Reuse texture cache in ios_external_texture_gl. (flutter/engine#9806)

In current implementation, external texture data flow is a producer-consumer model. When painting external texture, it always asks registered external texture object to produce new CVPixelBuffer, then transforms it to texture. `MarkNewFrameAvailable` function is ignored. This commit changes the dataflow. Now ios_external_texture_gl caches previous opengl texture, if no new frame are available, it do not `copyPixelBuffer` method, just uses cached opengl texture to draw.
This commit is contained in:
LiuJiLong 2019-08-27 17:00:09 +08:00 committed by Chris Bracken
parent db526e130c
commit 5dfdb4ac99
2 changed files with 12 additions and 2 deletions

View File

@ -31,6 +31,7 @@ class IOSExternalTextureGL : public flutter::Texture {
void EnsureTextureCacheExists();
bool new_frame_ready_ = false;
NSObject<FlutterTexture>* external_texture_;
fml::CFRef<CVOpenGLESTextureCacheRef> cache_ref_;
fml::CFRef<CVOpenGLESTextureRef> texture_ref_;

View File

@ -53,17 +53,24 @@ void IOSExternalTextureGL::CreateTextureFromPixelBuffer() {
}
}
bool IOSExternalTextureGL::NeedUpdateTexture(bool freeze) {
// Update texture if `texture_ref_` is reset to `nullptr` when GrContext
// is destroied or new frame is ready.
return (!freeze && new_frame_ready_) || !texture_ref_;
}
void IOSExternalTextureGL::Paint(SkCanvas& canvas,
const SkRect& bounds,
bool freeze,
GrContext* context) {
EnsureTextureCacheExists();
if (!freeze) {
if (NeedUpdateTexture(freeze)) {
auto pixelBuffer = [external_texture_ copyPixelBuffer];
if (pixelBuffer) {
buffer_ref_.Reset(pixelBuffer);
}
CreateTextureFromPixelBuffer();
new_frame_ready_ = false;
}
if (!texture_ref_) {
return;
@ -93,6 +100,8 @@ void IOSExternalTextureGL::OnGrContextDestroyed() {
cache_ref_.Reset(nullptr);
}
void IOSExternalTextureGL::MarkNewFrameAvailable() {}
void IOSExternalTextureGL::MarkNewFrameAvailable() {
new_frame_ready_ = true;
}
} // namespace flutter