| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46
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Change-Id: Ib873df1bb3e7a76a5a34acc89e4deff217e698e0
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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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Change-Id: Ib6a38d8dd8223bdca9cb652771f0b19dbec892dc
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Change-Id: Ibbb8d6fa7565cf7d2205b28c8a9e870eb338ea14
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Breaks low res tiling, and expanded rendering bounds.
Change-Id: Iec3ba2adceb6bd95399594d29fd8c0b18c1122ce
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Change-Id: Ifd27772aba0435ea55008400e4b42181bf45b944
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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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Displays surface collection count on tiles when visual indicator is on.
Change-Id: Ibe90792279849baff6f5bf0d71b80d9081471dc4
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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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bug:6079959
Change-Id: I55c96bb6abc90503c178607d0798c82e2c5ecaf1
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EGLContext can be re-created when memory pressure is very high, that will delete
all the GL resources automatically.
After this, we should re-create the GL resources for webView.
bug:6075574
Change-Id: I3035554d124cee38df3ba2dfae1eda0568b45d0f
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bug:6009351
Change-Id: I2619a4adc965014a749d575292137cf23c59b8c3
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This change can save 1.25MB per process if the app is using webview.
Change-Id: I32b691f15fa7d395e546963fa64e2fd269a89be9
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This will avoid ANR when texture generation thread is stuck b/c transfer queue
is running out of slots, at the same time, EGL context get destroyed and no
more draw call coming to free up more slots.
Abandon the surface texture will also help to be more memory friendly.
Move the highEndGfx check to TilesManager.
bug:5639899
Change-Id: I98f0289ae5ca18361f71dec853327223506e3073
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Change-Id: I0033b8794ae33dade050069d6c209653f0d21fd1
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* commit 'e5b6855637cefa440231d37a2dc4326bebe9833e':
Return the tile generation thread to default priority.
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With this partial revert of ececd484e5832707be4a73b70da37f862eb14c35 , single core devices can't have tile generation starved by javascript/plugins.
bug:5746432
Change-Id: I42b5799f4ba136e1c6f9812219824d21390bace2
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BUG: 5796767
Change-Id: I07a6c4d70886ba9833ae3eddeb91a9a0c2e8a49e
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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:5062896
Depends on frameworks/base change: https://android-git.corp.google.com/g/#/c/154844/
Change-Id: I8e5101fa212568837fe002b14fb9171c2f6dfe22
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Change-Id: Ifaaefdbe0724a95e9c237c1fe3c5a7c25026839e
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- asynchronous loading
- support for tiled content using TiledTexture
- fix repaint/duplication bugs
- share same textures as layers
- disambiguate between images by computing a CRC code
- added better debugging in TilesManager/ClassTracker to track
memory usage
bug:5661120 bug:5572134 bug:5521718
Change-Id: Id422fb991d6233bbe4dc6e5c3c7409468b7dca98
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Bug: 5639612
Change-Id: I308f6fbb8208a0d2e83f2b6d285d4c471137a0e7
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to avoid going to single drawing surface if we can.
Also fix a crash when logging layers.
bug:5279231
Change-Id: I1c3f2ce4bcedac1c172e87c7ec3c6692d8e35e14
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bug:5522081
bug:5239801
bug:5297563
Change-Id: I600f66999e093f720a8ea97ef3e15d3d1d297a8f
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consumption" into ics-mr1
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For now, we just limit the expansion on x and y direction.
In the future, we need to dynamically allocate and deallocate the memory.
browser change is : c/148242
bug:5522175
Change-Id: I8562c39c55913ab89848afe8a36e8a2784c12727
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This caused us to potentially waiting on the completion of a tile
painting. On sites where skia struggle with, this had a large impact on
scrolling performances.
This is only part one of the solution -- we need to also get rid of the
global button lock.
We also lower the priority of the texture gneeration thread.
bug:5558699
Change-Id: I251354d6cabb2fd7ebfd665c30eff7fe90c3d316
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correctly." into ics-mr0
* commit '6032fa428d725097ea29fc85fc1b2c965094772b':
Implement dual textures for layers to handle zooming correctly.
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We add a new class, DualTiledTexture, that encapsulate two TiledTextures
and manage them according to the current scale factor.
bug:5492874
Change-Id: I4ba3ff539f9242ae5102189e9623e1535e9cc28f
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bug:5452814
Change-Id: Ib13a0f4e5189af0e4928bc376b29610e20eeb4dc
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We add a separate Images Manager, working
both in GL and software rendering.
bug:5425148
Change-Id: Ib5bc88ad94d49c7f1eb969a716691ac98dc10b77
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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:5409902
Tiles were being discarded from the queue (and simply unsuccessfully
added). This caused them to get stuck in the 'ValidatedUntransferred' state.
Now if a tile isn't added successfully, or if it's discarded, it removes its
painting texture and will have to repaint from scratch.
Change-Id: I551e00fb8a6be3b0f3cabeabaa91e8b8b30019d5
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Bug: 5410522
Change-Id: Id8457715665dbd51761900011beba57b7f634fff
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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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(we had a cycle between LayerAndroid and PaintedSurface)
bug:5366807
Change-Id: I1b7341984b3cc6fd998b9ab54205bb963eb9223d
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Instead of using a static number, now the upper limit of the layer tiles is
also dependent on the viewport size.
At the same time, get rid of the old code only useful without tiled layer.
bug:5347539
Change-Id: Ie720449ea15043d42a56f4c8af57820fa7f6e93c
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This will break the Gpu upload code path on phones which is turned off by
default, but it will work on the tablet.
bug:5347539
Change-Id: Idc9889a8681035addd85843191322039a69110e5
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bug:5242595 bug:5218173
Change-Id: I37d395e85441671312aac3e236cc8276019aa990
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bug:5335634
Fix issue where stealing a back texture from a tile (while the tile was ready to
swap) wouldn't mark tile as dirty. Now, mark tile dirty whenever texture is
stolen from it, and avoid trying to steal busy textures.
Change-Id: Iacbda17ba4b4c6382ceb1c84a6e5f02e609a76a5
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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:5265207
Don't steal textures with a draw count from last frame to prevent flickering
Change-Id: I0a37b2417f0721b150b47920feea9ddb1666ec28
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bug:5269460
Deallocate the graphics memory backing a BaseTileTexture on onTrimMemory
signals, and accordingly allocate it lazily, as needed.
Change-Id: I52039723f47e6470e4fe8dd987d384017005390f
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