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Change-Id: I69440cabca84948e8aaead9479d616ebc2496517
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Change-Id: Ib9b5d06313e5bf933edfb38a4522929104c7917a
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bug:19597454
Change-Id: If12b95e83588b81a553210cd8c2437c6c771073a
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bug:19597454
Change-Id: I9dbe781a714582717a5585113b9a56821265b36e
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Change-Id: Icaa78bdb2cf52c1fc2194ec4016634967d17fb6a
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Change-Id: I3f1cd3f47f97d2e0c9b9d153732e26ee0b1c58c2
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Remove invalid and over complicated buffer unbinding
optimization, and simplify constructor.
Change-Id: I3dd90528de4f377e972bbd7967e7e232875387e4
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bug:19541881
Additionally, clean up GlopBuilders
and rename onGetSnapshot() for clarity
Change-Id: I0303e4cd61eef87cf80af2d968c4aa67193cd008
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Change-Id: I348a926bd4a2f47be9fdbe74058c0aa2f8dc6276
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Change-Id: Iaf5550bdd93da93e59a5b838234ab5612e067387
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No longer needed, allowing vast majority of methods on
OpenGLRenderer to be non-virtual.
Change-Id: I8a6ee042b95050dc666887579ef4e1c7a8f9b33b
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Front load the scaling-to-support-shaders to record time.
Change-Id: I861c82d9d16d3c5e063cf87230127eed0b3f9b54
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Change-Id: I2d902819d5d77f496b67d4d25a298782903e410d
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Change-Id: I83b36d1ee5d8f05f41acf244639019f9b8da79cd
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Change-Id: I894a0b62701bd02367ab970813e4c332147351a2
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Change-Id: I505eb05991ca4c9b2e01e49988b8f962fad51462
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Change-Id: I4577546a5d2e5f084cc03f39a89db9231b8111ee
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bug:19014311
Change-Id: If35a873421b41cc4508b0d8ac1b4d900c9bb3717
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Enables Glop rendering for supported Rects and VertexBuffers
Also removes unused Query object
Change-Id: Ibe227bc362685a153159f75077664f0947764e06
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Change-Id: I2cd299ccf178007fd5f83bab6c3448f03aec7843
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Change-Id: I2549032790bddbc048b0bccc224ed8f386b4517c
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Change-Id: I18d526120651676109200bfd5da87cafcd7e3d13
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Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
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Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
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Change-Id: I1227a3886fb24e4d9fad79fca469794f06cfb15e
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Create a ClipArea class to handle tracking clip regions. This class can
select the most efficient implementation depending on the types of
clipping presented.
ClipArea re-used the rectangle and region-based clipping
implementations as well as adding a "list of rotated rectangles"
approach that is more efficient for rotated views with children.
Change-Id: I2133761a2462ebc0852b394220e265974b3086f0
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This enables us to...
1) simplify the lifecycle/ownership between Java and HWUI
2) remove DisplayListRenderer::drawBitmapData and associated logic
3) track pixel lifecycle using standard SkPixelRef refcounting
4) Remove uncessary calls to ref/unref the bitmap's pixels and colorTable
Change-Id: I3c95078da20995444f6388a029414280fd654318
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Incrementally unify the upper layers for Skia and HWUI.
Remove redundant code from GLES20Canvas.java; instead
use inherited mNativeCanvasWrapper and superclass method
definitions.
Moves some unrelated SkPaint utility functions from Renderer
to new utils/PaintUtils.
bug: 15672762
Change-Id: I4ddd4214b8e9eeb95289d054ef423f2542bb5fa5
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Change-Id: I347904b25e51fcc7de14b1e72f1acd0f6ba26f3f
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Changes generated with clang-modernize.
Additionally, fixed some struct-vs-class usage to make clang happy.
Change-Id: Ic6ef2427401ff1e794d26f21f7b44868fc75fb72
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Change-Id: I91ffb9c66697741116fdeaa31abdf6cfd79155df
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Change-Id: I36f263c7e6d96355dd8a2c3565581b9a983ae481
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change" into lmp-mr1-dev
* commit '93492d1a478770783abab764855c8d47e0264f71':
Revert overdraw avoidance visualization change
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bug:18787324
Partial revert of 23d307c8d88f4a3849163b9e5b7cd11d0d4f372c.
Change-Id: Ic8b91b046707fc5b8fa53c35ea7b37bb19c3c943
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Change-Id: I7227b0eac126bf470ed50249a7809b845872983b
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Change-Id: I40698ce1e382cb41eec7af5ea49ac0e2f997d555
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automerge: e4a6ed9
* commit 'e4a6ed9d6d8721c9fad018b0d43dfe7daf4b24e7':
Don't preload textures for AssetAtlas
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Bug: 18317479
RenderNode::prepareSubTree calls prefetchAndMarkInUse
on every bitmapResoruce in the DisplayList. However,
this resulted in textures being uploaded for bitmaps
that would be drawn from the AssetAtlas instead.
To fix this we teach TextureCache about the AssetAtlas
so that calls to TextureCache return the Texture from
AssetAtlas if it exists. Thus usage of AssetAtlas
is now purely to allow for further optimizations via
draw merging instead of a requirement to get
any benefit at all.
Change-Id: I65282fa05bac46f4e93822b3467ffa0261ccf200
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Change-Id: Iccb2ce948321534e05d67e64dc40a38332adb1a7
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Change-Id: Ib9d6d301282bbaae6b23b9ce07b9e6a4e9075991
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bug:18667472
Previously, we were allocating per-frame temporary paths within the
PlaybackStateStruct, but these are not safe as layers allocate these
transiently. Instead, move these to the OpenGLRenderer, which has
better define lifecycle.
Additionally, don't store SkPath objects directly in vector, since
they are then subject to relocation.
Change-Id: I8187ef542fcd5b030502bb75eb123ee26c0daa96
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