/* * 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. */ #include "AssetAtlas.h" #include "Caches.h" #include "Image.h" #include <GLES2/gl2ext.h> namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Lifecycle /////////////////////////////////////////////////////////////////////////////// void AssetAtlas::init(sp<GraphicBuffer> buffer, int64_t* map, int count) { if (mImage) { return; } ATRACE_NAME("AssetAtlas::init"); mImage = new Image(buffer); if (mImage->getTexture()) { if (!mTexture) { Caches& caches = Caches::getInstance(); mTexture = new Texture(caches); mTexture->wrap(mImage->getTexture(), buffer->getWidth(), buffer->getHeight(), GL_RGBA); createEntries(caches, map, count); } } else { ALOGW("Could not create atlas image"); terminate(); } } void AssetAtlas::terminate() { delete mImage; mImage = nullptr; delete mTexture; mTexture = nullptr; mEntries.clear(); } /////////////////////////////////////////////////////////////////////////////// // Entries /////////////////////////////////////////////////////////////////////////////// AssetAtlas::Entry* AssetAtlas::getEntry(const SkPixelRef* pixelRef) const { auto result = mEntries.find(pixelRef); return result != mEntries.end() ? result->second.get() : nullptr; } Texture* AssetAtlas::getEntryTexture(const SkPixelRef* pixelRef) const { auto result = mEntries.find(pixelRef); return result != mEntries.end() ? result->second->texture : nullptr; } /** * Delegates changes to wrapping and filtering to the base atlas texture * instead of applying the changes to the virtual textures. */ struct DelegateTexture: public Texture { DelegateTexture(Caches& caches, Texture* delegate) : Texture(caches), mDelegate(delegate) { } virtual void setWrapST(GLenum wrapS, GLenum wrapT, bool bindTexture = false, bool force = false, GLenum renderTarget = GL_TEXTURE_2D) override { mDelegate->setWrapST(wrapS, wrapT, bindTexture, force, renderTarget); } virtual void setFilterMinMag(GLenum min, GLenum mag, bool bindTexture = false, bool force = false, GLenum renderTarget = GL_TEXTURE_2D) override { mDelegate->setFilterMinMag(min, mag, bindTexture, force, renderTarget); } private: Texture* const mDelegate; }; // struct DelegateTexture void AssetAtlas::createEntries(Caches& caches, int64_t* map, int count) { const float width = float(mTexture->width()); const float height = float(mTexture->height()); for (int i = 0; i < count; ) { SkPixelRef* pixelRef = reinterpret_cast<SkPixelRef*>(map[i++]); // NOTE: We're converting from 64 bit signed values to 32 bit // signed values. This is guaranteed to be safe because the "x" // and "y" coordinate values are guaranteed to be representable // with 32 bits. The array is 64 bits wide so that it can carry // pointers on 64 bit architectures. const int x = static_cast<int>(map[i++]); const int y = static_cast<int>(map[i++]); // Bitmaps should never be null, we're just extra paranoid if (!pixelRef) continue; const UvMapper mapper( x / width, (x + pixelRef->info().width()) / width, y / height, (y + pixelRef->info().height()) / height); Texture* texture = new DelegateTexture(caches, mTexture); texture->blend = !SkAlphaTypeIsOpaque(pixelRef->info().alphaType()); texture->wrap(mTexture->id(), pixelRef->info().width(), pixelRef->info().height(), mTexture->format()); std::unique_ptr<Entry> entry(new Entry(pixelRef, texture, mapper, *this)); texture->uvMapper = &entry->uvMapper; mEntries.emplace(entry->pixelRef, std::move(entry)); } } }; // namespace uirenderer }; // namespace android