/* * 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 "SkPixelRef.h" #include "SkTSearch.h" #include "GrTexture.h" #ifdef SK_DEBUG #define VALIDATE this->validate() #else #define VALIDATE #endif int32_t GrTextureStripAtlas::gCacheCount = 0; GrTHashTable* GrTextureStripAtlas::gAtlasCache = NULL; GrTHashTable* GrTextureStripAtlas::GetCache() { if (NULL == gAtlasCache) { gAtlasCache = SkNEW((GrTHashTable)); } return gAtlasCache; } // Remove the specified atlas from the cache void GrTextureStripAtlas::CleanUp(const GrContext*, void* info) { SkASSERT(NULL != info); AtlasEntry* entry = static_cast(info); // remove the cache entry GetCache()->remove(entry->fKey, entry); // remove the actual entry SkDELETE(entry); if (0 == GetCache()->count()) { SkDELETE(gAtlasCache); gAtlasCache = NULL; } } GrTextureStripAtlas* GrTextureStripAtlas::GetAtlas(const GrTextureStripAtlas::Desc& desc) { AtlasHashKey key; key.setKeyData(desc.asKey()); AtlasEntry* entry = GetCache()->find(key); if (NULL == entry) { entry = SkNEW(AtlasEntry); entry->fAtlas = SkNEW_ARGS(GrTextureStripAtlas, (desc)); entry->fKey = key; desc.fContext->addCleanUp(CleanUp, entry); GetCache()->insert(key, entry); } return entry->fAtlas; } GrTextureStripAtlas::GrTextureStripAtlas(GrTextureStripAtlas::Desc desc) : fCacheKey(sk_atomic_inc(&gCacheCount)) , fLockedRows(0) , fDesc(desc) , fNumRows(desc.fHeight / desc.fRowHeight) , fTexture(NULL) , fRows(SkNEW_ARRAY(AtlasRow, fNumRows)) , fLRUFront(NULL) , fLRUBack(NULL) { SkASSERT(fNumRows * fDesc.fRowHeight == fDesc.fHeight); this->initLRU(); VALIDATE; } GrTextureStripAtlas::~GrTextureStripAtlas() { SkDELETE_ARRAY(fRows); } int GrTextureStripAtlas::lockRow(const SkBitmap& data) { VALIDATE; if (0 == fLockedRows) { this->lockTexture(); } 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 (NULL == row) { // force a flush, which should unlock all the rows; then try again fDesc.fContext->flush(); row = this->getLRU(); if (NULL == 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 fDesc.fContext->writeTexturePixels(fTexture, 0, rowNumber * fDesc.fRowHeight, fDesc.fWidth, fDesc.fRowHeight, SkImageInfo2GrPixelConfig(data.info()), 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() { GrTextureParams params; GrTextureDesc texDesc; texDesc.fWidth = fDesc.fWidth; texDesc.fHeight = fDesc.fHeight; texDesc.fConfig = fDesc.fConfig; static const GrCacheID::Domain gTextureStripAtlasDomain = GrCacheID::GenerateDomain(); GrCacheID::Key key; *key.fData32 = fCacheKey; memset(key.fData32 + 1, 0, sizeof(key) - sizeof(uint32_t)); GrCacheID cacheID(gTextureStripAtlasDomain, key); fTexture = fDesc.fContext->findAndRefTexture(texDesc, cacheID, ¶ms); if (NULL == fTexture) { fTexture = fDesc.fContext->createTexture(¶ms, texDesc, cacheID, NULL, 0); // This is a new texture, so all of our cache info is now invalid this->initLRU(); fKeyTable.rewind(); } SkASSERT(NULL != fTexture); } void GrTextureStripAtlas::unlockTexture() { SkASSERT(NULL != fTexture && 0 == fLockedRows); fTexture->unref(); fTexture = NULL; fDesc.fContext->purgeCache(); } void GrTextureStripAtlas::initLRU() { fLRUFront = NULL; fLRUBack = NULL; // Initially all the rows are in the LRU list for (int i = 0; i < fNumRows; ++i) { fRows[i].fKey = kEmptyAtlasRowKey; fRows[i].fNext = NULL; fRows[i].fPrev = NULL; this->appendLRU(fRows + i); } SkASSERT(NULL == fLRUFront || NULL == fLRUFront->fPrev); SkASSERT(NULL == fLRUBack || NULL == fLRUBack->fNext); } void GrTextureStripAtlas::appendLRU(AtlasRow* row) { SkASSERT(NULL == row->fPrev && NULL == row->fNext); if (NULL == fLRUFront && NULL == fLRUBack) { fLRUFront = row; fLRUBack = row; } else { row->fPrev = fLRUBack; fLRUBack->fNext = row; fLRUBack = row; } } void GrTextureStripAtlas::removeFromLRU(AtlasRow* row) { SkASSERT(NULL != row); if (NULL != row->fNext && NULL != row->fPrev) { row->fPrev->fNext = row->fNext; row->fNext->fPrev = row->fPrev; } else { if (NULL == row->fNext) { SkASSERT(row == fLRUBack); fLRUBack = row->fPrev; if (fLRUBack) { fLRUBack->fNext = NULL; } } if (NULL == row->fPrev) { SkASSERT(row == fLRUFront); fLRUFront = row->fNext; if (fLRUFront) { fLRUFront->fPrev = NULL; } } } row->fNext = NULL; row->fPrev = NULL; } 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(NULL == fLRUFront || NULL == fLRUFront->fPrev); SkASSERT(NULL == fLRUBack || NULL == fLRUBack->fNext); for (AtlasRow* r = fLRUFront; r != NULL; r = r->fNext) { if (NULL == 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 != NULL; 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(NULL == fTexture); } else { SkASSERT(NULL != fTexture); } } #endif