| Commit message (Collapse) | Author | Age | Files | Lines |
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bug:5361337
Fixes issue with garbage being drawn in unpainted tiles, and also allocates
tiles very lazily.
Change-Id: I9799b63670a80748a4809b61506da96a739d3a65
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This is preparation for https://android-git.corp.google.com/g/#/c/134488/4
Refactoring only, no functional change.
Bug: 5262656
Change-Id: I44e362cf35fc5080f7d9fba34183188d3a2a6331
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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
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Bug: 5354009
12 for left/right
8 for top/bottom
Change-Id: Iec50b82b95d24b3a50c858017f52d52310c86ee9
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Bug: 5348386
Change-Id: I6fd9c1d856be257a1a757649aa85e55d4a14a8d1
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bug:5347539
Change-Id: Ic70f9a3d3d780ddf8c60bf51ee94e0b36f56c22e
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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
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Clean up the unnecessary Surface Texture operation in CPU upload code path.
bug:5347539
Change-Id: Id8cf1d3e472dce2470bc62a844b95e8d5d2a6371
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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
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* changes:
Simplify logic in ScrollableLayerAndroid::scrollTo()
Fixes style and adds some comments to layers code
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No functional change
Bug: 5262656
Change-Id: Ifb6cc64e7578625acc1d5e91b8296b9e4cf1d449
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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
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Bug: 5333083
Change-Id: Ia2b03d8d9e0167d06f8a900152e25e66372acd59
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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
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bug:5044597
Change-Id: Ib70e48f4503a85952afb28da3a6c500b0c011bb8
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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
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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
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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
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bug:5270526
Change-Id: I790a3fc995edc73192b2bcb24eaa29e99434f2fb
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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
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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
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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
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bug:3367478
Change-Id: I37632de8503b0f3eba0a183a156d71ea48bdba98
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bug:5278818
Change-Id: I03206bdc5e95743054c361f235e2d94b835a95d1
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bug: 5239378
Change-Id: I2078db559315f93e8c43052bf9718566157f971b
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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
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bug:5265207
Don't steal textures with a draw count from last frame to prevent flickering
Change-Id: I0a37b2417f0721b150b47920feea9ddb1666ec28
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bug:5269460
Deallocate the graphics memory backing a BaseTileTexture on onTrimMemory
signals, and accordingly allocate it lazily, as needed.
Change-Id: I52039723f47e6470e4fe8dd987d384017005390f
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bug: 5239378
Change-Id: I5f7d33302d5a40f58ec12a3c0be63cb51d4ffc75
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