| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When memory gets low on a device, activities flush everything they can.
Hardware-accelerated activites, such as Launcher, flush GL resources and destroy
the GL context. However, some resources were still hanging around, due to deferred
destruction policies (we don't delete layers until the DisplayLists they are in
are finalized, to ensure we don't deref deleted objects). This meant that we were
referring to obsolete GL data in these objects. in particular, it meant that we might
come around later, after a new GL context was created, and delete a texture object
that was incorrect. We use the layer's "texture id" to refer to the texture underlying the
layer. But if there's a new GL context, then this texture ID is no longer valid, and
we may be deleting the texture that a different object (layer, icon, whatever) is referring
to, because the driver may return that same ID under the new GL context.
The fix is to more aggressively delete things that we know will not be used again
when the GL context is destroyed. In particular, we delete all resources being used
by all DisplayLists at GL context destruction time.
Issue #7195815 Textures corruption on all devices, in many apps
Change-Id: I52d2d208173690dbb794a83402d38f14ea4c6c22
|
|
|
|
|
|
| |
Bug #7247880
Change-Id: I4f6c38e37b953c58e6107097c613891a49dac766
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Launcher occasionally crashes with a stack trace indicating that the memory
of a Layer object is corrupt. It is possible for us to delete a Layer
structure and then, briefly, use it to draw a DisplayList again before
that DisplayList gets recreated (without the layer that got deleted).
When this happens, if the memory got corrupted, it's possible to crash.
The fix is to add Layer to the other objects which we currently refcount
(bitmaps, shaders, etc.). Then instead of deleting a Layer, we decrement the
refcount. We increment when creating it, then increment it again when it's
referenced from a DisplayList. Then we decrement the refcount instead of
deleting it, and decrement when we clear a DisplayList that refers to it.
Then when the refcount reaches 0, we delete it.
Issue #6994632 Native crash in launcher when trying to launch all apps screen
Change-Id: I0627be8d49bb2f9ba8d158a84b764bb4e7df934c
|
|
|
|
| |
Change-Id: I1123aae0355de84db705bb75042c7083fc69c9f2
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
There are two fixes here:
- precaching: instead of caching-then-drawing whenever there is a new
glyph, we cache at DisplayList record time. Then when we finally draw that
DisplayList, we just upload the affected texture(s) once, instead of once
per change. This is a huge savings in upload time, especially when there are
larger glyphs being used by the app.
- packing: Previously, glyphs would line up horizontally on each cache line, leaving
potentially tons of space vertically, especially when smaller glyphs got put into cache
lines intended for large glyphs (which can happen when an app uses lots of unique
glyphs, a common case with, for example, chinese/japanese/korean languages). The new
approach packs glyphs vertically as well as horizontally to use the space more efficiently
and provide space for more glyphs in these situations.
Change-Id: I84338aa25db208c7bf13f3f92b4d05ed40c33527
|
|
|
|
| |
Change-Id: I5062ea5b0605fc7af27f410fafc930d10f38e926
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This implementation adds a drawGeneralText() method to the OpenGL
Renderer, which supports both a global x, y position, an array of
individual glyph positions, and also a length parameter (which enables
drawing of underline and strikethrough. It also adds the method to the
display list (with marshalling and unmarshalling).
With this change, the existing drawText() method is removed entirely, as
it's subsumed by the new method. It's easy enough to revert to the old
functionality if needed by passing in a NULL positions array.
Change-Id: I8c9e6ce4309fd51cc5511db85df99f6de8f4f6f5
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
A previous fix made it necessary for a frame to render something to GL
in order to cause a call to eglSwapBuffers(). Besides the calls being
tracked as part of issuing a DisplayList, there is also a potential call
to clear the canvas (via glClear()) on non-opaque surfaces. This call is also
good to track, since a surface that gets cleared without any other drawing operations
is worth flipping to the screen (to erase old contents on that surface).
This fix tracks the status of the pre-draw operations to find out whether
glClear() was called and then sets the drawing status appropriately.
Issue #6606422 QuickContact dismissal is janky again (Tracking)
Change-Id: I5fcaccfdc9293dd46b83f2fc279730a5d2740ebf
|
|
|
|
|
|
|
|
|
|
| |
The fix is to track when we issue GL drawing commands, and to skip the
call to eglSwapBuffers() when a DisplayList does not result in
any actual rendering calls to GL.
Issue #6364143 QuickMuni list items and buttons flicker instead of fade
Change-Id: I60a02c61a58c32d92481a1e814b4c8a49c6a37a3
|
|
|
|
|
|
|
|
|
|
|
| |
The comparisons used in the various properties setters could fail badly
in some specific conditions. The scale properties in particular did not
use the same comparisons.
