| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46
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Simplify the draw interface, organize the data for draw in a better way.
Add a forceBlending from Tile to make sure translucent background can force
blending too.
Change-Id: I3baa16cbdd8fda6fb4ab4087b74a1e0c9aa1e81b
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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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Started using ALOGW/E for indicating warnings/errors
Also delete the unused TilesTracker.h
Change-Id: I1986a3057efd4c8e260dbc020e21c02d4d646cf3
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Refactor the code such that the shared resources are in the VideoLayerManager
now.
Get rid of the solid color texture and use pure color shader.
bug:6079959
Change-Id: I0d1ce50157fb2ed083b9cc80464a1e61fa8e159f
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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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Previously the aspect ratio is using the element attributes, now we honor the
aspect ratio reported by the video.
bug:5880615
Change-Id: I1ed29e9e8df3f9ec3d67c027838ce3edfa3aefd4
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This can smooth the animation of the loading progress.
Otherwise, loading progress can look choppy.
Change-Id: I05c2b70f7172e9a05edce7610675719b830949dd
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bug:4232704
Change-Id: Ice99bc0fa19de93627fe8ffb91085838fa682315
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bug:5522081
bug:5239801
bug:5297563
Change-Id: I600f66999e093f720a8ea97ef3e15d3d1d297a8f
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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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bug:4406718
Change-Id: Iea532c639bf41aad2488819d42c315a0e3d747fd
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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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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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