d6fa45472c
Removes the notion of a stashed atlas that we store from the previous flush. Now we just cache every atlas we ever render. Cached atlases can either be 16-bit or 8-bit. The "reuse" and "animation" cases should both behave exactly the same as before: Where before we would copy from the stashed atlas to 8-bit atlases, we now copy from a cached 16-bit atlas and then invalidate it. Where before we would recycle the stashed atlas's backing texture object, we now recycle this same texture object from an invalidated 16-bit cached atlas. The main difference is that cases like tiled rendering now work. If you draw your whole scene in one flush, you still get one big 16-bit cached atlas, just like the "stashed atlas" implementation. But if you draw your scene in tiles, you now get lots of little cached 16-bit atlases, which can be reused and eventually copied to 8-bit atlases. Bug: skia:8462 Change-Id: Ibae65febb948230aaaf1f1361eef9c8f06ebef18 Reviewed-on: https://skia-review.googlesource.com/c/179991 Commit-Queue: Chris Dalton <csmartdalton@google.com> Reviewed-by: Robert Phillips <robertphillips@google.com> |
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android | ||
atlastext | ||
c | ||
codec | ||
compute | ||
core | ||
effects | ||
fonts | ||
gpu | ||
image | ||
images | ||
lazy | ||
opts | ||
pathops | ||
ports | ||
sfnt | ||
shaders | ||
sksl | ||
svg | ||
utils | ||
xml | ||
xps |