| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: Ic39911d08f44c3174de91fb92fcd4cab73fe4654
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Change-Id: I2d902819d5d77f496b67d4d25a298782903e410d
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Change-Id: I6c0cc82db14b56297586469f940e408c0e218b3b
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onGLContextDestroyed" into lmp-mr1-dev
* commit '5f3e21cebeecf042e8e18a5021b3965415d9ff60':
Allow ~Layer() to happen after onGLContextDestroyed
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Bug: 19146354
Change-Id: I9e885936168bd541bfbed4064ad67ab524f58e32
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Change-Id: I347904b25e51fcc7de14b1e72f1acd0f6ba26f3f
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Addresses the following compile time errors:
In file included from frameworks/base/libs/hwui/LayerRenderer.cpp:24:0:
frameworks/base/libs/hwui/RenderState.h:77:24: error: 'VirtualLightRefBase' has not been declared
void postDecStrong(VirtualLightRefBase* object);
^
In file included from frameworks/base/libs/hwui/LayerCache.h:21:0,
from frameworks/base/libs/hwui/LayerRenderer.cpp:25:
frameworks/base/libs/hwui/Layer.h:55:42: error: expected class-name before '{' token
class Layer : public VirtualLightRefBase {
^
In file included from frameworks/base/libs/hwui/RenderState.cpp:16:0:
frameworks/base/libs/hwui/RenderState.h:77:24: error: 'VirtualLightRefBase' has not been declared
void postDecStrong(VirtualLightRefBase* object);
^
Change-Id: I2be439b373ea356b861f413ff6ce323e8d9baf2d
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automerge: a51fba0
* commit 'a51fba0bf037844bcb911e69e8af733e6d2cccf6':
Layer changes
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Bug: 17208461
* Switch Layer to be VirtualLightRefBase instead of
Caches' side-channel ref-counting
* Include active layers in gfxinfo dump
* Run gfxinfo dump on the correct thread
* Dump gfxinfo on Layer creation failure
Change-Id: I28d195699e2334518e215ab28c7a17355aee9678
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Change-Id: I980e4c95cdc6a4778cef3298338692656d23e7c6
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Ignore warnings about unused parameters and initialization of static
constant float data members.
Change one potential error of allocating variable length
array of non-POD element type on stack.
Fix mismatch of class and struct declaration tags.
BUG: 17512760
Change-Id: I3a09c945fb1c17f27aff74a7e439dd4c35d1fb32
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bug:17208461
Track layer's last known state.
Change-Id: Ic1799191f5839a1d6cc56f598f2ac2671dc27a6f
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bug:17208461
They are destroyed via finalizer-enqueued destroy method, so it's not
valid to check that they've been destroyed at gl context destruction
time.
Change-Id: I670f69825547facd5f31d44acb406418881fee00
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Bug: 17208461
Change-Id: I55e7d0921eb565867e966d68b798b7b92c391b55
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bug:15860114
Savelayers and HW layers both now support shadow casting.
For save layers, the light source should always be correct, for HW
layers, the light source position is set when the layer is created,
and updated when it is resized.
Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
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Bug: 15513308
Bug: 15449247
Change-Id: I13a29f9c8d4975cdda6dcb33b6332c2555ff0f7c
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Change-Id: I635c6627d098b661fb9b0ba1bd42fa6d7277d287
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Projected RenderNodes are now wrapped with a ClipRect or masked
SaveLayer, so that they are clipped to the outline of the projection
receiver surface.
Change-Id: I1d4afc1bb5d638d650bc0b1dac51a498f216773e
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Change-Id: I7a86db8acc2b78ef33d987a43a119f5933d7d752
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Change-Id: I7e728356f58af88174328a8c0b90d27b128bfe01
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Change-Id: Id42e23c9a1a6eb6eaeafef707ced7fa6887b03d0
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bug:11748993
TextureView should always be drawn with linear filtering if drawing a
buffer sized differently from the layer.
This fixes a bug where TextureViews that were sized differently from
their contents wouldn't be drawn with texture filtering, causing
visible scaling artifacts.
Change-Id: I8a5d27452fe7269ec53896992f37cff51e3ce15a
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This reverts commit 90d0c75e94a32fb7d993fae69762820aabc2fcbb.
Change-Id: Ie807761231edf7c848b019931dccbf466208c0be
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This reverts commit e889298cd6ae1fc0d76bc00d7d12586db03eb261.
Change-Id: I4b1d609b2d4280595d40cb10d6c18875c22999f8
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This CL removes the unecessary JNI call to set the colorFilter on
a layer.
Change-Id: I9e088f888938d4315745aa618334bfdb9e61343a
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bug: 10650594
Change-Id: I4fcf66d008765afa0e35d011f58bc792183cb74f
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Fix several build warnings (struct != class, int != size_t) and errors
(variable leng non-POD arrays).
Change-Id: I70b4e784365514303d8954bfcb1f39d7c22c1321
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An array of indices local to a layer would only be necessary if
we changed the way we resolve T-junctions. Since we only ever
draw quads, let's just use the indices we use everywhere else.
This change also uses the global indices array to render list
of colored rectangles to save on the number of vertices generated
CPU-side.
Change-Id: Ia6d1970b0e9247805af5a114ca2a84b5d0b7c282
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Bug #9310706
Change-Id: I73eea6314c326f15a979617e3a05b525935f0d3f
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Change-Id: Ic345422567c020c0a9035ff51dcf2ae2a1fc59f4
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A clipped saveLayer will cause two draws - first to an onscreen
buffer, then again back to the framebuffer. This change - when in
overdraw debug - reissues draws associated with a clipped saveLayer,
but only to the stencil buffer. Operations within a saveLayer are
shown correctly to be twice drawn, and View.setAlpha() without an
associated hardware layer, or hasOverlappingRendering() are made more
visible.