This change also clamps alpha to the 0..1 range which avoids overflow
issues with lowp registers in GLSL computations.
Change-Id: I3e73b584e907a14e2c33d0865ca0d2d4d5bff31d
|
|
|
|
|
|
| |
Bug #6483390
Change-Id: I4d2d725ef50c9401b4bd998b6160128102b40745
|
|
|
|
| |
Change-Id: Ie28538a2104d21154fdc78a56525e7403f08287d
|
|\
| |
| |
| | |
pixels" into jb-dev
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Some logic in the native matrix code would determine that a matrix was
'pureTranslate' based on the scale values of a matrix being close-enough to 1,
which was within a very small epsilon. This works in general, because screen space
coordinates make that epsilon value irrelevant, so close-enough really is close-enough.
However, TextView, when centering text, works in a coordinate system that is quite
huge, with left/right values about 500,000. These numbers multiplied times that small
epsilon value would give a result that was significant, and would cause a miscalculation
of up to 4-5 pixels, causing the snap that we'd see for a couple of frames as the
scale got "close enough" to 1.
The fix is to remove the optimization of "close enough". What we really need the matrix to
do is to identify itself as being translate-only when no scale as been set (which is the
default). For the purposes of that check, it is good enough to simply check the values against
1 directly. Similarly, the bounds-check logic needs to check against 0 and 1 directly.
Issue #6452687: Glitch when changing scale of a view containing text
Change-Id: I167fb45d02201fb879deea0e5a7ca95e38128e17
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
An optimization for paths is to only create a texture for the original native
Path object, and have all copies of that object use that texture. This works in
most cases, but sometimes that original path object may get destroyed (when the
SDK path object is finalized) while we are still referencing and using that object
in the DisplayList code. This causes undefined errors such as crashes and hanging
as we iterate through the operations of a destroyed (and garbage-filled) path object.
The fix is to use the existing ResourceCache to refcount the original path until
we are done with it.
Issue #6414050 Analytics Dogfood App crashes reliably on Jellybean
Change-Id: I5dbec5c069f7d6a1e68c13424f454976a7d188e9
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This flag was still hanging around pending any need to disable
DisplayList properties. But things seem stable, so it's time to clean up
and simplify the code.
At the same time, I reduced redundance in DisplayList dimensions. We
used to call drawDisplayList() with width/height parameters that were
used to do a clip reject. This is redundant with the DisplayList properties
that set the bounds of the DisplayList; the left/right and top/bottom properties
represent the same width/height properties formerly used in drawDisplayList().
The new approach is to not pass dimensions to drawDisplayList(), but to
instead pull those dimensions directly from the DisplayList when needed.
Change-Id: I8871beff03b1d4be95f7c6e079c31a71d31e0c56
|
|
|
|
|
|
|
|
|
|
|
|
| |
Some views (such as ImageView and TextView) handle non-opaque alpha
values directly. This was originally an optimization, but we can handle it faster
in many cases without this optimization when DisplayList properties are enabled.
Basically, if a view has non-overlapping rendering, we set the alpha value directly
on the renderer (the equivalent of setting it on the Paint object) and draw each
primitive with that alpha value. Doing it this way avoids re-creating DisplayLists
while getting the same speedup that onSetAlpha() used to get pre-DisplayList properties.
Change-Id: I0f7827f075d3b35093a882d4adbb300a1063c288
|
|
|
|
|
|
|
| |
An earlier commit fixed problems with enabling DisplayList properties.
This CL actually enables the properties.
Change-Id: I5c41d0c64e9241822af53eb367de0fed7d9608e0
|
|
|
|
|
|
|
|
|
|
| |
Re-enabling DisplayList properties last week caused some app
errors due to the way that some transforms were being handled (specifically,
those coming from the old Animations and ViewGroup's childStaticTransformation
field). This change pushes *all* transform/alpha data from View.draw() into
the view's DisplayList, making DisplayLists more encapsulated (and correct).
Change-Id: Ia702c6aae050784bb3ed505aa87553113f8a1938
|
|
|
|
|
|
|
|
|
| |
The new DisplayList properties design has ordering conflicts with the
way that alpha works with old animations (AlphaAnimation). This CL
disables DiksplayList properties while I'm working on a fix and some
more thorough tests for old animations-vs-DL properties in general.
Change-Id: I8f6893138f939171491c2ec3c889214ee55d17b7
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Several issues came up after DisplayList properties were enabled,
so they were disabled pending fixes. Those issues have been fixed, so
DisplayList properties are once again being enabled by default. This
CL both re-enables these properties (in View.java and DisplayListRenderer.h)
and fixes the various issues that enabling them caused the first time around.
