| Commit message (Collapse) | Author | Age | Files | Lines |
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bug:5347539
Change-Id: Iac3888afe1130043e7800e623dd6e061ecf6f40d
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Port the change made to PlatformContextSkia in
http://trac.webkit.org/changeset/74089
to GraphicsContext Android.
This fixes the rendering of inset box shadows.
Bug: 5351383
Change-Id: I7b68c965aec87e610d853a8220468fd8113351e6
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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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Rather than just posting an inval when we start to load a new
page, we should do so on any new intra-page navigation, so that
we cover cases that don't originate from Java. For example, when
navigating the page cache.
Bug: 5266447
Change-Id: I035ddcd9ef7d06a69a8adfe89cba75be7c502edb
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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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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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