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path: root/Source/WebCore/platform/graphics/android/rendering/Tile.h
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* Revert "Workaround double blit failure"Matthew Hui2013-01-211-2/+0
| | | | | | | This reverts commit 0c274b96c2dfb5a83b12a99f1ca9069378f73bdb. Change-Id: Iaea6c25cf1aae59e7ce85cd43b028ba9c2e437f0 CRs-fixed: 396141
* Pin renderers to threads instead of tilesChris Craik2012-06-191-5/+3
| | | | | | | Move thread local bitmaps to renderers, so the renderers own them, and can perform optimizations. Change-Id: I60d604759f4ce2ec9981990d1613eaf23cd1e625
* Workaround double blit failureChris Craik2012-06-121-0/+2
| | | | | | | | | | | | | 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
* Defer low res tile rendering to once/secondChris Craik2012-05-141-2/+2
| | | | | bug:6434846 Change-Id: I5ba981e6a3e154a1e99873d8fd5317b8ce7bb73b
* dirty all tiles when entering/exiting single surface modeChris Craik2012-05-101-0/+2
| | | | | | bug:6471089 Change-Id: I609a75d028ec9fa7b26be90d38b116a9766c4f21
* Rewrite PictureSet with TURBO!John Reck2012-05-021-0/+2
| | | | | | | | | | | | | | | | | | | | 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
* Support partial draw in terms of a rect.Teng-Hui Zhu2012-04-261-1/+1
| | | | | | | | In this way, we can cover any internal rect area of the tiles. bug:6338952 Change-Id: If236a7f6ad82a3f9126a692ca5b08240a3631f88
* Don't overdraw TileGridsChris Craik2012-04-241-1/+3
| | | | | | | 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
* Enable point sample when the texel and pixel is 1:1 mapping.Teng-Hui Zhu2012-04-171-1/+1
| | | | Change-Id: I532ad6b038d3b141bd212c8c408533fec0e9616e
* Removed unused boolChris Craik2012-04-101-3/+0
| | | | | bug:5636249 Change-Id: Ic99ab5a386009fcfb52ceaffc4881fe2f1d8d627
* Reorganize platform/graphics/androidNicolas Roard2012-04-061-0/+191
Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46