(new AtlasRow[fNumRows]) , fLRUFront(nullptr) , fLRUBack(nullptr) { SkASSERT(fNumRows * fDesc.fRowHeight == fDesc.fHeight); this->initLRU(); fNormalizedYHeight = SK_Scalar1 / fDesc.fHeight; VALIDATE; } GrTextureStripAtlas::~GrTextureStripAtlas() { delete[] fRows; } int GrTextureStripAtlas::lockRow(const SkBitmap& data) { VALIDATE; if (0 == fLockedRows) { this->lockTexture(); if (!fTexture) { return -1; } } int key = data.getGenerationID(); int rowNumber = -1; int index = this->searchByKey(key); if (index >= 0) { // We already have the data in a row, so we can just return that row AtlasRow* row = fKeyTable[index]; if (0 == row->fLocks) { this->removeFromLRU(row); } ++row->fLocks; ++fLockedRows; // Since all the rows are always stored in a contiguous array, we can save the memory // required for storing row numbers and just compute it with some pointer arithmetic rowNumber = static_cast(row - fRows); } else { // ~index is the index where we will insert the new key to keep things sorted index = ~index; // We don't have this data cached, so pick the least recently used row to copy into AtlasRow* row = this->getLRU(); ++fLockedRows; if (nullptr == row) { // force a flush, which should unlock all the rows; then try again fDesc.fContext->flush(); row = this->getLRU(); if (nullptr == row) { --fLockedRows; return -1; } } this->removeFromLRU(row); uint32_t oldKey = row->fKey; // If we are writing into a row that already held bitmap data, we need to remove the // reference to that genID which is stored in our sorted table of key values. if (oldKey != kEmptyAtlasRowKey) { // Find the entry in the list; if it's before the index where we plan on adding the new // entry, we decrement since it will shift elements ahead of it back by one. int oldIndex = this->searchByKey(oldKey); if (oldIndex < index) { --index; } fKeyTable.remove(oldIndex); } row->fKey = key; row->fLocks = 1; fKeyTable.insert(index, 1, &row); rowNumber = static_cast(row - fRows); SkAutoLockPixels lock(data); // Pass in the kDontFlush flag, since we know we're writing to a part of this texture // that is not currently in use fTexture->writePixels(0, rowNumber * fDesc.fRowHeight, fDesc.fWidth, fDesc.fRowHeight, SkImageInfo2GrPixelConfig(data.info(), *this->getContext()->caps()), data.getPixels(), data.rowBytes(), GrContext::kDontFlush_PixelOpsFlag); } SkASSERT(rowNumber >= 0); VALIDATE; return rowNumber; } void GrTextureStripAtlas::unlockRow(int row) { VALIDATE; --fRows[row].fLocks; --fLockedRows; SkASSERT(fRows[row].fLocks >= 0 && fLockedRows >= 0); if (0 == fRows[row].fLocks) { this->appendLRU(fRows + row); } if (0 == fLockedRows) { this->unlockTexture(); } VALIDATE; } GrTextureStripAtlas::AtlasRow* GrTextureStripAtlas::getLRU() { // Front is least-recently-used AtlasRow* row = fLRUFront; return row; } void GrTextureStripAtlas::lockTexture() { GrSurfaceDesc texDesc; texDesc.fWidth = fDesc.fWidth; texDesc.fHeight = fDesc.fHeight; texDesc.fConfig = fDesc.fConfig; texDesc.fIsMipMapped = false; static const GrUniqueKey::Domain kDomain = GrUniqueKey::GenerateDomain(); GrUniqueKey key; GrUniqueKey::Builder builder(&key, kDomain, 1); builder[0] = static_cast(fCacheKey); builder.finish(); fTexture = fDesc.fContext->textureProvider()->findAndRefTextureByUniqueKey(key); if (nullptr == fTexture) { fTexture = fDesc.fContext->textureProvider()->createTexture(texDesc, SkBudgeted::kYes, nullptr, 0); if (!fTexture) { return; } fDesc.fContext->textureProvider()->assignUniqueKeyToTexture(key, fTexture); // This