| Commit message (Collapse) | Author | Age | Files | Lines |
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Float textures offer better precision for dithering.
In addition this change removes two uniforms from gradient shaders.
These uniforms were used to dither gradients but their value is
a build time constant. Instead we hardcode the value directly in
the shader source at compile time.
Change-Id: I05e9fd3eef93771843bbd91b453274452dfaefee
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Bug #7728929
The uninitialized variable was taken into account to compute
the hash of gradient cache entries, thus causing cache corruptions
and sometimes infinite loops (it would also cause the cache to fill
up.)
Change-Id: Ic807a9bf901888b121a6a781a81dafc33075ed2a
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Change-Id: Ic26ddc7151eb5462bcd243b21daf7187ed6d3bec
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Avoid using textures for common gradients (two stops from 0.0 to 1.0)
Change-Id: Iff55d21b126c8cfc4cfb701669f2339c8f6b131a
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Change-Id: I8ce4e50988f5194fe5ce4bde7945ec01673af3cd
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The missing header was being transitively included through a
Skia header which is being removed.
Change-Id: I5a65bae076027951fe07d1e7eecd4732124fb0e4
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Bug #5136067
Change-Id: I366e840bef44415436dc7b13d89cfb610feed663
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Bug #5133876
Change-Id: I3d1fa4e29498044796d725337ac93e6a1e8f0bcb
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Change-Id: I8546f5a5ecf38031c9a40bdcc434d4c7f22da63d
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Bug #3179882
Resources were freed following garbage collections on a worker thread.
This worker thread had no EGL context, which would cause the renderer
to incorrectly assume that the memory was liberated.
Change-Id: Ifdb51f94ddf42641e8654522787bfac532976c7c
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This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.
Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
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Change-Id: I210ffa8f1d76a102bb7d971c649c20a74d03fbe6
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Change-Id: I7aa397ed4e34655ead9ba1f5b4ce087665e0f022
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Change-Id: I754c671cf790ad5ae8bf047ad328034217da4ecc
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Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
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Change-Id: Id15329da065045b3f06fdaed615f33cd57608496
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