Related issues (all currently marked as Fixed, though that was simply because
DL properties were disabled - this CL provides the real fixes now that
DL properties are enabled by default):
Issue #6198276 Text input broken
Issue #6198472 Native crash at pc 00076428 in many different apps in JRM80
Issue #6204173 Date/time picker isn't rendering all parts of UI
Issue #6203941 All Apps overscroll effect is rendered weirdly/has flickering
Issue #6200058 CAB rendering issue - not drawing items?
Issue #6198578 Front camera shows black screen after taking picture.
Issue #6232010 Layers not recreated when children change (DisplayList properties)
Change-Id: I8b5f9ec342208ecb20d3e6a60d26cf7c6112ec8b
|
|
|
|
|
|
|
|
|
| |
WebView needs more fine-grained control over the behavior of the
framework upon execution of the display lists. The new status_t
allows WebView to requests its functor to be re-executed directly
without causing a redraw of the entire hierarchy.
Change-Id: I97a8141dc5c6eeb6805b6024cc1e76fce07d24cc
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
DisplayList properties are (again) disabled by default, via flags in
View.java and DisplayListRenderer.h. There are various artifacts to
chase down before enabling by default.
Issue #6198472 Native crash at pc 00076428 in many different apps in JRM80
Issue #6204173 Date/time picker isn't rendering all parts of UI
Issue #6203941 All Apps overscroll effect is rendered weirdly/has flickering
Issue #6200058 CAB rendering issue - not drawing items?
Issue #6198578 Front camera shows black screen after taking picture.
Change-Id: I045dc82ce1d85fedbae3bb88eb2a2dfb6891d41f
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This CL simply enables DisplayList property functionality. The code for
this feature is already there, but it's been disabled by default pending further
testing and analysis. This change sets these build-type flags to true
so that all hw-accelerated apps will now use DisplayList properties by default.
In particular, this feature enables a fast-path for changes that affect the
handful of View properties involved in animations (alpha, translationX, etc.).
Setting these properties now gets propagated to the native DisplayList associated
with the View, avoiding costly recreation of the SDK-level DisplayList and
also enabling faster invalidation of the view hierarchy.
Change-Id: Ic99c8f28fa9183f2e54e9e4860b333eb9c540f7c
|
|
|
|
| |
Change-Id: Iccf6f8366c0b659ba7c90df99ae05ebc5d81fcbb
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Bug #6157792
Previously, DisplayListRenderer would compute the number of bytes
written after a drawing op by looking at the difference between
the start pointer of the command stream and the end pointer of
the command stream. The SkWriter class used to record the commands
stream allocates blocks of storage which would cause a crash when
a command spanned two blocks.
Change-Id: I4d79d3feeb6d72d9d4e6ab05ecebd72d004be56c
|
|
|
|
|
|
|
|
|
|
|
| |
Basic functionality of handling View properties (transforms,
left/right/top/bottom, and alpha) at the native DisplayList level.
This logic is disabled for now (via compile-time flags in View.java and
DisplayListRenderer.h) as we continue work on it (there is no advantage
to the new approach until we optimize invalidation and rendering paths
to use the new code path).
Change-Id: I370c8d21fbd291be415f55515ab8dced6f6d51a3
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Bug #6073717
Bug #6065504
Bug #6026515
Bug #5971725
Prior to this patch, the destructor of DisplayList would always run
on the finalizer thread. This could cause a race condition if the UI
thread was busy rendering display lists at the same time leading to
various random native crashes.
Change-Id: Ie11108e3b1538d4b358a1a8b4cce1b2d33152d0c
|
|
|
|
| |
Change-Id: I0c1979aab395098651c8a63d0bae0198ebc3746b
|
|
|
|
| |
Change-Id: I165c9e05facf5365aa6850605688e538640c7fcc
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When a drawPath command is recorded in a display list, a copy of the
source path is made to preserve against possible modifications of the
said source path. Copies are discarded when a display list is cleared,
which usually happens on invalidate(). This means that even if a path
is never modified, the texture generated to draw it on screen is
destroyed every time an invalidate() is issued. This change fixes this
problem by introducing a reference to the source path in the copy.
If both the copy and the source path have the same genID, they are
the same path and can share the same texture.
Change-Id: I34849311c183e06336a1391d2d1568a087f973f6
|
|
|
|
| |
Change-Id: Iba7a9c92c865f698821b6ff7bc4f502659642ac1
|
|
|
|
|
|
|
|
|
|
|
| |
This optimization allows us to quickly skip operations that lie
entirely outside of the known bounds of a display list. Because
of ViewGroup.setClipChildren, we must keep the operations recorded
in the display list. setClipChildren(false) is however a very
uncommon operation and we will therefore often benefit from this
new optimization.
