| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: Iaa49757600a53b39369dbb23f8c3feab282518e6
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Change-Id: I9d4c84034dc200b99c8266165942a7cdbcb5c0c5
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Change-Id: Id8cdcf587b13098460f7d4aa1bd17708784d89bb
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Change-Id: Icd25c85c3a24da96a3d2f76f9477da6f87e0303c
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Change-Id: I3a4e115d8fb13b6c443e65460d92987b16f2524c
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Change-Id: Ic155cac72f351edae35dffdfbb236954f57ba7de
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Change-Id: Id5200e94815404d62760437d0d2dbb0a9276c700
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Change-Id: I16c0593c5671490909dec13a85df601e1428a1a6
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Change-Id: I272ceebf469a119f01ea9d73cdd68519afdffa99
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Add a glGetError() check on every frame
Don't attempt to create textures larger than the maximum size allowed
Change-Id: Iee4afae16089406dbe8bf10fc93b674f1271a0ca
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Change-Id: Ic4c18ff483cca95fbabcb10843f7714efe488adb
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Change-Id: Iff395e1c6d81a484a2c4ad6e88357c0134971b78
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The implementation is simple but tricky. Leave explanations to my
future self so that I don't invent a time machine to come back to
now and slap my self.
This change also simplifies the way the GL blending function is
chosen when compositing a layer. It reuses existing OpenGLRenderer
APIs and is easier to understand.
Change-Id: I1b9cf8c5d51e09836d85b8cf157a1c284aa65c59
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Change-Id: Iccf369a613c1cf83f3e948460c567291b084fad2
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Change-Id: Icbe35194fa219ef13ce639d33631235f8d7df3d7
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Change-Id: I1f3ae40025697e8f8ca0616ee6550fe215cadcc8
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Change-Id: I34ee87bd4472864f440916e03a2894fae24bbe4a
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Change-Id: I5375126636913e0a84f2d6bbd0ebe40d2e4f2763
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This adds the ability to blend with the framebuffer using Darken,
Lighten, Add, Multiply, Overlay and Screen.
Change-Id: Iae01a53797d4ad39c373cba6ff2a42293129da1a
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Bug #2988077
This change keeps the 8888 format for new bitmaps and also keeps,
when possible, the opaque flag.
Change-Id: Ia61f2e89936916b329212a4c59a7d815c329f84e
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This is required for the rewrite of layers support.
Change-Id: I5c0867dcf5aeb0392c8d0fbab05febb0eaff70d9
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Change-Id: I907cdec8a67594f87749ac46bda85f04af5a2003
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Change-Id: I1b05f40e356221b2a5eb9400e67d77ecd98ed6c4
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Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
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This will not look great because we render fonts using bitmaps, not
paths.
Change-Id: I01b87b81bfbdbfa28460a5d5309d38e2a65e77c4
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Prior to this change layers would clip their content incorrectly. They would
also not apply alpha properly.
Change-Id: Id7b3aaa7dbdc51de68fe050e64458f68e40503fd
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Change-Id: I8bd418ba21e3e3f68b793030398d1a5e933dfb19
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Bug #2919310
Change-Id: I72ccd44bba7a3f3db72f581aa96198b6226e4478
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The save stack now behaves exactly like in Skia.
Change-Id: If7e642f41f2c8f693f6e8c26cba81507d466562e
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Bug #2919295
Change-Id: I16ce79ab0d5747cb01c6c1abe531da3dfd93fb54
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Change-Id: Ib86a7309ae579cce3b7cf464782c34e70a74c616
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Change-Id: Ic6a72409d4785968d1fbdff229f17ee5c00b240b
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Fixes memory leak, fixes multiple context support, fix 3d transforms.
Change-Id: I7462cfbc57857dbd4de4e76b9d4cba58a1bce77b
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Change-Id: I3a0e6643d7cafbdd06d9a908c8cf9347dcaba146
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Change-Id: I326c66b10784006f6df2f12d38e120cef94cd0d7
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When an app tries to render a bitmap or path larger than the GPU's maximum
texture size, the drawing command is ignored and a warning is logged. This
change also makes texture drawing more robust by catching potential errors
during texture creation.
This change also fixes a crash in the FontRenderer. The destructor would
sometimes try to free an uninitialized array.
Change-Id: I95ae0939c52192d97b340aa02417bf6d0c962c57
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Change-Id: I4f29ed96ea11118b391fb957e1e4d1b8fcef1537
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Rendering is implementing by rasterizing the paths into A8 textures.
This cna be extremely inefficient if the path changes often.
Change-Id: I609343f304ae38e0d319359403ee73b9b5b3c93a
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Color filters are fully supported and can be used with shaders.
Change-Id: Id90ccf1c81cb462f2431f366f3f8f710d7971e04
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With this change, Skia shaders can easily be applied to any mesh. This change also
supports ComposeShader. For instance, this can be used to blend a gradient and a
bitmap togehter and paint a string of text with the result.
Change-Id: I701c2f9cf7f89b2ff58005e8a1d0d80ccf4a4aea
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Change-Id: I13426a67f20d77e2710bd500d82884098f4be97c
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This changes binds all textures to GL_TEXTURE0, this will have
to be changed when combining shader capabilities.
Change-Id: I02df4f5ba41e9b01ffa52fd7c26b41477c7ed18f
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The generator supports features that are not yet implement in the
renderer: color matrix, lighting, porterduff color blending and
composite shaders.
This change also adds support for repeated/mirrored non-power of 2
bitmap shaders.
Change-Id: I903a11a070c0eb9cc8850a60ef305751e5b47234
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With this change, all the vertex and fragment shaders used by the GL
renderer are now generated based on a program description supplied
by the caller. This allows the renderer to generate a large number
of shaders without having to write all the possible combinations by
hand. The generated shaders are stored in a program cache.
Change-Id: If54d286e77ae021c724d42090da476df12a18ebb
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precache some commonly used characters to reduce studder.
Change-Id: I1f66f57482c4a025672dfd1d8ecaf2b9736cd9a0
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This change also integrates better support for RTL text.
Change-Id: I6da8f5cf5dc28ca7cf1b22e27b0d853c919e8481
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Change-Id: I909c74815d3ac394438ad8071d17fef5401dbeed
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Change-Id: Ibf0adacdc5c64d40a8000b21d7cb0797d63efe29
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Change-Id: Ibe5a9fa844d531b31b55e43de403a98d49f659b9
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Change-Id: I547eb631dbda24d13960d54b4144fb8908fd8a49
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