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* Discard BaseTileTextures entirely when they delete their GL texturesChris Craik2011-09-221-7/+1
| | | | | | | | bug:5361337 Fixes issue with garbage being drawn in unpainted tiles, and also allocates tiles very lazily. Change-Id: I9799b63670a80748a4809b61506da96a739d3a65
* Merge "Clean up style and add some comments in Layer"Steve Block2011-09-223-59/+36
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| * Clean up style and add some comments in LayerSteve Block2011-09-213-59/+36
| | | | | | | | | | | | | | | | | | This is preparation for https://android-git.corp.google.com/g/#/c/134488/4 Refactoring only, no functional change. Bug: 5262656 Change-Id: I44e362cf35fc5080f7d9fba34183188d3a2a6331
* | Merge "Prefetch browser content with tiled page"Chris Craik2011-09-215-0/+74
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| * | Prefetch browser content with tiled pageChris Craik2011-09-215-0/+74
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | bug:5262519 Use the tiled page not used by content rendering to render much fewer tiles for the same content, at an inflated scale. These prefetched tiles are prioritized for painting above all others, so that content is (almost) always visible on the base layer. Change-Id: I598b7925cb68beef632f828df3ae522a0b21e2b4
* | | Merge "Increase default button padding"John Reck2011-09-211-3/+6
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| * | | Increase default button paddingJohn Reck2011-09-211-3/+6
| |/ / | | | | | | | | | | | | | | | | | | | | | Bug: 5354009 12 for left/right 8 for top/bottom Change-Id: Iec50b82b95d24b3a50c858017f52d52310c86ee9
* | | Merge "Prevent rings from being clipped"John Reck2011-09-212-3/+10
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| * | Prevent rings from being clippedJohn Reck2011-09-202-3/+10
| |/ | | | | | | | | | | Bug: 5348386 Change-Id: I6fd9c1d856be257a1a757649aa85e55d4a14a8d1
* | Merge "Actually update the texture filter."Teng-Hui Zhu2011-09-201-2/+2
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| * | Actually update the texture filter.Teng-Hui Zhu2011-09-201-2/+2
| | | | | | | | | | | | | | | bug:5347539 Change-Id: Ic70f9a3d3d780ddf8c60bf51ee94e0b36f56c22e
* | | Merge "Support drawing the quad in GL_NEAREST mode."Teng-Hui Zhu2011-09-203-7/+10
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| * | Support drawing the quad in GL_NEAREST mode.Teng-Hui Zhu2011-09-203-7/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | This can save the draw call perf up to about 20-40% for each quad. We should make more draw calls using NEAREST mode when it is 1 to 1 mapping. bug:5347539 Change-Id: I1ae206716f2b1352775e0079e25e54f46bc18578
* | | Merge "A better CPU upload path"Teng-Hui Zhu2011-09-201-7/+13
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| * A better CPU upload pathTeng-Hui Zhu2011-09-201-7/+13
| | | | | | | | | | | | | | | | Clean up the unnecessary Surface Texture operation in CPU upload code path. bug:5347539 Change-Id: Id8cf1d3e472dce2470bc62a844b95e8d5d2a6371
* | Merge "Fix missing tiles"Chris Craik2011-09-192-16/+28
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| * | Fix missing tilesChris Craik2011-09-192-16/+28
| |/ | | | | | | | | | | | | | | | | | | bug:5335634 Fix issue where stealing a back texture from a tile (while the tile was ready to swap) wouldn't mark tile as dirty. Now, mark tile dirty whenever texture is stolen from it, and avoid trying to steal busy textures. Change-Id: Iacbda17ba4b4c6382ceb1c84a6e5f02e609a76a5
* | Merge changes Ifb6cc64e,I4d819cc5Steve Block2011-09-195-23/+37
|\ \ | | | | | | | | | | | | | | | * changes: Simplify logic in ScrollableLayerAndroid::scrollTo() Fixes style and adds some comments to layers code
| * | Simplify logic in ScrollableLayerAndroid::scrollTo()Steve Block2011-09-191-4/+1
| | | | | | | | | | | | | | | | | | | | | No functional change Bug: 5262656 Change-Id: Ifb6cc64e7578625acc1d5e91b8296b9e4cf1d449
| * | Fixes style and adds some comments to layers codeSteve Block2011-09-194-19/+36
| | | | | | | | | | | | | | | | | | | | | | | | Also removes FrameCachePermission::AllowNewest. This should have been removed as part of https://android-git.corp.google.com/g/#/c/2712. Bug: 5262656 Change-Id: I4d819cc5087653e4a1180d04ca0b5b20db7e2305
* | | Merge "We be GL ringing it all over them layers"John Reck2011-09-193-70/+83
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| * | | We be GL ringing it all over them layersJohn Reck2011-09-193-70/+83
| |/ / | | | | | | | | | | | | | | | Bug: 5333083 Change-Id: Ia2b03d8d9e0167d06f8a900152e25e66372acd59
* | | Merge "Prepare tiles in reverse draw order"Chris Craik2011-09-193-4/+28
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| * | Prepare tiles in reverse draw orderChris Craik2011-09-193-4/+28
| |/ | | | | | | | | | | | | | | | | bug:5335634 By preparing tiles in the reverse of draw order, tiles on top are given textures first and less likely to be missing. Change-Id: Idafde3e0789e24459bba2db150081969810a0021
* | Fix one typo in the GL state restoreTeng-Hui Zhu2011-09-191-1/+1
|/ | | | | | bug:5044597 Change-Id: Ib70e48f4503a85952afb28da3a6c500b0c011bb8
* Share the display from the UI threadTeng-Hui Zhu2011-09-162-13/+27
| | | | | | | | | | Currently disable the wait b/c b/5332112. For now it should be the same functionality as the original workaround by using glDraw. bug:5270526 Change-Id: Ia6d6739909994d6ed756c6b195e6cf7ee9518c54
* Fix Monkey crash in V8AbstractEventListenerBen Murdoch2011-09-151-0/+8
