| Commit message (Collapse) | Author | Age | Files | Lines |
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Wait the remaining of the 60FPS cap delay rather than not paint.
Returning true if called faster than 60FPS means
we are not drawing and ask for the framework to call
us again; this works in general because the framework recopy
the previous framebuffer. But in some cases, it didn't, causing
the webview to flicker. A correct fix would be to introduce
the capping in framework rather than try to doing it in the
webview; in the meantime we will sleep the remaining of the delay
as a workaround, so that we still provide the GPU
benefits we wanted (at >60FPS the GPU was being saturated in
some cases).
bug:3500655
Change-Id: Ibaa1d93e0a13433a2c842b19b58538894fdaa7e4
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The dtor of GLWebViewState is calling the dtor of its TiledPage
variables; the dtor of TiledPage wait until any pending painting
operations running in the TextureGenerator thread are done. The painting
operations ultimately paint using the current GLWebViewState's base
layer. We were doing unref() on the baselayer before destroying the
TiledPage...
bug:3429924
Change-Id: I685e7fca5e5bae796f808debbf7e4ce668b83e6b
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bug: 3465059
Change-Id: Ia6e5ec7e9f68d641f5bf0df34c04c5c9958a4046
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Wait the remaining of the 60FPS cap delay rather than not paint.
Returning true if called faster than 60FPS means
we are not drawing and ask for the framework to call
us again; this works in general because the framework recopy
the previous framebuffer. But in some cases, it didn't, causing
the webview to flicker. A correct fix would be to introduce
the capping in framework rather than try to doing it in the
webview; in the meantime we will sleep the remaining of the delay
as a workaround, so that we still provide the GPU
benefits we wanted (at >60FPS the GPU was being saturated in
some cases).
bug:3500655
Change-Id: Iae50737b6d3202a8a0d3ec6d4a5261fe1b6d1b3f
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Bug: 3471680
Enable the plugin to specify the BGRA internal format for textures.
Change-Id: Ied336c0a2309d14033a065b74e675d6d4405551b
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Bug: 3471680
Fix framerate cap when multiple webviews exist.
Each view will now be capped at 60fps. The previous code would
either starve the drawing of additional webviews or would draw
them at a rate of 60fps/N where N is the number of webviews.
Change-Id: I359a79f5981bc29d57ce4b94eb00a5c9aee754d0
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bug:3471680
Change-Id: Ia19c4402858b758312c1f801bda990275f970b63
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Add a glFinish() at the end of drawGL(), to help
the GPU and the flash plugin...
bug:3471680
Change-Id: I309e0ba13f0b51b08b762de39b47b2b409faeacc
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Fix problem where plugins were not drawn due to an incorrect clip.
bug: 3451982
Change-Id: I9eaaa218afa1a386dcb89d1d7845f80b0b180959
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Sometimes we were not releasing textures as they were busy; they could
still be deleted when swapping the layers trees, and as they were
also still present in the LayerTexture Hashmap this was causing an ANR
(at best -- the texture was already deallocated, the LayerTexture dtor
was then trying to release() them...)
bug:3398660
Change-Id: I3b08af94a6a7041d45d373ebaec0ec4ba59dac82
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Ensure non-ready tiles are painted with the page background color.
bug: 3465059
bug: 3471680
Change-Id: Id0cc94f181882d1308471c9bd898fe005101d6f8
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Bug: 3471589
Fix some of the performance issues when using the flash plugin embedded.
What happened was that MediaLayer was always telling us to repaint the
screen; we could repaint the same frame a dozen of times unecessarily.
This in itself was wasteful but should have been ok, but the stream
of commands plus the compositing caused the GPU commands used by flash
to stall until they were executed...
The compounded impact drasticaly lowered the performances.
This is not a full fix as those conditions (us repainting the screen
a lot) happens anyway when zooming or scrolling; but this should improve
performances in the general case.
Change-Id: I79a75c759fd5968cb822616eba0caa8c77e75835
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Selectively enable and disable GL_BLEND for better performance.
Bug: 3471680
Change-Id: I065b07f72a097418b81e5922574579574e7ca91a
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glBindAttribLocation() will only work after a shader has been linked;
This was working previously due to the way the nvidia driver work
when using blending (it generates another shader).
Change-Id: Ie5d28ba451e7b37fd9c6a76c14fc3e4e525d9bf0
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bug:3436987
Change-Id: Ibf42685ee07c6d0dd8a1a2b9c8b57da7f2a422db
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the number of textures to 154
Change-Id: I39409e938b6b4bff23d6f1f0dc44648d63443f59
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This fixes core dump or dead lock in GL code when rotating screen.
Change-Id: Ia7bfa71125f1d24158084b6192d805b5b08b60f8
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It is possible that there is no node associated with the RenderLayer
after scroll as evidenced by the null check outside the
ANDROID_OVERFLOW_SCROLL block.
Bug: 3427863
Change-Id: Icbae7677df46eae923460d6f97a6a706f016e89d
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Change-Id: If9295a37ae19e7cb913e4cfa75b2a021bcda988f
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This is an initial API that will allow the plugin to request to
keep the screen on.
companion change is in frameworks/base
bug: 3331493
Change-Id: Id807dc3a3e5aaf12fc63558edeceee0d35561768
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bug: 3072603
Change-Id: Ie22d289a93682dfd68cf81f5220d658d45a69d81
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bug: 3393314
Change-Id: I913a6c073fe9ba56c14cdbcaa523b6e5a5af5219
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