| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46
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BaseTile,BaseTileTexture -> Tile,TileTexture
Used in layers other than the base
LayerGroup -> Surface
Renamed to convey that it is a member of the SurfaceCollection, and that the
layers grouped inside are painted together (if at all)
DualTiledTexture -> SurfaceBacking
Better conveys that this is the raster backing for a surface that can
paint. It may be implemented with two tiled textures for now, but that isn't
as important as its relationship to the surface.
TiledTexture -> TileGrid
Renamed to make it more clear that it was a container of tiles, and to be
less similar to TileTexture
Change-Id: I843f8603a2080cfe5a7313ba1c2eff10620f8aa2
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Breaks low res tiling, and expanded rendering bounds.
Change-Id: Iec3ba2adceb6bd95399594d29fd8c0b18c1122ce
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fixes crash when updateLayerPositions called on a layer before m_state set
bug:6154462
Change-Id: I1568fde3d8458f13bdb01ec2364334dbfc27041a
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Started using ALOGW/E for indicating warnings/errors
Also delete the unused TilesTracker.h
Change-Id: I1986a3057efd4c8e260dbc020e21c02d4d646cf3
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Layers can now use a LayerContent object to draw their content.
We currently have two subclasses, one using an SkPicture (currently
used for composited layers), the other using a PictureSet (that we
use for the base layer). First step toward unification...
Change-Id: I5e7fd06a653f02f8721613fd3a39d36fb64a8614
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Displays surface collection count on tiles when visual indicator is on.
Change-Id: Ibe90792279849baff6f5bf0d71b80d9081471dc4
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Change-Id: Ia3810e83a2d919ff5fa37b8fcd92e6cbbb63d569
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* added 'LayerGroup' class
separate the painting/tiled features of a layer (eventually multiple layers)
tiled drawing/preparing/counting details are abstracted out of LayerAndroid
* added 'SurfaceCollection' class
incorporates both the BaseLayerAndroid/LayerAndroid tree, as well as the
vector of tiled LayerGroup
* renamed 'TreeManager' to 'SurfaceManager'
* Removes PaintedSurface
was mostly a thin wrapper around DualTiledTexture
* Combines TilePainter/SurfacePainter
* Simplified ref counting
Change-Id: I92c5c75f48d92e0e28812c56de00102399fc02ee
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Seems to be a problem with the refcounting.
bug:6050242
bug:6058365
This reverts commit 92a7e4bc6b67b150cbb30f78374173ecfeb43607
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Bug: 6008243
Change-Id: I32df636933d77dc9d7174f7a025a1ee70bb945fa
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Filters can no longer block, which removes the need for transfer queue
interruption. The filter no longer touches the currently painting tile.
Tiles are now all ref-counted to accomodate the container being deleted while
one of its tiles is still painting.
Change-Id: Iaa4848665efdf90846defb0a53bf1ea013b8421b
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Bug: 5747765
Moved the GLExtras::drawGL() call out of GLWebViewState into
LayerAndroid and BaseLayerAndroid. This allows us to apply per-layer
transforms, ensuring that find-on-page highlights are positioned
correctly on their layers.
Change-Id: I65b950875eb736601f8afec1770e5cc0201c0450
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into ics-mr1
* commit '397afc9c161292e163bf2381973fced88c7123bf':
Reset framework inval when done zooming
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bug:5726709
Framework invals are not valid when zooming completes because much content
outside the rect will have changed from zooming.
Change-Id: I72e4509e13bf97ea90f09716699e66c1c3f9acd8
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Change-Id: Ifaaefdbe0724a95e9c237c1fe3c5a7c25026839e
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textures" into ics-mr1
* commit '7bfb8097235343906a2764fa6fb865f4bea2696b':
Display media layers even if we ran out of layers textures
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bug:5665482
Change-Id: Idd398d2adb7edcd5c782b9d6f019f448afadb21b
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Change-Id: I5da59f75c0ea1cdb7818dd3f8dc557fbf1d29885
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bug:5522081
bug:5239801
bug:5297563
Change-Id: I600f66999e093f720a8ea97ef3e15d3d1d297a8f
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into ics-mr1
* commit 'f51315051fbfa03d02d8c098ae70e9eb227d4200':
Fallback mode when running out of textures for layers
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- Implements a degraded rendering mode when running out of textures
- Speed up rendering by reusing the same SkBitmap in RasterRenderer
- Some refactoring
bug:5279231
Change-Id: I52943a87bed56c49b01b47fea4fa1a5c49e09e93
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Bug: 5507239
Also remove all the old, unused layer setExtras stuff
Change-Id: Id1670010536712b7a9f50e74821c9fb7f708e851
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Change-Id: I6fbaa9dfe50752fa5ec95cd43ed50306b63270f3
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* commit 'c43f9396708d95ecbce1f4ef65530999fab96c0d':
Don't draw prefetch page if not necessary
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bug:5494086
Also only try to draw visible tiles.
