/*
* 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