| Commit message (Collapse) | Author | Age | Files | Lines |
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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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MERGE"
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Disabling SPDY as part of not reusing connections
Also needs the following CL in external/chromium:
https://android-git.corp.google.com/g/#/c/135472/
Change-Id: If69a5c4ba3965c0465808b13a51f9221fdf4e639
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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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Bug:5340451
Change-Id: Ifd706f61f824d1019f998569774b600ae9a9f5b9
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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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MoveSelection and supporting routines have appeared in one-off crash
reports for monkey runs. It's not yet clear whether or not these
conditions are human-reproducible, but returning an empty string when
a null selection is unexpectedly encountered in modifySelection()
should make the release build somewhat safer, while asserting in the
debug build.
Bug: 5244036
Change-Id: I4d492286cebf9884da0c675aa71175b8aa39f4b9
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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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Note that this fix does not correctly handle search results in scrollable
layers. This will be done in a later fix.
Bug: 5262656
Change-Id: I9f16e2f0f0a94d2d8a6ad995bde1715c822d5dab
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bug:5044597
Change-Id: Ib70e48f4503a85952afb28da3a6c500b0c011bb8
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When splitting the invalidation rect over the tiles that it
invalidates, we need to use the tile's offset to calculate the
top/left co-ordinate in the case that the inval rect only covers
part of the tile.
(See change Ie3b4be68 for the regression)
Bug: 4965594
Change-Id: I6a18f1d3d223f5389b0f4f35fab9e579f499e9da
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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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Fix crash when traversing the node hierarchy. Need to
stop when parent() returns null.
Bug: 5244036
Change-Id: I4120d4b6ea14c0a20c84f6bb789573d03e1915b3
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Make sure renderer exists before calling it.
Bug: 5300238
Change-Id: Ie01bc1aaab3390d7c82be65a9b1d183167677e3c
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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: 5293606
Change-Id: Iace4f8a56bc4d8b8cbd01fb369cecf22564b7c8c
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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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