Restore bitmap dedup in SkPictureRecord. Cuts RAM usage of DM by half.

This should fix our failing 32-bit test bots.

BUG=skia:

Review URL: https://codereview.chromium.org/715423003
This commit is contained in:
mtklein 2014-11-12 12:49:47 -08:00 committed by Commit bot
parent 90ace96cbb
commit e069400cab
2 changed files with 62 additions and 5 deletions

View File

@ -900,17 +900,75 @@ SkSurface* SkPictureRecord::onNewSurface(const SkImageInfo& info, const SkSurfac
return NULL;
}
int SkPictureRecord::addBitmap(const SkBitmap& bitmap) {
// If we already have a stored, can we reuse it instead of also storing b?
static bool equivalent(const SkBitmap& a, const SkBitmap& b) {
if (a.info() != b.info() || a.pixelRefOrigin() != b.pixelRefOrigin()) {
// Requiring a.info() == b.info() may be overkill in some cases (alphatype mismatch),
// but it sure makes things easier to reason about below.
return false;
}
if (a.pixelRef() == b.pixelRef()) {
return true; // Same shape and same pixels -> same bitmap.
}
// From here down we're going to have to look at the bitmap data, so we require pixelRefs().
if (!a.pixelRef() || !b.pixelRef()) {
return false;
}
// If the bitmaps have encoded data, check first before locking pixels so they don't decode.
SkAutoTUnref<SkData> encA(a.pixelRef()->refEncodedData()),
encB(b.pixelRef()->refEncodedData());
if (encA && encB) {
return encA->equals(encB);
} else if (encA || encB) {
return false; // One has encoded data but the other does not.
}
// As a last resort, we have to look at the pixels. This will read back textures.
SkAutoLockPixels al(a), bl(b);
const char* ap = (const char*)a.getPixels();
const char* bp = (const char*)b.getPixels();
if (ap && bp) {
// We check row by row; row bytes might differ.
SkASSERT(a.info() == b.info()); // We checked this above.
SkASSERT(a.info().bytesPerPixel() > 0); // If we have pixelRefs, this better be true.
const SkImageInfo info = a.info();
const size_t bytesToCompare = info.width() * info.bytesPerPixel();
for (int row = 0; row < info.height(); row++) {
if (0 != memcmp(ap, bp, bytesToCompare)) {
return false;
}
ap += a.rowBytes();
bp += b.rowBytes();
}
return true;
}
return false; // Couldn't get pixels for both bitmaps.
}
void SkPictureRecord::addBitmap(const SkBitmap& bitmap) {
// First see if we already have this bitmap. This deduplication should really
// only be important for our tests, where bitmaps tend not to be tagged immutable.
// In Chrome (and hopefully Android?) they're typically immutable.
for (int i = 0; i < fBitmaps.count(); i++) {
if (equivalent(fBitmaps[i], bitmap)) {
this->addInt(i); // Unlike the rest, bitmap indices are 0-based.
return;
}
}
// Don't have it. We'll add it to our list, making sure it's tagged as immutable.
if (bitmap.isImmutable()) {
// Shallow copies of bitmaps are cheap, so immutable == fast.
fBitmaps.push_back(bitmap);
} else {
// If you see this block on a memory profile, it's a good opportunity to reduce RAM usage.
SkBitmap copy;
bitmap.copyTo(&copy);
copy.setImmutable();
fBitmaps.push_back(copy);
}
this->addInt(fBitmaps.count()-1); // Unlike the rest, bitmap indicies are 0-based.
return fBitmaps.count();
this->addInt(fBitmaps.count()-1); // Remember, 0-based.
}
void SkPictureRecord::addMatrix(const SkMatrix& matrix) {

View File

@ -151,8 +151,7 @@ private:
fWriter.writeScalar(scalar);
}
// The command at 'offset' in the skp uses the specified bitmap
int addBitmap(const SkBitmap& bitmap);
void addBitmap(const SkBitmap& bitmap);
void addMatrix(const SkMatrix& matrix);
void addPaint(const SkPaint& paint) { this->addPaintPtr(&paint); }
void addPaintPtr(const SkPaint* paint);