| Commit message (Collapse) | Author | Age | Files | Lines |
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Bug: 5491573
Change-Id: I32666ca6abdc2e224e6b9727f65e62fd3bd10859
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Bug: 5453541
Change-Id: I209d96d6cd567f7d548549e3e9e5004df045226b
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bug:5409902
Tiles weren't always marked dirty, and could get out of the transfer queue
without being marked dirty.
Change-Id: Ia0fe71f00f61d7aede8ca7bc4a389ac417906d36
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bug:5473272
Layer inval regions were being dropped, since calling setBaseLayer multiple
times in between drawGL() calls wouldn't call swapLayersTextures() on a layer
tree, and the invals in it were lost.
Change-Id: I36ebd419151613161a9a4fee858b9e97e83e61fd
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Using webkit to compute animations is still slow in some cases.
When animating large elements, we seems to sometimes bogs the GPU,
which then makes the UI takes longer to render a frame. This in turn
slow the rate at which we can call into webkit (to update the position
of the animated layers), which results in perceived stuttering.
We previously had an implementation of CSS animations that could run
fully on the UI thread, without having to call back into webkit.
We turned it off because there was still some glitches, and calling
into webkit seemed to work well enough -- but as we can see, even
if that's the case in general, edge cases still benefit from running
the animations outside of webkit.
The CL fixes the remaining glitches we had (mostly, it was the
non support of fillMode) and re-enable our CSS animations implementation.
bug:5297559
Change-Id: I1f00bc060a76c9dfd55bd6d8ae85d5d6da68ddb5
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This also improves performances a bit when animating small layers.
bug:5472082 bug:5297559
Change-Id: I0b9fa0a9abf98ab53928f97f53c3134056b15889
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bug:5461107
Tiles were being destroyed, and subsequently dereferenced in TransferQueue
Change-Id: I4fea289e5fda03a69f07554f57120c4c5bf7b016
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bug:5320471
Also, reduce prefetch distance
Change-Id: I9e677c16b5d0cdc16b87bd820591088ab10ab44b
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Bug: 5282993
Change-Id: Ia47c420d867d3aaed8a8ea6f91285cb3b634d970
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bug:5452786
Fixed layer initialization to reference its current layer's SkPicture when it's
created
Change-Id: I4ac33ad6874a982d375859445e2a014ff35d7e12
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- no layout / bgd color check if no inval on the base layer
- throttle the number of ImageTexture uploaded per draw call
- disable fast layer position update for now
bug:5297559 bug:5421309 bug:5218173
Change-Id: I9ff9867dd3cfc2e0805e378d75ea75667fef8673
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Bug: 5459736
Change-Id: I2125e8c0162b218f417e777d5ba62bfd314c7f60
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This is part 2 of 2 of the fix.
See http://trac.webkit.org/changeset/89836
Bug: 5249309
Change-Id: If23a41a8e75e5fb6ba9e84e481ca44a319f678ef
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This is part 1 of 2 of the fix.
See http://trac.webkit.org/changeset/89165
Bug: 5249309
Change-Id: I1159aab70e1fa6d3025761423c4164682dc97b64
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bug:5452814
Change-Id: Ib13a0f4e5189af0e4928bc376b29610e20eeb4dc
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Bug: 5453034
Change-Id: I426aa4ca1b1c253f99c32aaf8cad597c09144af0
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bug:5453156
simplified m_owner management - ONLY modified on UI thread
Previously deferring clear of m_owner, now set immediately since texture thread
doesn't use need stale owner info
Change-Id: I9b6f7bfd27af44a818d378ff750c0170d8122cfd
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into ics-mr0
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bug: 5454889
Change-Id: I34e125d4b6aa5b9c0da7017a975e80761b6183df
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Currently, we call GetByteArrayElements() to get a pointer to the data, then
modify it, then fail to call ReleaseByteArrayElements. This means that if
GetByteArrayElements() happens to take a copy of the data, we'll never sync the
modified data back to the JNI object.
This change updates the code to use SetByteArrayRegion() which handles
releasing any copies that are made by JNI.
Also use ScopedLocalRef where possible.
Bug: 5442710
Change-Id: Ic8691eb18cac746ee2a2086017ffb9b5558755bd
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When we fixed the superfluous contentInvalidateAll() that was called
every time we were scrolling/zooming, this uncover some issues.
This particular one was clearing the entire pictureset when an iframe
was loaded -- this is wrong since we added support for composited
iframes, but we didn't experience this problem before because of the
contentInvalidateAll() masking it...
bug:5449492
Change-Id: I57e4ea68daf6de901118725f5b7d70087084f23b
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We add a separate Images Manager, working
both in GL and software rendering.
bug:5425148
Change-Id: Ib5bc88ad94d49c7f1eb969a716691ac98dc10b77
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Previously the frame inversion state was passed to the UI thread
when the layer tree was synced. This CL removes that restriction
and updates it immediately by storing the state in a cross thread
refcounted object.
bug: 5283034
Change-Id: I58a7ea0f2ed261008b945241bc783cfee4f33466
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stack" into ics-mr0
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This fixes the break in builds which use the Android HTTP stack.
Change-Id: I0feb885754c34e96216c8e0c28390808f424534e
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a String" into ics-mr0
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Currently we get the host and port from Chromium as a std::string, convert to a
jbyte array to pass over JNI, then convert to String. It's simpler to convert
directly to jstring and to pass that over JNI.
This also fixes the fact that WebFrame::requestClientCert() fails to call
ReleaseByteArrayElements().
Requires https://android-git.corp.google.com/g/141238
in frameworks/base.
Bug: 5442710
Change-Id: If81fdef338ecdf2debeece0ebb9926bd261ae219
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bug:5367327
Change-Id: I94589e007f9669fa1b43ab5cee42bfa44d9e503c
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bug:5349958
Clear a flag when a layer tile can't allocate a texture, and only try and redraw
from tile dirtiness if that flag is set.
Also, don't ask for redraw if offending tiles are offscreen.
Change-Id: Iadb0cb267a9c1f308e5b42a6e0e3b4bc71d18ece
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bug:5409902
Tiles were being discarded from the queue (and simply unsuccessfully
added). This caused them to get stuck in the 'ValidatedUntransferred' state.
Now if a tile isn't added successfully, or if it's discarded, it removes its
painting texture and will have to repaint from scratch.
Change-Id: I551e00fb8a6be3b0f3cabeabaa91e8b8b30019d5
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inval rects we receive from webkit do not fully cover the area that changed. For now, fix this by forcing the invalidation of the entire content (note: we only invalidate the tiles -- we do not force an actual regeneration of the pictureset for the entire content)" into ics-mr0
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inval rects we receive from webkit do not fully cover the area that
changed. For now, fix this by forcing the invalidation of the entire
content (note: we only invalidate the tiles -- we do not force an
actual regeneration of the pictureset for the entire content)
bug:5361852
Change-Id: I682766d0101d4c8b8a38357dc7846c0030c1f9dc
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Bug: 5267547
When spellcheck is set to false, disable the
IME suggestions and the spelling error highlighting
Change-Id: Ib62bc760334159aa086214cc6f1388d1abe89cb4
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bug: 5436630
Change-Id: I058a0d750f185c56c0fe70ac0bff7c9781c35dc8
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