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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.
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@ -31,6 +31,7 @@ class IOSExternalTextureGL : public flutter::Texture {
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void EnsureTextureCacheExists();
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bool new_frame_ready_ = false;
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NSObject<FlutterTexture>* external_texture_;
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fml::CFRef<CVOpenGLESTextureCacheRef> cache_ref_;
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fml::CFRef<CVOpenGLESTextureRef> texture_ref_;
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@ -53,17 +53,24 @@ void IOSExternalTextureGL::CreateTextureFromPixelBuffer() {
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}
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}
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bool IOSExternalTextureGL::NeedUpdateTexture(bool freeze) {
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// Update texture if `texture_ref_` is reset to `nullptr` when GrContext
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// is destroied or new frame is ready.
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return (!freeze && new_frame_ready_) || !texture_ref_;
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}
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void IOSExternalTextureGL::Paint(SkCanvas& canvas,
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const SkRect& bounds,
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bool freeze,
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GrContext* context) {
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EnsureTextureCacheExists();
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if (!freeze) {
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if (NeedUpdateTexture(freeze)) {
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auto pixelBuffer = [external_texture_ copyPixelBuffer];
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if (pixelBuffer) {
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buffer_ref_.Reset(pixelBuffer);
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}
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CreateTextureFromPixelBuffer();
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new_frame_ready_ = false;
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}
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if (!texture_ref_) {
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return;
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@ -93,6 +100,8 @@ void IOSExternalTextureGL::OnGrContextDestroyed() {
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cache_ref_.Reset(nullptr);
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}
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void IOSExternalTextureGL::MarkNewFrameAvailable() {}
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void IOSExternalTextureGL::MarkNewFrameAvailable() {
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new_frame_ready_ = true;
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}
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} // namespace flutter
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