am 6c833986
: Merge "Generate the SurfaceFlinger shader cache on initialization" into lmp-mr1-dev
* commit '6c8339867438c27e468a03995b98481e9e49b274': Generate the SurfaceFlinger shader cache on initialization
This commit is contained in:
commit
36a4d17104
@ -77,13 +77,44 @@ Formatter& dedent(Formatter& f) {
|
||||
|
||||
ANDROID_SINGLETON_STATIC_INSTANCE(ProgramCache)
|
||||
|
||||
|
||||
ProgramCache::ProgramCache() {
|
||||
// Until surfaceflinger has a dependable blob cache on the filesystem,
|
||||
// generate shaders on initialization so as to avoid jank.
|
||||
primeCache();
|
||||
}
|
||||
|
||||
ProgramCache::~ProgramCache() {
|
||||
}
|
||||
|
||||
void ProgramCache::primeCache() {
|
||||
uint32_t shaderCount = 0;
|
||||
uint32_t keyMask = Key::BLEND_MASK | Key::OPACITY_MASK |
|
||||
Key::PLANE_ALPHA_MASK | Key::TEXTURE_MASK;
|
||||
// Prime the cache for all combinations of the above masks,
|
||||
// leaving off the experimental color matrix mask options.
|
||||
|
||||
nsecs_t timeBefore = systemTime();
|
||||
for (uint32_t keyVal = 0; keyVal <= keyMask; keyVal++) {
|
||||
Key shaderKey;
|
||||
shaderKey.set(keyMask, keyVal);
|
||||
uint32_t tex = shaderKey.getTextureTarget();
|
||||
if (tex != Key::TEXTURE_OFF &&
|
||||
tex != Key::TEXTURE_EXT &&
|
||||
tex != Key::TEXTURE_2D) {
|
||||
continue;
|
||||
}
|
||||
Program* program = mCache.valueFor(shaderKey);
|
||||
if (program == NULL) {
|
||||
program = generateProgram(shaderKey);
|
||||
mCache.add(shaderKey, program);
|
||||
shaderCount++;
|
||||
}
|
||||
}
|
||||
nsecs_t timeAfter = systemTime();
|
||||
float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;
|
||||
ALOGD("shader cache generated - %u shaders in %f ms\n", shaderCount, compileTimeMs);
|
||||
}
|
||||
|
||||
ProgramCache::Key ProgramCache::computeKey(const Description& description) {
|
||||
Key needs;
|
||||
needs.set(Key::TEXTURE_MASK,
|
||||
|
@ -112,6 +112,8 @@ public:
|
||||
void useProgram(const Description& description);
|
||||
|
||||
private:
|
||||
// Generate shaders to populate the cache
|
||||
void primeCache();
|
||||
// compute a cache Key from a Description
|
||||
static Key computeKey(const Description& description);
|
||||
// generates a program from the Key
|
||||
|
Loading…
Reference in New Issue
Block a user