| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit 0c274b96c2dfb5a83b12a99f1ca9069378f73bdb.
Change-Id: Iaea6c25cf1aae59e7ce85cd43b028ba9c2e437f0
CRs-fixed: 396141
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bug:7247750
Change-Id: I8238acc2c20942ab2f42936d16a03226909aebcd
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Change-Id: I2a53b157d40c630e7ca1361f8e0c8aca1d6e8a4e
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An issue occurs on Stingray where calling glTexSubImage2d in order to blit an
update to a texture fails silently if the texture has already been updated this
frame.
With this change, we now draw the tile off-screen to work around the issue just
before the second blit is required. This way, the second blit succeeds.
bug:6630040
Change-Id: I07213954669b0f3d3f5b87a748a591e532b097b4
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Fixes an issue where tiles outside the new bounds weren't invalidated, as the
layer shrank in one dimension.
bug:6609350
Change-Id: I1f6715670654c9e6211dbec71875aa2ea11cd8f8
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Base surface can expand dynamically (see BaseLayerAndroid::updatePosition) to
fill the viewport, so disable clipping on it.
bug:6593707
Change-Id: I3afafb28fbe95d3162c76f8e835932577ded65ce
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bug:5683630
Change-Id: I43f738f2649a79b4ad7865ed27375c07195fa9b9
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If the current clip covers the entire view, we don't have to calculate framework
invals from swapping layers - we already draw them immediately.
bug:6530473
Change-Id: I4b639e06781371e37c246f3220b79f28e7d95649
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Previously we used the surface's first layer's area, which is often incorrect in
the case of significant layer merging.
bug:6545187
Change-Id: Ied3e5e3cd894b145ed905f8ba83649b3c4f3b1dd
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bug:6502237
Change-Id: I62f296d429dcf4917ff2e93029022a7ab2cf3fd6
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bug:6479200 bug:6323847 bug:4124445
Change-Id: I1a4058ba6c69d3e285b6274d99a6eafcbf1cdc6f
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This will reduce the need to go to single surface rendering mode,
as well as improving jank by reducing the number of surfaces we need.
(tested on a set of popular sites, we now need up to 16 times less
surfaces, commonly 4-5 times less)
bug:5683630 bug:6499283 bug:6366440
Change-Id: I761c6a60279e5b21dca8bc1faccd956be58e3702
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bug:6331760
bug:6331909
bug:6470927
Change-Id: I558ba1aafb6f7e6800f3bcd22dab5f98e197ddeb
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bug:6483791
Update tile painter of outstanding operations
Always schedule a paint operation if we can't update an outstanding one
Remove old interruption code, as it's no longer used
Change-Id: Ibcdb142d3d9b4ee7a52c78b5c121056089913211
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- extract image for body background (a lot more memory-friendly)
- implement tiling / repeat
- handles background color
bug:1352305
Change-Id: I0efa27e09416e3c3848a4a53ced650cbb3d9f7ce
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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
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Bug: 6445600
Clip fast partial invals to the screen instead of an arbitrary size
limit
Change-Id: Iafcbcb427566db87420b8bfc54eb9148530913ce
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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 single-surface rendering, we did not paint the surface collection
correctly if there was more than one child on the base surface
(which is the case with fixed-background elements).
Change-Id: I6e8d34630060414159b5f13cd302c1dc2165a048
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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
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bug:1352305
Change-Id: Id9caaae9b9442729110b52c75004f634d8284db4
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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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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: I862487e8700a408e9e2f7f4dc7d034674ac454d0
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bug:5631590
Change-Id: Ic7dc0dac0d7f98fb94eb2b111b3e59a0a7010caf
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Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46
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