| | | | | | | | | Monkey can trigger a situation such that script can execute while the frame is detached. Not clear if this can be triggered in normal usage, but the fix is simple enough. Bug: 5201341 Change-Id: Id5701cc0947e30103f9168cf43fcb164c0fe8356
* Merge "Improve tile painting prioritization to minimize stalled, blank tiles"Chris Craik2011-09-142-17/+16
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| * Improve tile painting prioritization to minimize stalled, blank tilesChris Craik2011-09-142-17/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | bug:5320450 * Greedily deallocate textures from stolen tiles * Force all prioritization values to be positive * Create simply described prioritization ordering: * Draw count * Has front texture? * position (if base tile) Change-Id: Icd5dab931f735c14c18feef5186c8245c5956cfd
* | Merge "A better WAR of driver issue by using GPU fence"Teng-Hui Zhu2011-09-143-13/+39
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| * | A better WAR of driver issue by using GPU fenceTeng-Hui Zhu2011-09-133-13/+39
| | | | | | | | | | | | | | | bug:5270526 Change-Id: I790a3fc995edc73192b2bcb24eaa29e99434f2fb
* | | Merge "Allocate textures based purely on viewport size"Chris Craik2011-09-131-2/+5
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| * Allocate textures based purely on viewport sizeChris Craik2011-09-131-2/+5
| | | | | | | | | | | | | | | | | | | | bug:5211417 Allocate textures based upon viewport size, instead of visible nr of tiles. This will help prevent rare OOM issues triggering from a certain position in the page. Change-Id: Ib43fef0e0b9b8e4e26df448d67bb159a105e300c
* | Merge "Fix layer tile allocation to be more consistent, less disco"Chris Craik2011-09-134-17/+34
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| * Fix layer tile allocation to be more consistent, less discoChris Craik2011-09-124-17/+34
| | | | | | | | | | | | | | | | | | | | | | | | | | | | bug:5290559 Two major things: * Avoid swapping front/back textures before the textures have been blitted to avoid race condition where blit fails because it doesn't see a back texture * Don't allow a tile to acquire its front texture to paint into, as the acquisition logic doesn't handle this. Change-Id: I84b59396ca9faaf3ddc7c75b6f66e4736bf4c3cf
* | Merge "Fix the poster issue and full screen behavior html5 video"Teng-Hui Zhu2011-09-121-2/+16
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| * Fix the poster issue and full screen behavior html5 videoTeng-Hui Zhu2011-09-121-2/+16
| | | | | | | | | | | | | | | | | | | | This is related to the change in https://bugs.webkit.org/show_bug.cgi?id=49481, and it seems there is some following up discussion in this area. We will just follow what we did from Honeycomb and work around issues for now. bug:4523481 Change-Id: I3c2225afb078c24db423119a235266f222055431
* | Fudge layer translation to always line up with view pixelsChris Craik2011-09-113-20/+24
| | | | | | | | | | | | bug:3367478 Change-Id: I37632de8503b0f3eba0a183a156d71ea48bdba98
* | Merge "If unlock base layer marks tiles dirty, repaint"Chris Craik2011-09-094-22/+39
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| * | If unlock base layer marks tiles dirty, repaintChris Craik2011-09-084-22/+39
| | | | | | | | | | | | | | | bug:5278818 Change-Id: I03206bdc5e95743054c361f235e2d94b835a95d1
* | | Merge "Hookup internal plumbing needed to expose new plugin API."Derek Sollenberger2011-09-091-0/+2
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| * | | Hookup internal plumbing needed to expose new plugin API.Derek Sollenberger2011-09-091-0/+2
| |/ / | | | | | | | | | | | | bug: 5239378 Change-Id: I2078db559315f93e8c43052bf9718566157f971b
* | | Merge "Cherry-pick WebKit change 93521 to fix FrameLoader"Steve Block2011-09-091-8/+27
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| * | Cherry-pick WebKit change 93521 to fix FrameLoaderSteve Block2011-09-091-8/+27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | See http://trac.webkit.org/changeset/93521 Note that the change did not apply cleanly to FrameLoader::stopLoading() because we don't have http://trac.webkit.org/changeset/90164. See bug for details. Bug: 5264509 Change-Id: I824284b9daaa8bc033aebca558d5362ebfb617d8
* | | Merge "Stop layer tile flickering"Chris Craik2011-09-081-11/+14
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| * | | Stop layer tile flickeringChris Craik2011-09-081-11/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | bug:5265207 Don't steal textures with a draw count from last frame to prevent flickering Change-Id: I0a37b2417f0721b150b47920feea9ddb1666ec28
* | | | Merge "Deallocate graphics memory with onTrimMemory signals"Chris Craik2011-09-085-1/+65
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| * | | | Deallocate graphics memory with onTrimMemory signalsChris Craik2011-09-085-1/+65
| |/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | bug:5269460 Deallocate the graphics memory backing a BaseTileTexture on onTrimMemory signals, and accordingly allocate it lazily, as needed. Change-Id: I52039723f47e6470e4fe8dd987d384017005390f
* | | | Merge "Add Plugin API for a video framerate callback."Derek Sollenberger2011-09-085-4/+35
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| * | | | Add Plugin API for a video framerate callback.Derek Sollenberger2011-09-085-4/+35
| | | | | | | | | | | | | | | | | | | | | | | | | bug: 5239378 Change-Id: I5f7d33302d5a40f58ec12a3c0be63cb51d4ffc75