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Bug:2930013
Requires a change in frameworks/base.
Change-Id: I892fcdd9b9a0abdcf82e5bb26c930b68ae8b10fa
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We first identify the iframe for each LayerAndroid.
Then when traverse to update the fixed elements, we use the parent iframe
info to update the fixed position.
Change-Id: I13e0333fc6453414cea2343a787c41d525f6e3d2
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This is a companion CL to the one found in /external/skia
Change-Id: I469b8845a88f24d972fd57ee5c9cab505a5b83aa
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underlying object"
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underlying object
This is needed to balance the derefs in any temporary instance's d'tor.
See https://chromereview.prom.corp.google.com/2013001
Change-Id: I8329f475ecbd1bc8669d0e8d368f1a385d891fb3
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Keep track of the owning layer for each LayerAndroid. No longer need to unadjust
the node bounds since the node will be scrolled into view.
Bug: 3442108
Change-Id: I7c9604d347af326ccfb86e6d3f2b95b7ce1b97c1
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Some helpers like isSpace() are used in two contexts: while the
picture is parsed, and after the best answer in the picture has
been found. The proper paint must be used in each case.
Associate paints with candidate and best glyphs, so that the
appropriate paint can be used as needed.
bug:3470564
Change-Id: I28bcc82dbe727ee3ef0716e7657e61a982467a40
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Sending the url of the response instead of the request, so using
the new url if there is a redirect.
Change-Id: Ic314d315a6e9b5be837c302cdcfd740cc185466d
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Bug: 3470906
Change-Id: I8fb9ddcf4ff3dee35c2225a18a86b4015002da96
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browser from master
* commit 'd3b2919d307e4b0ea98b7b5c67991c853c99b562':
Do not merge: Cherry-pick Fix ANR in the browser from master
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* commit '634f229e4f0075b052e110ba0a89554c46f6c510':
Do not merge: Cherry-pick Fix ANR in the browser from master
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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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part of GL_BLEND CL from master" into honeycomb
* commit 'd3f534955e1e80e5a9192c84db518f8f0eff5b00':
Do not merge: Cherry-pick 2nd part of GL_BLEND CL from master
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master" into honeycomb
* commit '928bc35505a3fa29f1598842d49124c06703f972':
Do not merge: Cherry-pick 2nd part of GL_BLEND CL from master
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honeycomb
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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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performance CL from Master
* commit 'ffef3d3a1baae44ba44696024ddc12f92337d518':
Do not merge: Cherry-pick Flash performance CL from Master
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* commit '6f7a546a8676227fcd810149bce26090ab1e49eb':
Do not merge: Cherry-pick Flash performance CL from Master
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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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from master
* commit 'b1c4dba88c350dca089fc918e923d77052df750c':
Do Not Merge: Cherry-pick GL_BLEND CL from master
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* commit 'b1f94474f57c247527261dbb10de63b7a4285d60':
Do Not Merge: Cherry-pick GL_BLEND CL from master
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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).
* commit '6e36bd5dadbf7af2b01b92ebb38e23a22b9718d1':
DO NOT MERGE Fix GL_BLEND problem. 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).
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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).
* commit 'dc8ac1db6f8a14dbac0eb104ecfc18292f6e9a03':
DO NOT MERGE Fix GL_BLEND problem. 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).
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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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size is too large for the GPU
* commit 'dd17d165c8aefdc123104908cef4cb5f742f2296':
DO NOT MERGE Clip layers if the texture size is too large for the GPU
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the GPU
* commit 'bdbce22a3ad0e8abea6b824e7ec9fd5ae3ea9637':
DO NOT MERGE Clip layers if the texture size is too large for the GPU
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bug:3436987
Change-Id: Ibf42685ee07c6d0dd8a1a2b9c8b57da7f2a422db
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the number of textures to 154
* commit '6c92fe3486d362d49c3d2a0399611797d35173d1':
Fix potential bug in setMaxTextureCount and limit the number of textures to 154
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textures to 154
* commit '227fffee9ee9b07919a140866fda1ee7445d3f5a':
Fix potential bug in setMaxTextureCount and limit the number of textures to 154
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the number of textures to 154
Change-Id: I39409e938b6b4bff23d6f1f0dc44648d63443f59
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* commit 'e69a5d5da77aef92f09588057db3ec1f5be5c71b':
Set correct max texture allocations.
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* commit '704eaca6f77288587c438291bc15a967515eaa8e':
Set correct max texture allocations.
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This fixes core dump or dead lock in GL code when rotating screen.
Change-Id: Ia7bfa71125f1d24158084b6192d805b5b08b60f8
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the number of textures to 154
Change-Id: Ie77935015d744fcfda9bfffd751df6c7f3cd10bb
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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: I3391c2c5a5198a73863ace53bc10f623cdc00921
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bug: 3465059
Change-Id: Ia6e5ec7e9f68d641f5bf0df34c04c5c9958a4046
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Always calling complete, and adding an assert if Wait finishes
without incrementing the count.
Change-Id: Iceec36c2b82f225ee88cd67eeb18d5c5064c6bfb
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Pictures do not include white space characters in their
text spans, so they must be deduced. The old method
used drawing through the canvas, compared against
drawing the text directly.
The new method measure and rounds the text to match
how webkit adjusts characters' widths in WidthIterator.
bug:348629
Change-Id: I39fecd274fe0b195fbad13a6083656daa62ed852
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This is a cherry-pick of WebKit change 78994
See http://trac.webkit.org/changeset/78994
Change-Id: I1994bbbe89490e68025f9bbaa0606cf9766f2ca3
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bug:3466931
Change-Id: I3ce5aaef47b6135b191749b40869913f6420ce7f
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