| Commit message (Collapse) | Author | Age | Files | Lines |
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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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jb-dev
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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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Bug: 6422177
Change-Id: I04bb713bd217f1c8776b2aa46f329ef413b7d36b
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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: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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