is a new texture, so all of our cache info is now invalid this->initLRU(); fKeyTable.rewind(); } SkASSERT(fTexture); } void GrTextureStripAtlas::unlockTexture() { SkASSERT(fTexture && 0 == fLockedRows); fTexture->unref(); fTexture = nullptr; } void GrTextureStripAtlas::initLRU() { fLRUFront = nullptr; fLRUBack = nullptr; // Initially all the rows are in the LRU list for (int i = 0; i < fNumRows; ++i) { fRows[i].fKey = kEmptyAtlasRowKey; fRows[i].fNext = nullptr; fRows[i].fPrev = nullptr; this->appendLRU(fRows + i); } SkASSERT(nullptr == fLRUFront || nullptr == fLRUFront->fPrev); SkASSERT(nullptr == fLRUBack || nullptr == fLRUBack->fNext); } void GrTextureStripAtlas::appendLRU(AtlasRow* row) { SkASSERT(nullptr == row->fPrev && nullptr == row->fNext); if (nullptr == fLRUFront && nullptr == fLRUBack) { fLRUFront = row; fLRUBack = row; } else { row->fPrev = fLRUBack; fLRUBack->fNext = row; fLRUBack = row; } } void GrTextureStripAtlas::removeFromLRU(AtlasRow* row) { SkASSERT(row); if (row->fNext && row->fPrev) { row->fPrev->fNext = row->fNext; row->fNext->fPrev = row->fPrev; } else { if (nullptr == row->fNext) { SkASSERT(row == fLRUBack); fLRUBack = row->fPrev; if (fLRUBack) { fLRUBack->fNext = nullptr; } } if (nullptr == row->fPrev) { SkASSERT(row == fLRUFront); fLRUFront = row->fNext; if (fLRUFront) { fLRUFront->fPrev = nullptr; } } } row->fNext = nullptr; row->fPrev = nullptr; } int GrTextureStripAtlas::searchByKey(uint32_t key) { AtlasRow target; target.fKey = key; return SkTSearch((const AtlasRow**)fKeyTable.begin(), fKeyTable.count(), &target, sizeof(AtlasRow*)); } #ifdef SK_DEBUG void GrTextureStripAtlas::validate() { // Our key table should be sorted uint32_t prev = 1 > fKeyTable.count() ? 0 : fKeyTable[0]->fKey; for (int i = 1; i < fKeyTable.count(); ++i) { SkASSERT(prev < fKeyTable[i]->fKey); SkASSERT(fKeyTable[i]->fKey != kEmptyAtlasRowKey); prev = fKeyTable[i]->fKey; } int lruCount = 0; // Validate LRU pointers, and count LRU entries SkASSERT(nullptr == fLRUFront || nullptr == fLRUFront->fPrev); SkASSERT(nullptr == fLRUBack || nullptr == fLRUBack->fNext); for (AtlasRow* r = fLRUFront; r != nullptr; r = r->fNext) { if (nullptr == r->fNext) { SkASSERT(r == fLRUBack); } else { SkASSERT(r->fNext->fPrev == r); } ++lruCount; } int rowLocks = 0; int freeRows = 0; for (int i = 0; i < fNumRows; ++i) { rowLocks += fRows[i].fLocks; if (0 == fRows[i].fLocks) { ++freeRows; bool inLRU = false; // Step through the LRU and make sure it's present for (AtlasRow* r = fLRUFront; r != nullptr; r = r->fNext) { if (r == &fRows[i]) { inLRU = true; break; } } SkASSERT(inLRU); } else { // If we are locked, we should have a key SkASSERT(kEmptyAtlasRowKey != fRows[i].fKey); } // If we have a key != kEmptyAtlasRowKey, it should be in the key table SkASSERT(fRows[i].fKey == kEmptyAtlasRowKey || this->searchByKey(fRows[i].fKey) >= 0); } // Our count of locks should equal the sum of row locks, unless we ran out of rows and flushed, // in which case we'll have one more lock than recorded in the rows (to represent the pending // lock of a row; which ensures we don't unlock the texture prematurely). SkASSERT(rowLocks == fLockedRows || rowLocks + 1 == fLockedRows); // We should have one lru entry for each free row SkASSERT(freeRows == lruCount); // If we have locked rows, we should have a locked texture, otherwise // it should be unlocked if (fLockedRows == 0) { SkASSERT(nullptr == fTexture); } else { SkASSERT(fTexture); } } #endif