| 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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Move thread local bitmaps to renderers, so the renderers own them, and can
perform optimizations.
Change-Id: I60d604759f4ce2ec9981990d1613eaf23cd1e625
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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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bug:6434846
Change-Id: I5ba981e6a3e154a1e99873d8fd5317b8ce7bb73b
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bug:6471089
Change-Id: I609a75d028ec9fa7b26be90d38b116a9766c4f21
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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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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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Change-Id: I532ad6b038d3b141bd212c8c408533fec0e9616e
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bug:5636249
Change-Id: Ic99ab5a386009fcfb52ceaffc4881fe2f1d8d627
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Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46
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