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Previously, we were creating a new texture for every frame. Using tracing on a Nexus 5, that appears to cost about 6ms per frame on the GPU thread. After this CL, we keep a cache of recently used textures and only allocate a new one when either (1) we don't have one free or (2) our size requirements have changed. If our size requirements change, we dump the whole texture cache. In the future, we'll probably need something fancier if we ever need more than one size texture per frame. R=jamesr@chromium.org Review URL: https://codereview.chromium.org/845963006
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
// Copyright 2014 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef SKY_COMPOSITOR_RESOURCE_MANAGER_H_
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#define SKY_COMPOSITOR_RESOURCE_MANAGER_H_
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#include "base/containers/hash_tables.h"
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#include "base/memory/scoped_ptr.h"
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#include "base/memory/scoped_vector.h"
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#include "base/memory/weak_ptr.h"
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#include "mojo/services/surfaces/public/interfaces/surfaces.mojom.h"
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namespace gfx {
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class Size;
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}
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namespace mojo {
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class GLContext;
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class GLTexture;
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}
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namespace sky {
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class Layer;
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class LayerHost;
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class ResourceManager {
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public:
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explicit ResourceManager(base::WeakPtr<mojo::GLContext> gl_context);
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~ResourceManager();
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scoped_ptr<mojo::GLTexture> CreateTexture(const gfx::Size& size);
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mojo::TransferableResourcePtr CreateTransferableResource(Layer* layer);
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void ReturnResources(mojo::Array<mojo::ReturnedResourcePtr> resources);
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private:
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base::WeakPtr<mojo::GLContext> gl_context_;
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uint32_t next_resource_id_;
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base::hash_map<uint32_t, mojo::GLTexture*> resource_to_texture_map_;
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ScopedVector<mojo::GLTexture> available_textures_;
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DISALLOW_COPY_AND_ASSIGN(ResourceManager);
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};
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} // namespace examples
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#endif // SKY_COMPOSITOR_RESOURCE_MANAGER_H_
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