/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrTextureStripAtlas_DEFINED #define GrTextureStripAtlas_DEFINED #include "SkBitmap.h" #include "GrTHashCache.h" #include "SkGr.h" #include "SkTDArray.h" /** * Maintains a single large texture whose rows store many textures of a small fixed height, * stored in rows across the x-axis such that we can safely wrap/repeat them horizontally. */ class GrTextureStripAtlas { public: GR_DECLARE_RESOURCE_CACHE_DOMAIN(GetTextureStripAtlasDomain) /** * Descriptor struct which we'll use as a hash table key **/ struct Desc { Desc() { memset(this, 0, sizeof(*this)); } uint16_t fWidth, fHeight, fRowHeight; GrPixelConfig fConfig; GrContext* fContext; const uint32_t* asKey() const { return reinterpret_cast(this); } }; /** * Try to find an atlas with the required parameters, creates a new one if necessary */ static GrTextureStripAtlas* GetAtlas(const Desc& desc); ~GrTextureStripAtlas(); /** * Add a texture to the atlas * @param data Bitmap data to copy into the row * @return The row index we inserted into, or -1 if we failed to find an open row. The caller * is responsible for calling unlockRow() with this row index when it's done with it. */ int lockRow(const SkBitmap& data); void unlockRow(int row); /** * These functions help turn an integer row index in [0, 1, 2, ... numRows] into a scalar y * texture coordinate in [0, 1] that we can use in a shader. * * If a regular texture access without using the atlas looks like: * * texture2D(sampler, vec2(x, y)) * * Then when using the atlas we'd replace it with: * * texture2D(sampler, vec2(x, yOffset + y * scaleFactor)) * * Where yOffset, returned by getYOffset(), is the offset to the start of the row within the * atlas and scaleFactor, returned by getVerticalScaleFactor(), is the y-scale of the row, * relative to the height of the overall atlas texture. */ GrScalar getYOffset(int row) const { return SkIntToScalar(row) / fNumRows; } GrScalar getVerticalScaleFactor() const { return SkIntToScalar(fDesc.fRowHeight) / fDesc.fHeight; } GrContext* getContext() const { return fDesc.fContext; } GrTexture* getTexture() const { return fTexture; } private: // Key to indicate an atlas row without any meaningful data stored in it const static uint32_t kEmptyAtlasRowKey = 0xffffffff; /** * The state of a single row in our cache, next/prev pointers allow these to be chained * together to represent LRU status */ struct AtlasRow : public GrNoncopyable { AtlasRow() : fKey(kEmptyAtlasRowKey), fLocks(0), fNext(NULL), fPrev(NULL) { } // GenerationID of the bitmap that is represented by this row, 0xffffffff means "empty" uint32_t fKey; // How many times this has been locked (0 == unlocked) int32_t fLocks; // We maintain an LRU linked list between unlocked nodes with these pointers AtlasRow* fNext; AtlasRow* fPrev; }; /** * We'll only allow construction via the static GrTextureStripAtlas::GetAtlas */ GrTextureStripAtlas(Desc desc); void lockTexture(); void unlockTexture(); /** * Initialize our LRU list (if one already exists, clear it and start anew) */ void initLRU(); /** * Grabs the least recently used free row out of the LRU list, returns NULL if no rows are free. */ AtlasRow* getLRU(); void appendLRU(AtlasRow* row); void removeFromLRU(AtlasRow* row); /** * Searches the key table for a key and returns the index if found; if not found, it returns * the bitwise not of the index at which we could insert the key to maintain a sorted list. **/ int searchByKey(uint32_t key); /** * Compare two atlas rows by key, so we can sort/search by key */ static int compareKeys(const AtlasRow* lhs, const AtlasRow* rhs) { return lhs->fKey - rhs->fKey; } #ifdef SK_DEBUG void validate(); #endif // We increment gCacheCount for each atlas static int32_t gCacheCount; // A unique ID for this texture (formed with: gCacheCount++), so we can be sure that if we // get a texture back from the texture cache, that it's the same one we last used. const uint64_t fCacheID; // Total locks on all rows (when this reaches zero, we can unlock our texture) int32_t fLockedRows; const Desc fDesc; const uint16_t fNumRows; GrTexture* fTexture; // Array of AtlasRows which store the state of all our rows. Stored in a contiguous array, in // order that they appear in our texture, this means we can subtract this pointer from a row // pointer to get its index in the texture, and can save storing a row number in AtlasRow. AtlasRow* fRows; // Head and tail for linked list of least-recently-used rows (front = least recently used). // Note that when a texture is locked, it gets removed from this list until it is unlocked. AtlasRow* fLRUFront; AtlasRow* fLRUBack; // A list of pointers to AtlasRows that currently contain cached images, sorted by key SkTDArray fKeyTable; }; #endif