Change-Id: I0942c864e55298e6dccd9977d15adefbce3ba3ad
|
|
|
|
|
|
|
|
| |
These markers will be used to group the GL commands by View in the
OpenGL ES debugging tool. This will help correlate individual GL
calls to higher level components like Views.
Change-Id: I73607ba2e7224a80ac32527968261ee008f049c6
|
|
|
|
| |
Change-Id: I0ad35d0603c4eeda469014803be14c1dcdde918c
|
|
|
|
| |
Change-Id: I6263f7e5e3ae2f7efe045f8b464c0ed1b87fc793
|
|
|
|
| |
Change-Id: Ia3ac347e95d57eb86c63045156c8dbc0572b03cb
|
|
|
|
|
|
|
| |
See https://android-git.corp.google.com/g/156016
Bug: 5449033
Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Bug #5706056
A newly introduced optimization relied on the display list renderer
to properly measure text to perform fast clipping. The paint used
to measure text needs to have AA and glyph id encoding set to return
the correct results. Unfortunately these properties were set by
the GL renderer and not by the display list renderer. This change
simply sets the properties in the display list renderer instead.
This change also improves the error message printed out when the
application attempts to use a bitmap larger than the max texture
size.
Change-Id: I4d84e1c7d194aed9ad476f69434eaa2c8f3836a8
|
|
|
|
| |
Change-Id: I03a00c4261d81a416b1ad7b86ce2d432c71908b4
|
|
|
|
|
|
|
|
| |
This change removes unnessary symbols. All symbols are hidden by
default, public APIs with exported symbols are explicitly marked
with ANDROID_API.
Change-Id: I692fde432a86c12108de1cfd1f6504919a7d5f3f
|
|
|
|
|
|
| |
Remove redundant or useless operations
Change-Id: If989b4eaa9143eef4254c38b39959aeed1f2b9ab
|
|
|
|
|
|
| |
Yay.
Change-Id: I04557ad575c307a55088549f48f0e9ad994b7275
|
|
|
|
| |
Change-Id: I3fa1bc3ff50fb99e3d2e490925bd6b0a0f809fff
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Bug: 5062011
Previously, each GLES20DisplayList would hold onto an instance of
GLES20RecordingCanvas. In turn, each GLES20RecordingCanvas
held onto an SkWriter with a 16Kb buffer along with several other
objects. With one display list per view and hundreds of views,
the overhead could add up to a few megabytes.
Ensured that the GLES20RecordingCanvas is reset as soon as
the display list has been constructed, thereby promptly freeing
the 16Kb buffer.
Changed GLES20DisplayList so that it acquires a GLES20RecordingCanvas
from a pool as needed and recycles it when done.
Removed some dead code and cruft related to the construction of
GLES20Canvas objects in general. Some code was written with the
assumption that the underlying renderer object could change
behind the scenes or might be lazily constructed, but that isn't
actually the case so we can simplify things.
Removed an unnecessary weak reference from GLES20DisplayList
to the View. It isn't actually used anywhere.
Fixed a bug in GLES20DisplayList where isValid() would return
true while the display list was being recorded. This is incorrect
because the native display list might not actually exist. Worse,
even if the native display list does exist, it is stale and
potentially refers to old Bitmaps that have been GC'd (because the
mBitmaps list was cleared when recording started).
Change-Id: Ib12d5483688cb253478edeb0156d34c476c2566b
|
|
|
|
| |
Change-Id: I23ed56891452a05cf3ca13f6919c4fef90d5ff4e
|
|
|
|
|
|
|
|
| |
When creating a display list, matrices are duplicated locally. They
were however never deleted, thus causing apps to slowly leak memory
(a matrix is about 40 bytes.)
Change-Id: Iac465b720d4c4c9b5ca3fce870c0c912c14a74ab
|
|
|
|
|
|
|
|
|
| |
Clicking on a node in hierarchyviewer1 and hierarchyviewer2 and then
clicking the new "Dump DisplayList" button will cause the display
list for the selected node (including its children) to be output into
logcat.
Change-Id: Iad05f5f6cca0f8b465dccd962b501dc18fe6e053
|
|
|
|
| |
This reverts commit b2a4b52e8d5e499d33e2765e8c47851bf0266299.
|
|
|
|
|
|
|
|
|
| |
Clicking on a node in hierarchyviewer1 and hierarchyviewer2 and then
clicking the new "Dump DisplayList" button will cause the display
list for the selected node (including its children) to be output into
logcat.
Change-Id: Id32f62569ad1ab4d533bc62987f3a7390c1bb4e6
|