Update VectorDrawables cache at frame start
Draw VectorDrawables in GPU backed surface. Render VD cache
at the beginning of the frame to avoid context switching.
Test: CTS graphics tests pass.
Change-Id: Ia14e0ec4049c3fa87f03547fbda44043bf8dd793
diff --git a/libs/hwui/pipeline/skia/SkiaPipeline.cpp b/libs/hwui/pipeline/skia/SkiaPipeline.cpp
index 10c1865..75f1adc 100644
--- a/libs/hwui/pipeline/skia/SkiaPipeline.cpp
+++ b/libs/hwui/pipeline/skia/SkiaPipeline.cpp
@@ -25,6 +25,7 @@
#include <SkPictureRecorder.h>
#include <SkPixelSerializer.h>
#include <SkStream.h>
+#include "VectorDrawable.h"
#include <unistd.h>
@@ -40,7 +41,9 @@
Vector3 SkiaPipeline::mLightCenter = {FLT_MIN, FLT_MIN, FLT_MIN};
-SkiaPipeline::SkiaPipeline(RenderThread& thread) : mRenderThread(thread) { }
+SkiaPipeline::SkiaPipeline(RenderThread& thread) : mRenderThread(thread) {
+ mVectorDrawables.reserve(30);
+}
TaskManager* SkiaPipeline::getTaskManager() {
return &mTaskManager;
@@ -74,6 +77,7 @@
const BakedOpRenderer::LightInfo& lightInfo) {
updateLighting(lightGeometry, lightInfo);
ATRACE_NAME("draw layers");
+ renderVectorDrawableCache();
renderLayersImpl(*layerUpdateQueue, opaque);
layerUpdateQueue->clear();
}
@@ -176,10 +180,35 @@
}
};
+void SkiaPipeline::renderVectorDrawableCache() {
+ //render VectorDrawables into offscreen buffers
+ for (auto vd : mVectorDrawables) {
+ sk_sp<SkSurface> surface;
+ if (!vd->canReuseSurface()) {
+#ifndef ANDROID_ENABLE_LINEAR_BLENDING
+ sk_sp<SkColorSpace> colorSpace = nullptr;
+#else
+ sk_sp<SkColorSpace> colorSpace = SkColorSpace::MakeSRGB();
+#endif
+ int scaledWidth = SkScalarCeilToInt(vd->properties().getScaledWidth());
+ int scaledHeight = SkScalarCeilToInt(vd->properties().getScaledHeight());
+ SkImageInfo info = SkImageInfo::MakeN32(scaledWidth, scaledHeight,
+ kPremul_SkAlphaType, colorSpace);
+ SkASSERT(mRenderThread.getGrContext() != nullptr);
+ surface = SkSurface::MakeRenderTarget(mRenderThread.getGrContext(), SkBudgeted::kYes,
+ info);
+ }
+ vd->updateCache(surface);
+ }
+ mVectorDrawables.clear();
+}
+
void SkiaPipeline::renderFrame(const LayerUpdateQueue& layers, const SkRect& clip,
const std::vector<sp<RenderNode>>& nodes, bool opaque, const Rect &contentDrawBounds,
sk_sp<SkSurface> surface) {
+ renderVectorDrawableCache();
+
// draw all layers up front
renderLayersImpl(layers, opaque);