| Commit message (Collapse) | Author | Age | Files | Lines |
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bug:5698410
Change-Id: Idff9cb52cabd4cc87427f975fee4968e779139bf
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Add more comments to clarify the coordinate system.
bug:6338952
Change-Id: Ia257c287040e638c3fa644a83ca1e97847bca70a
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bug:5367327
bug:5826464
Change-Id: Ic15b3c28d610ba688f8c41e0782b3d0896b61fe2
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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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Our visibleRect didn't respect the webview animation scaling before.
Get rid of the old code about scaling for ortho projection, we don't need it
any more since we moved onto the clip info.
Rename the viewport to visibleRect which is used more often.
bug:5684832
Change-Id: I8f49cbfd776a95073414ecc31e2fb40642e1ae0d
cherry-pick the master change:
https://android-git.corp.google.com/g/#/c/183080/
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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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So it turns out the fence sync is not the cause of ANR.
bug:6325463
This reverts commit 389739d3808edb3bc97ad75d2ea5e37e281ca411.
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Change-Id: Ia503e508a13c40c29f18db924dce4ac711b03c68
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bug:6365056
Change-Id: Icd0c6b4741159f5413bd697be30b244c8c701ec6
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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: Iaa4b1abeca17df54a4ddd169a3828695b8dcc776
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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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Change-Id: Id97ce1efab5918802cff5b90c0122b4cc2d7e73d
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Was causing ANRs
bug:6325463
This reverts commit 79620b0826fdbb2f0d125042f1414391b51fc5fa
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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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Bug: 6300357
Switch to GradientSkia (fixes the crash)
Fix GraphicsContextAndroid to delay setting the fill & stroke
shaders until immediately before they are needed, as they can be
updated between when they are set and when they are used, which
SkShader doesn't support.
Change-Id: I85c81ad5764495f45547d2cef08bcf7ed7a885c1
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Change-Id: I743a0bf1989572a7c48ebf9f0691c9cec9bef098
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Change-Id: I862487e8700a408e9e2f7f4dc7d034674ac454d0
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Can now draw all available tiles while preparing new zoom level
bug:5690291
Change-Id: Ic08acc59e052d6b05d282329eed2cc526cb8f2f3
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bug:5631590
Change-Id: Ic7dc0dac0d7f98fb94eb2b111b3e59a0a7010caf
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bug:6317028
Change-Id: Ibec896f64371c29a25aaae2490a4e5cf97b5b54a
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bug:6324663
Change-Id: I8dae021b98a1f721d2282bdb7490668a12eb0cf3
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bug:6283539
Change-Id: I84b8d5e0a984cb98cedc43d755b04be521d675ca
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Bug: 6270583 - Vertical glyph doesn't work after switching from ARM gcc4.4 to gcc4.6.
Fixed 3 problems:
1. substituteWithVerticalGlyphs() does not check the error code for HB_GSUB_Select_Script() call.
In gcc4.4, the scriptIndex is default to 0 but not in gcc4.6.
2. Removed the redundant checks for isCJKIdeograph() calls.
3. Convert text to vertical forms if substituteWithVerticalGlyphs() returns an error.
Change-Id: I3b0778affa3e13b608e60190266880c1f47f905a
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Multiple paths were redundant, as they both synchronized the layers, and drew
the base if needed.
depends on frameworks/base change: https://android-git.corp.google.com/g/#/c/179964/
largely reverts 3adbe453816c9282bfe1d212e813661ce2590955
Change-Id: Ic60f79521dc62e7c2281302bc51a3dfde16d396f
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