| Commit message (Collapse) | Author | Age | Files | Lines |
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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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We need to respect the background color set for webview and combine that with
the CSS background.
Since we are tiled based and need to avoid double drawing, we need to determine
the areas not covered by available tiles and draw the background. This involves
a bit computation overhead. Therefore, we only compute those areas when alpha
is between 1 to 254.
When alpha is 255, we just need a glClear. When alpha is 0, nothing need to be
drawn.
Due to the fact that the tile can be partially drawn, texture generator need to
know the background color to clear the tiles for the base layer.
bug:5684832
Change-Id: I51f9d219f2722cc088eeea603623f9660f7a136a
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Change-Id: Ib6a38d8dd8223bdca9cb652771f0b19dbec892dc
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Breaks low res tiling, and expanded rendering bounds.
Change-Id: Iec3ba2adceb6bd95399594d29fd8c0b18c1122ce
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The refcounting there prevents the painter from being deallocated while painting
bug:6064973
Change-Id: Ief4e615876aab74afb74e135acc1dd92c92af570
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Displays surface collection count on tiles when visual indicator is on.
Change-Id: Ibe90792279849baff6f5bf0d71b80d9081471dc4
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bug:6105013
Since BaseTile's painter pointer may be stale, pass transform through draw
rename transparency->opacity where needed
added const for drawing path rects
Change-Id: Ie08cef63c656e95887a3230af18b5b6a4513c10d
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TransferQueue is using one GL texture per tile, which is the best in terms of
memory usage.
The old code paths include EGLImage mode and SurfaceTexture per tile mode.
At the same time, all the locks related to EGLImage are deleted too.
There should be no funcationality change here.
By deleting the DoubleBufferTexture, the only thing need to be added into
BaseTileTexture is the TextureInfo, which can be optimized further in the
future.
Change-Id: If27fbca7cb55c73d94fbde3ba02d6208707ad8f0
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bug:5461107
Tiles were being destroyed, and subsequently dereferenced in TransferQueue
Change-Id: I4fea289e5fda03a69f07554f57120c4c5bf7b016
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bug:5453156
simplified m_owner management - ONLY modified on UI thread
Previously deferring clear of m_owner, now set immediately since texture thread
doesn't use need stale owner info
Change-Id: I9b6f7bfd27af44a818d378ff750c0170d8122cfd
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bug:5309934
Defer picture changes and invalidations when:
1) a tiled texture hasn't completed painting
2) the user is scrolling (done in PaintedSurface)
Remaining issues:
Should block updates on zooming
Change-Id: I60ee722e651f96e95a4ac0e819999fc1589037c3
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bug:5369978
Manage invalidations, painting, transferring, and swapping with a
state machine.
notes:
* readyFor shouldn't be needed if all of the events that would cause a readyfor
fail mark the tile dirty (such as stealing, scale change)
* changing the scale of a page should discard all textures
* m_dirty should be more gracefully worked into the state machine
* a tile may drop dirtiness notifications if it's already painting, since upon
completion m_dirty will be cleared - (issues for layers only)
Change-Id: I5909fb5d208da2fb276e223c56bf143741a9a24c
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bug:5290559
Two major things:
* Avoid swapping front/back textures before the textures have been blitted to
avoid race condition where blit fails because it doesn't see a back texture
* Don't allow a tile to acquire its front texture to paint into, as the
acquisition logic doesn't handle this.
Change-Id: I84b59396ca9faaf3ddc7c75b6f66e4736bf4c3cf
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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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Fixes a scheduling problem with layers
bug:3392331 bug:5145259
Change-Id: I2ea2c91f2c6d6f5288375cb5ebdaa69819b740be
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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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Change-Id: Id8612946d845daad86f02f626c3247ff8dc1d2f8
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When tiles are reclaimed, they are now taken first from webviews that haven't
been drawn in a while. Previously they were taken from any other webview - which
may have been one still being displayed if multiple are onscreen.
bug:4049143 partially solved (still not enough graphics memory allocated for
tiles on tablet devices)
Change-Id: Id400ea28e92ba805120c8353881834157fefa483
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The GaneshRenderer can now be swapped in for the RasterRenderer in
BaseTile. A following CL will enable this swap at runtime.
Change-Id: Id42040fce2895ab00cccb8f11dfd0489df861655
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In the existing code we created a sharedBitmap for BaseTiles and
never used it instead opting for createing bitmaps on the stack to
enable partial invalidation. This CL removes the sharedBitmap concept
and instead creates all bitmaps on the stack.
This means that BackedDoubleBufferedTexture no longer needs to have
a bitmap member, but instead simply takes the bitmap from the caller
and uploads it to the appropriate texture. To make this upload clean
we now pass the bitmap via const references instead of pointers.
Change-Id: Ie218c4b4564e5574ca6e404d4857904ab41a3a5c
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Change-Id: I1dc4622e0ce1602f6dc314f0b510c41adb95a443
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Change-Id: I9018a8079da1df2fd55c94aacd4ae96227ad2bd2
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Change-Id: Ic67a5093a7c09b870ec34160ae0c999162dddcfc
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This moves files in the following WebCore subdirectories ...
- bindings/js
- bindings/v8/custom
- plugins/android
- platform/android
- platform/graphics/android
- page/
- css/
- dom/
- loader/archive/android
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