Hardware layers, on any frame that they are updated, similarly draw
twice, and will also be counted against the stencil buffer doubly.
Note: greater depths of layers - e.g. a saveLayer within a saveLayer -
are not respected, as that would require additional region tracking.
Change-Id: I61fb0e61038fe66013d59914c20bb47a550dea7d
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This change uses a new OpenGL ES 3.0 feature to upload less data when
the font cache needs to be update. This can result in significant
performance improvements on device with large textures or with locales
that use a lot of glyphs (CJK for instance.)
This change also fixes various unpack alignment issues. The unpack
alignment, as well as the unpack row length, is not texture specific
but a global state that affect all glTex/SubImage2D calls. Some of
them were missing the appropriate glPixelStorei() call. This could
result in corrupted textures.
Change-Id: Iefb429d4d0d0b4e0faeadf27daafee6d30a21d85
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Bug #8504687
Change-Id: I9b01bbc4e3f37af23dfe5e68d3d03ad3d238b94a
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Bug #8378964
This change defers drawing into layers until after the renderer for FBO0
is ready to draw. At that point, all the precaching is done which means
all glyphs can be uploaded at once in the font caches.
Change-Id: Ie1f7a7ff30f76f06fb3dbc72c7d05e66207d1ecb
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Bug #7146141
This change is needed to add a render buffer cache to avoid
creating and destroying stencil buffers on every frame.
This change also allows the renderer to use a 1 bit or 4 bit
stencil buffer whenever possible.
Finally this change fixes a bug introduced by a previous CL
which causes the stencil buffer to not be updated in certain
conditions. The fix relies on a new optional parameter in
drawColorRects() that can be used to avoid performing a
quickReject on rectangles generated by the clip region.
Change-Id: I2f55a8e807009887b276a83cde9f53fd5c01199f
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# Via Android (Google) Code Review (1) and Romain Guy (1)
* commit 'f5f8502271b04d63c518e3aecfd5eaf557904e72':
Fix graphical corruption on QCOM GPU Bug #7146141
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Bug #7146141
The GL_QCOM_tiled_rendering extension requires careful use of
start/endTiling when attaching a renderbuffer dynamically.
Change-Id: I20036683ed3909ffaf40cc3d57a25257e35b6fa2
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fly Bug #7146141"
* commit '494647961feb21d925d5e6e5ce1d42aa8b6949db':
Allow layers with a stencil buffer to be resized on the fly Bug #7146141
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Bug #7146141
This change moves the resizeLayer() from LayerCache (where it should
never have been anyway) to Layer. This makes a little more sense.
Change-Id: I8b2f9c19c558e738405a58b9e71ec5799fc6be88
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clipPath Bug #7146141"
* commit 'b12db26fec178794915d819c3dd64f13d788c461':
Implement clipRect with a transform, clipRegion & clipPath Bug #7146141
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Bug #7146141
When non-rectangular clipping occurs in a layer the render buffer
used as the stencil buffer is not cached. If this happens on a
View's hardware layer the render buffer will live for as long
as the layer is bound to the view. When a stencil buffer is
required because of a call to Canvas.saveLayer() it will be allocated
on every frame. A future change will address this problem.
If "show GPU overdraw" is enabled, non-rectangular clips are not
supported anymore and we fall back to rectangular clips instead.
This is a limitation imposed by OpenGL ES that cannot be worked
around at this time.
This change also improves the Matrix4 implementation to easily
detect when a rect remains a rect after transform.
Change-Id: I0e69fb901792d38bc0c4ca1bf9fdb02d7db415b9
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bug: 6906025
Change-Id: Iefdb830ec3aa2ab3472c1c142484a7aa21788a15
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Bug #7434649
Change-Id: I16f00eaa8a5eefd9f9849e196cf2cb1659215390
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Bug #7326824
When a layer is taken out of the cache and initialized it gets cleared
to prepare it for future rendering. This triggers the following sequence
of operations:
glBindFramebuffer(layer.fbo)
attach texture storage to FBO
glClear()
glBindFramebuffer(defaultFbo)
The clear forces a resolve on tilers which stalls the CPU for a little
while, thus producing jank during animations. This change moves the
clear to the next frame when we know we will have to execute a resolve
anyway.
Change-Id: Ic1939c25df20ed65a4c48dc81ee549b2cd8b6ec3
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Bug #7370212
Change-Id: Ibdc3161306f54a1cfe66e08458f05ee01a13b1df
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Some logic depends on a default value of 0, which was not being
assigned.
Issue #7195815 chrome url bar is corrupted
Issue #7190656 Textures corrupted on mr1
Change-Id: I346b7b76e885bf8f04740e711fd88f917a5418c7
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This reverts commit 8a1374946a928fcba7495c87ff6adda327fdfb9f
Change-Id: I53564a6c531d334afcc1fce0bea1e57ae266aa78
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Bug #7195815
Turns out that multi-threading is hard.
Change-Id: Ib0b4bd6dc3caea27f7ced22cbb363bb955fe58ab
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Bug #7221449
SurfaceTexture already deletes the GL texture when detachFromContext
is invoked. The newly introduced refcount would casue the Layer
object to be destroyed later and attempt to delete the GL texture
again. By the time the second cleanup occurs, the texture name
might have been reused by somebody else, resulting in erroneous
behaviors.
Change-Id: I257c589fea64b34c00f46fbfaa7732e6854a5e41
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