| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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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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bug:13439450
Change-Id: I859575196bd5a3029f447883025a6ec3a1f1face
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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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And add more verification code for testing purpose.
Change-Id: I5bc4f69e6582c02fd03106af9a98abd05a6755b7
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Change-Id: Ia558852e8cde5d33866b22875eb501e4c6858819
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