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step 2: move libutils headers to their new home in androidfw.
Change-Id: I5e97cfccf6828bc37207b92fbfe301b1ca31df4c
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First step. Move libui headers to their new home.
Change-Id: I2e770e6b53c2f34432b0df2937c4cc33af6dc52b
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Filters can no longer block, which removes the need for transfer queue
interruption. The filter no longer touches the currently painting tile.
Tiles are now all ref-counted to accomodate the container being deleted while
one of its tiles is still painting.
Change-Id: Iaa4848665efdf90846defb0a53bf1ea013b8421b
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bug:5460425
Was intermittently causing top row of pixels in a layer to be incorrectly
clipped.
Additionally, cleaned up shader draw setup.
Change-Id: Ib089354a1953e9a574e58a459d5f3623cc68dd21
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The bottleneck for crespo is normally on painting side, prefetch can add
unnecessary overhead to it.
This only hurts zooming in, but scroll/fling or zoom out is looking fine,
and overall performance is better.
bug:6008123
Change-Id: I591b29eb5f296cd959f1aea845dfb9711123fa54
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Also removes such code from downstream edits to non-Android-specific code.
Bug: 5495373
Change-Id: I478824af2e6ff0eff9a43a9534c2a5ee0e99e9f8
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Bug: 6019693
Change-Id: I7b4f6d83e8913e647e8ac7340afd01d609c4343b
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bug:6016661
Change-Id: I09b729203b77f8138f8b32182d70e1fc6c5ea9f7
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This change can save 1.25MB per process if the app is using webview.
Change-Id: I32b691f15fa7d395e546963fa64e2fd269a89be9
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bug: 4439195
Change-Id: Id1792d60ceec8ecf56b99bcbd898e2f36812b87d
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Change-Id: I104f02e5e6ec50c002a2bdc960b428ece13528dd
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* commit '2857538e8cd8c752b06ee75dd039791a186455b3':
Skia API changes as a result of an update to the Skia library.
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These changes are required to work with r3022 of Skia
Change-Id: I4d4a13bad9acc54934bbb46bdfc08ee424c7a33a
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Cherry-pick from master
When we have composited layers inside iframes/frames, the layers
hierarchy is not always up to date at the time of the layerSync()
call. If some of those layers are scheduled to be repainted, the
repaint operation will triggers the update of the composited layers
tree -- possibly resulting in the deallocation of the very same
GraphicsLayer we were painting from, and thus leading to a crash.
The fix consist in gathering all the root RenderLayer (for each
frame containing composited layers) and explicitely asking
RenderLayerCompositor to check if the composited tree needs to be
updated, before we traverse the tree to paint the elements.
bug:5695185
Change-Id: I33a00b847eb19c9aa4b68f0ac3adbe36709ed00b
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ics-mr1
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cherry-pick of https://android-git.corp.google.com/g/#/c/155078/ into MR1 branch
bug:5660814
We want to avoid swapping in and out of singlesurface mode when we have enough
textures to hold the content, but not while the content is updating.
Change-Id: I3c45f2b9f3c8e06b397b701fb53ac6ac5ff8efdd
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cherry-pick of https://android-git.corp.google.com/g/#/c/155121/2 into MR1 branch
bug:5757950
Change-Id: I34042e8b1f1adf1fc1826d7fde5500708bef3b60
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Change-Id: I93c76ccd401b1fe611cc9c1ea361251667422c7b
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Change-Id: I300373ed92230f61a82ed96f2216e5093ed35c9f
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Change-Id: I95dca67205811d9e18ed07d42b765d4f3bd6f7cc
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Change-Id: Iba601e384549c11cf659a47e06c586048f624148
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Change-Id: I8e2e400940c7c84055aeb2624958aaf47804900b
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This will avoid ANR when texture generation thread is stuck b/c transfer queue
is running out of slots, at the same time, EGL context get destroyed and no
more draw call coming to free up more slots.
Abandon the surface texture will also help to be more memory friendly.
Move the highEndGfx check to TilesManager.
bug:5639899
Change-Id: I98f0289ae5ca18361f71dec853327223506e3073
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Change-Id: I1c76b6177a7d182d68ad050ff4e2951b59104c79
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Removed the 9-patch code
Change-Id: Ic55a617df6058f69c74dff13bf09a455f0091f92
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Bug: 5822424
Fixed by removing all padding adjustments and rendering buttons
natively as draw commands
Change-Id: I6adcdfbd75b3c586414b5e6e60aeca01f5d05b9d
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Change-Id: I0033b8794ae33dade050069d6c209653f0d21fd1
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GLWebViewState::setupDrawing is checking whether or not the shader has been
initialized and initialize it if necessary now, with that, we don't need to
initialized the GL resource in the constuctor of ShaderProgram any more.
TODO: create/destroy all GL resources as request.
bug:5093097
Change-Id: I8b280a9060a8f8fc2f03b8427feb597928ea6d9f
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Change-Id: I7395a5f17b0ccfe8dafcc97fa3ab8897676608e9
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Previously the aspect ratio is using the element attributes, now we honor the
aspect ratio reported by the video.
bug:5880615
Change-Id: I1ed29e9e8df3f9ec3d67c027838ce3edfa3aefd4
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Need to revist software drawing in general, but this gets it working for now
Change-Id: I1745de7a67c75400c31a070f1e17a0602b0df190
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Change-Id: Ic49abd60a206e97c9a397e3f89c4acbdc3b982ff
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Bug: 5853891
Drawing GLExtras for each layer might have fixed MatchInfo positions, but has
had the side-effect of causing cursor rings to be drawn once per layer,
resulting in multiple cursor rings being drawn when links are clicked. Oops!
Making certain that cursor rings are only drawn when GLExtras are rendering
the correct layer addresses this issue.
This has a side-effect of rendering cursor rings in the correct position when
layers have been scrolled, which was not hapening before this change. Bonus!
Change-Id: Ie55e132dddd5b420b1738aa6049229996083008a
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Bug5094208 : VerticalWriting mode support.
Change the VerticalText mapping table after receiving the
glyph for vertical comma from Monotype.
Change-Id: I74a5d9922fa973c60ff3e2eb4beda25bbc52da4a
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