| Commit message (Collapse) | Author | Age | Files | Lines |
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Enables Glop rendering for supported Rects and VertexBuffers
Also removes unused Query object
Change-Id: Ibe227bc362685a153159f75077664f0947764e06
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Adds remaining missing overrides and nullptr usages, missed due to
an extreme failure in tool usage.
Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
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Reverted as hwui doesn't agree.
This reverts commit 8a902d9f24e83c87b054adb5836b4a5b8a257be9.
Change-Id: I109e7b02bee2921e2155ded6df36f52e6f574b5a
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Change-Id: I37ecce8fddecdff82b0eace16f1ee75152f7171e
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Change-Id: I3a98f55832ac447b1ed0dd129c7a93d088025943
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Remove Clang cutout for unused parameters. Fix warnings.
Remove Clang cutout for deprecated Skia function usage. Has been
fixed in the L push.
Change-Id: I7ea073ff67127cc1e14e798b655e2c50615fe8e7
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shadow" into lmp-mr1-dev
* commit '5679d937ff033ff1fa86245d646b6e5dbf23d635':
Shadow: Fix the crash in spot shadow
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lmp-mr1-dev
* commit 'ab6515f6214a09e23deee4b432b41d1849ae403f':
Shadow: Fix the crash in spot shadow
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Fix the crash from searching for closest umbra vertex by initialized the
starting index correctly.
Fix another potential crash related to ray intersection by introducing epsilon.
b/18315089
Change-Id: I9ac9a781a885701a8388714d44f79a1d905e5d33
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Change-Id: Ib673768fe5fc03615626ef4b10590e5317f22172
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(cherry picked from commit 1272887050a269d6d506b42099c2857847ad100b)
Change-Id: Ib673768fe5fc03615626ef4b10590e5317f22172
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spot shadow." into lmp-mr1-dev
* commit '86f289fb505a8fef9e5aae822631a738540c31df':
A better looking and faster spot shadow.
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1. This improve the looking, the star shape (spike) on long action bar is gone.
Shadow is more smooth now.
2. The performance is better, too. For averaging around rect, round rect and
circle, the spot shadow itself is 3 times faster. On N7 v1, it could be less than
0.1 ms.
b/14976551
b/16712006
Change-Id: I61ed546ee56e7c8dbe504dfcaef12d084904b4b8
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Narrow the use of #include directives in hwui, replacing with forward
declarations where straightforward. Speeds compiles; doesn't do any
restructuring of code.
Change-Id: Icac2baffb5896f55d8c6718e9bd9d4bfa02d3ca0
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This is helping spot shadow for 15%-20% increase.
With the new algorithm, we are less sensitive to the floating point error.
b/16712006
Change-Id: Ie30a6ce01e73d56054a0cf65a84549454339a7fd
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Fix the valid umbra detection.
This looks better b/c every vertex will have one ray shooting at it, such that
we don't miss the corner.
This performs better too, due to the polygon intersection is removed and less ray
intersection. 2x performance for rect and circle for spot shadow in test app.
b/17288227
b/15598793
b/16712006
Change-Id: I4a5ee397b9e192e93c8e35e6260b499e3e38a6f4
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b/17221975
Change-Id: I2b46da95ad12ca5260d7fe9514a75558b6b6393b
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Get rid of compuation of the intersection for penumbra and convex hull for umbra.
Use simple circle / normal to compute the penumbra and simple intersection for umbra.
The new way could be 2x to 4x faster from rectangle to round shape.
And this part is roughly half of the shadow computation, or 2/3 of spot shadow
computation.
This improve the spot shadow spikeness too.
b/16712006
b/14976551
Change-Id: I02911784868731369efa73f76fc915bc08248600
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bug:16852257
Updates default shadow opacities to compensate.
Also, update variable/constant naming related to vertex alpha.
Change-Id: I9055b4ac3c9ac305ca9d515f21b52d6aa6dc9c5c
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All warnings/errors fixed for GCC & Clang
Change-Id: I2ece3a136a5ae97a9acc3069537ed986238b5fd3
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bug:15538815
Change-Id: I0dbb54f656a6ae99a87c5734761107e1c2351b65
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bug:15538815
Change-Id: I703afeb7e31c28002bd1aff9ce448ec8cdc4e70d
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Tessellate and cache (where possible) shadow and round rect
tessellation tasks.
Change-Id: I2cfda8e11d83d51ea74af871235cf26e8f831d40
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shadow.
Now the theta = 0 should be on +x axis.
And cos(theta) should correctly represent x value.
Without this fix, the poly theta (from atan2) can be wrongly rotated 90 degrees.
Also, make sure the incoming polygon is CW for the shadow system.
This fix visual artifacts in recent regression for spot shadows.
bug:13553955
Change-Id: I9bbf54db094e7f133326da4dae4610962da849c1
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Change-Id: I7fedd0df349e1d9408d58edcab25396e2ff2edd6
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In the current design, this error should be tolerated since the delta should
be small enough. So we should not return here.
Change-Id: I251db2882b331d37ae7f0896e9aa95d69a5650da
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bug:13439450
Change-Id: I859575196bd5a3029f447883025a6ec3a1f1face
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Change-Id: Ifee75414829d4bfb3c7aa6219f1f9bcfd50ff0c6
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Separate matrix passed to shadow system into two parts, one for
transforming the polygon XY points (using the actual draw matrix) and
a separate one which respects correct 4x4 3d rotations and
translations for determining Z values.
Change-Id: I7e30a84774a8709df6b2241e8f51fc5583648fe8
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- Tune and simplify shadow parameters
- Remove additional inner rings
- Improve polygon ray casting algorithm
Change-Id: If0f28b2d66ae0480b675942bb65e8fcd2864425d
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Also draw the umbra part as triangle fans instead of zig zag fashion.
b/12840179
Change-Id: Iaa5d15e77351acdd71f076bd8f9bb2d4d2b92faf
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This fixed most of the issues when the light's Z postion is low.
Change-Id: If49afbf8aa90b1ce32fd628a62ed982a1a473da2
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Reuse pre-computed values
Change-Id: Ia7725be0ec3ac58af477fcb8de375f5faa05abf4
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And add more verification code for testing purpose.
Change-Id: I5bc4f69e6582c02fd03106af9a98abd05a6755b7
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Change-Id: Ia558852e8cde5d33866b22875eb501e4c6858819
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