Change-Id: Ic850afab94309d9d4d031600a40dc889298fef24
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Bug: 5507239
Also remove all the old, unused layer setExtras stuff
Change-Id: I6b319192fac4c8ce0995bc7883f64fc482beff05
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bug:5320471
Also, reduce prefetch distance
Change-Id: I9e677c16b5d0cdc16b87bd820591088ab10ab44b
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bug:5349958
Clear a flag when a layer tile can't allocate a texture, and only try and redraw
from tile dirtiness if that flag is set.
Also, don't ask for redraw if offending tiles are offscreen.
Change-Id: Iadb0cb267a9c1f308e5b42a6e0e3b4bc71d18ece
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bug:5369978
Low-res tiles were being prepared before high res, so despite being lower
priority, they had a chance to start rendering when a new page was loaded before
any other tiles existed in the priority queue.
Change-Id: I479f01a00c2507bcabf13929eb099571d8886c4c
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bug:5262519
Use the tiled page not used by content rendering to render much fewer tiles
for the same content, at an inflated scale.
These prefetched tiles are prioritized for painting above all others, so that
content is (almost) always visible on the base layer.
Change-Id: I598b7925cb68beef632f828df3ae522a0b21e2b4
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Bug: 5348386
Change-Id: I6fd9c1d856be257a1a757649aa85e55d4a14a8d1
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Bug: 5333083
Change-Id: Ia2b03d8d9e0167d06f8a900152e25e66372acd59
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bug:5335634
By preparing tiles in the reverse of draw order, tiles on top are given textures
first and less likely to be missing.
Change-Id: Idafde3e0789e24459bba2db150081969810a0021
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bug:3367478
Change-Id: I37632de8503b0f3eba0a183a156d71ea48bdba98
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bug:5278818
Change-Id: I03206bdc5e95743054c361f235e2d94b835a95d1
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bug:2522049
allocate textures and tiles using the gldraw count when they were most recently
prepared
remaining issues:
-layers still flicker (presumably from texture stealing)
-layers aren't double buffered yet
Change-Id: Iccdf68326d7d476269d4e3a13903aaab249ee92d
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don't detect scrolling, query from java
removes double buffering
depends on CL in frameworks/base: https://android-git.corp.google.com/g/#/c/130213/
bug:5106313
Change-Id: Ibfa7f305874f4209fed001c030bb94e752d479b9
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- we extract the GL set up GLWebViewState
- we extract the zoom management to a new ZoomManager class
bug:3392331
Change-Id: If42523a7192bab2f8c9d1f00a50721380340230d
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bug:5062896
Depends on the following frameworks/base change:
https://android-git.corp.google.com/g/#change,124879
a WebView may now register a page swap callback and content invalidate to
benchmark tile rendering performance
Change-Id: I97f6ed05cff12b11266a472163aab1f3b3ddc87e
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bug:5008210
When setting a new base layer, WebView can signal that it wants to have it's
pageSwapCallback triggered. This is only done upon request, currently whenever
the WebTextView is being displayed so that it can be repositioned upon pageswap.
Depends on the following frameworks/base change:
https://android-git.corp.google.com/g/#change,124607
Change-Id: Id99c2d5a15cdb4317802a92cedae16a9e0aebc8d
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Change-Id: I03922d9788d340ab208677b272470312c92a80ee
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Set through the new property interface
Change-Id: I62e3986a5a0d5a41faf0eeee6cd1c0f7186e1cf5
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related to the old texture management and introduce two new classes:
- PaintedSurface, used as a placeholder ui-side for the regularly
changing LayerAndroid
- TiledTexture, implementing the tiling of PaintedSurface using a set
of BaseTile
bug:4580444 bug:3392331
Change-Id: I0daa079d2acce49f3baa8c312ea0b0dd457ccd5c
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Basically, the GL textures generated for the surface texture will be used
for showing the screenshot.
Surface texture will be recycled every time a new video starts.
But GL textures will be recycled either when running out of memory bound,
or when the mediaplayer is deleted.
1. Add the VideoLayerManager as a static instance to manage the info of textures
allocated for the screenshot. The basic info will be added into the manager
while the video is played and prepared. During the draw time, the matirx info
will be updated, too.
2. When there are too many screenshots are created, then we will discard the
oldest one and just show the grey static rectangle to replace the screenshot.
The corresponding framework change is 112501.
Change-Id: Ifea60c96532500f9c93062cc97f7c4ef978046b0
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