| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: I1e8f607a94685f3aa8f63e40fe2a265bca8a084e
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In the slow draw path, we are drawing the small background image one by one.
Now in the fast path, we can use the GL shader to repeat the iamges.
bug:6579681
Change-Id: I8ab413bdd073cb867002b77b36d4a1361290ecb2
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The rects are referring to the same rect under different coordinates,
so we just prefix the coordinates' name to differentiate the rects.
This is pure refactor, no functional change.
bug:6338456
Change-Id: Ic072a4f5aa56a25751e0151a697c0e31bca94ef5
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In this way, we can cover any internal rect area of the tiles.
bug:6338952
Change-Id: If236a7f6ad82a3f9126a692ca5b08240a3631f88
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Given the visible area info, we can just tune the shader and matrix to draw
partial tile at the edge of TileGrids. This could save a lot of GPU time.
Change-Id: I1a45aa9a3a76ab5894096828bfff83057b1c9272
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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
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Change-Id: I532ad6b038d3b141bd212c8c408533fec0e9616e
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Now we don't need to compute the same thing for each tile any more.
bug:6338456
Change-Id: I68e744ab7af2bb55a67047bc16aeb8659b26daf2
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In this new way, we don't need to worry about the animation offset, b/c it is
in the clip rect.
Also add the matrix support for video layer.
bug:5684832
Change-Id: I08e22ca042e425f8f7af935b60e04f2a4dbc52df
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Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46
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