| Commit message (Collapse) | Author | Age | Files | Lines |
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Bug #5566149
Lazily initialize font renderers
Keep 60% of the texture cache when an app goes to the background
Delete least used font renderer when going to the background
Delete all font renderers on full memory trim
Change-Id: I3c2454d46dc1107ec0f0f72a9ce69cbbcc8825e7
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Change-Id: Id4bd14f72487bd7156cd2e1930eaf97b47896273
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Yay.
Change-Id: I04557ad575c307a55088549f48f0e9ad994b7275
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Debugging code attempted to delete a stack item.
Also, the flag fields weren't exactly clear, so rewrite it so it's
clear that kDebugMoreCaches is a combined flag.
Change-Id: If42b7f0f754919343301da5656aee5943cc9bd4a
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Bug #4350336
Change-Id: I1cf31693f7ca9653fa3a41b5b91c27ef288d680f
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This brings back an optimization disabled in HC-MR1. This time the
correct geometry is generated to avoid unnecessary blending.
Change-Id: Id56404dc46bb84c75facc25c18488a690741b592
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Bug #3515248
The problem is caused by the fast path when compositing layers on screen.
The fast path draws a single quad using glDrawArrays() whereas the general
path draws an arbitrary mesh using glDrawElements(). It looks like there's
an issue in the driver since glDrawArrays() is significantly slower than
glDrawElements() for a quad (6 vertices!)
This change just gets rid of the fast path.
Change-Id: Ib2361253ec67f44a988270f76c183422f12ce537
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Bug #3413433
This change will be beneficial to Launcher to avoid hiccups when
swiping pages of icons. When a layer is discarded, it is kept
in the layers pool instead of being destroyed right away. This
favors memory reuse over allocations.
Change-Id: Ifb6944ba83d6ceb67c331527c0827b26ce648eb1
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Change-Id: I6cedf2b495d58de7c0437096809fa9e4518a1b8c
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Bug #3341848
It works this time!
Change-Id: I0d371d8b2c75c67d4ce5009ddb990fe5e55a0a27
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This composition mode is affecting Gmail in a bad way. Disabling until
I can figure out the problem.
Change-Id: I00e657ea2d05fc7b4a606242d19dc84dd88c1e35
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This change detects what area of a layer was drawn into and generates a mesh
to match this area exactly. This can be used to avoid blending empty pixels
when the layer is composited.
This change also adds proper layers support to lines rendering and implements
layers composition in a more readable way.
Change-Id: I4a5588b98b19bd66891ebdc39631b193c5e31999
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Bug #3272858
Change-Id: Idacd5d7c2c052b4834a8ddb5906ab32b3f548f73
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Bug #3251983
Change-Id: Ib0b38a7b8111542372f4c4c106b6321c26fe4ad4
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Change-Id: I07955de166a89b5053c6c13f250bb3e2936ca86e
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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: Ia6e67699d98f69c8a93385b3ecbdd814c7b16921
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Change-Id: I7ffb2365f83e0453e7d0a0cdcb3fc9308b305238
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Change-Id: I5ff864a361db4791bd5ff6be716f7ce692ef572d
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This speeds up applications, especially Launcher.
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Change-Id: I9d4c84034dc200b99c8266165942a7cdbcb5c0c5
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Change-Id: I1b05f40e356221b2a5eb9400e67d77ecd98ed6c4
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Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
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Change-Id: Ic6a72409d4785968d1fbdff229f17ee5c00b240b
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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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Change-Id: I909c74815d3ac394438ad8071d17fef5401dbeed
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