| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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:6479200 bug:6323847 bug:4124445
Change-Id: I1a4058ba6c69d3e285b6274d99a6eafcbf1cdc6f
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bug:6434846
Change-Id: I5ba981e6a3e154a1e99873d8fd5317b8ce7bb73b
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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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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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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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bug:6346848
also renamed TileGrid* variables for clarity
Change-Id: Ie0e56a6e1e85db426c4944b03125248cd6a647c0
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Change-Id: I532ad6b038d3b141bd212c8c408533fec0e9616e
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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:6324663
Change-Id: I8dae021b98a1f721d2282bdb7490668a12eb0cf3
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Was ignoring transform calculation
bug:6317028
Change-Id: I9d5d491ef9eb853535e18a8ad10ab387d77e2d80
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Extracted TilesManager instance locally, and standardized the extraction naming.
Change-Id: Ia6ba1013bc6502f7c3a49d5dbf5d74739d997d2e
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also make prefetch bounds only additionally expand in the Y direction
bug:6273774
bug:6299994
Change-Id: I65d981a9e01adb605deff403c338deebcbf5e8ec
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Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46
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