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path: root/Source/WebCore/platform/graphics/android/rendering/GLUtils.cpp
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* am dd5962d2: am 47387cc7: Merge "Fix browser rendering issue: pure color ↵John Reck2012-08-021-1/+1
|\ | | | | | | | | | | | | tiles are rendered black" * commit 'dd5962d2534b8c3cc215492c8dcf463e923f73c2': Fix browser rendering issue: pure color tiles are rendered black
| * Fix browser rendering issue: pure color tiles are rendered blackYuyang Du2012-08-011-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The “pure color tile” optimization finds the pure-color tiles and then draws the tiles simply with the color (otherwise the texture). But the RGBA color pointer type is char, which may overflow when the value is larger than 127. In such case, the tiles in question are rendered black, because of the wrong color. This bug is fixed by defining the pointer as unsigned char. Change-Id: I5c7214423fa6961e707bde72f0e18c610374745d Author: Yuyang Du <yuyang.du@intel.com> Signed-off-by: Yuyang Du <yuyang.du@intel.com> Signed-off-by: Jack Ren <jack.ren@intel.com> Signed-off-by: Bruce Beare <bruce.j.beare@intel.com>
* | Improve the CPU upload path.Teng-Hui Zhu2012-06-261-2/+2
| | | | | | | | | | | | Swap the SkBitmap instead of a copy to save the memory bandwidth. Change-Id: I0998248a9a87ce4058898e66a4739995da9c003c
* | Add detailed tracing to tile paintingChris Craik2012-06-131-0/+2
|/ | | | | bug:6653638 Change-Id: I839917feb1803bc1f4ace5aa2367067024a18706
* Add more debug log for GL errorTeng-Hui Zhu2012-05-141-4/+8
| | | | | | bug:6486310 Change-Id: I7a4ca54eddc445c9228f44fff4cd35835b8bf5ff
* Fix visible area calculation.Mangesh Ghiware2012-05-081-0/+8
| | | | | | | | | | | Use the inverse of draw tranform to convert from content to layers coordinate space. Also, if the draw transform isn't limited to 2D space, return the entire content area. Above conversion doesn't preserve 3D. Bug: 6077575 Change-Id: I8393de0597ae5cd739b3df10c087cedd234ac9f0
* Rewrite PictureSet with TURBO!John Reck2012-05-021-4/+27
| | | | | | | | | | | | | | | | | | | | This changes how partial invals are done by adding a hybrid mode. What we used to do is generate a SkPicture for the new area. This SkPicture would possibly be larger than the actual inval, depending on various merge rules (more SkPictures == slower to draw a tile) The new code rewrites PictureSet entirely, preserving many of the old rules but cleans up the code and adds the concept of a "PrerenderedInval". This is a partial inval that WebKit has rasterized. By having WebKit produce both a SkPicture and a SkBitmap, we avoid needing to play back the picture and avoid overdrawing. We take this SkBitmap, and simply update the front textures with it. This gives us full partial invals through the entire system without hitting any driver bugs, and with minimal copies. And while the SkPicture may be larger than the inval, the SkBitmap that is rasterized is not - it matches the area webkit has said is dirty. Change-Id: Ieb7ecc9db0d4f679102fda004a43399f9b319ebc
* Better handle the EGL context lost situation.Teng-Hui Zhu2012-04-201-43/+0
| | | | | | | | | Unless framework provide a better message, we can't avoid this EGL context issue totally if mis-match happen again. Clean up some obsolete code. Change-Id: Ica03daecd58f9757c8cad41e0f40d5d51b041748
* We shall restore the FBO id instead of setting it back to 0.Teng-Hui Zhu2012-04-111-10/+0
| | | | | | bug:6283539 Change-Id: I84b8d5e0a984cb98cedc43d755b04be521d675ca
* Reorganize platform/graphics/androidNicolas Roard2012-04-061-0/+669
Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46