| Commit message (Collapse) | Author | Age | Files | Lines |
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Bug #5136067
Change-Id: I366e840bef44415436dc7b13d89cfb610feed663
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Bug #3272858
Change-Id: Idacd5d7c2c052b4834a8ddb5906ab32b3f548f73
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Bug #3221488
Change-Id: Ifc9e42a991d630feadc9e8032322f37504d09d6d
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This change also adds a new memory usage flag. When turned on, the
following is printed after every frame:
D/OpenGLRenderer( 3723): Current memory usage / total memory usage (bytes):
D/OpenGLRenderer( 3723): TextureCache 3766680 / 20971520
D/OpenGLRenderer( 3723): LayerCache 3538944 / 8388608
D/OpenGLRenderer( 3723): GradientCache 135168 / 524288
D/OpenGLRenderer( 3723): PathCache 41180 / 4194304
D/OpenGLRenderer( 3723): TextDropShadowCache 0 / 2097152
D/OpenGLRenderer( 3723): FontRenderer 0 262144 / 262144
D/OpenGLRenderer( 3723): FontRenderer 1 262144 / 262144
D/OpenGLRenderer( 3723): FontRenderer 2 262144 / 262144
D/OpenGLRenderer( 3723): Other:
D/OpenGLRenderer( 3723): FboCache 2 / 12
D/OpenGLRenderer( 3723): PatchCache 31 / 512
D/OpenGLRenderer( 3723): Total memory usage:
D/OpenGLRenderer( 3723): 8268404 bytes, 7.89 MB
This should help tracking possibe memory issues.
Change-Id: I83f483ca1d2dbef904829bce368e33fe5503e8d6
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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: Ibcb11d704653d8875e22629ea39e4ee2ebce3c22
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This change detects empty quads in 9patches and removes them from
the mesh to avoid unnecessary blending.
Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704
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Change-Id: I7ffb2365f83e0453e7d0a0cdcb3fc9308b305238
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Change-Id: Iaa49757600a53b39369dbb23f8c3feab282518e6
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Change-Id: Ib05b398ae03e734da2dab0496df416fed4570b1c
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Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
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Currently only tested with title bars and buttons.
Change-Id: I8263a9281898dc0e943b1b8412827fe55639b9d6
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