| Commit message (Collapse) | Author | Age | Files | Lines |
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bug:19967854
Separate properties from Caches, into static, RenderThread-only class.
Also rewrites the means for java to set properties to correctly handle
threading, and adds an override for profile bars so that SysUi doesn't clutter
the screen with them.
Change-Id: I6e21a96065f52b9ecc49d1a126244804ba106fa9
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Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
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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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char16_t."
* commit '582bdf9a5961a32de27556832e23e0611c4d1cbb':
Add appropriate casts for char16_t.
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C++11 defines a real char16_t, which is not implicitly convertible to
uint16_t (and by extension jchar). Add casts as needed.
Bug: 18300613
Change-Id: I00752002ef2e938bdb57f70947e8fd53ec103293
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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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They should never be modified by a Renderer, only read and copied.
Change-Id: I9d8d55dca19115ee9dfeb2bb3f092ba2fb327cd4
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Change-Id: Iddb872f53075dd022eeef45265594d1c6a9e2bc0
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Bug #9316260
The GL specification indicates that deleting a bound texture has
the side effect of binding the default texture (name=0). This change
replaces all calls to glDeleteTextures() by Caches::deleteTexture()
to properly keep track of texture bindings.
Change-Id: Ifbc60ef433e0f9776a668dd5bd5f0adbc65a77a0
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Change-Id: Ic345422567c020c0a9035ff51dcf2ae2a1fc59f4
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PBOs (Pixel Buffer Objects) can be used on OpenGL ES 3.0 to perform
asynchronous texture uploads to free up the CPU. This change does not
enable the use of PBOs unless a specific property is set (Adreno drivers
have issues with PBOs at the moment, Mali drivers work just fine.)
This change also cleans up Font/FontRenderer a little bit and improves
performance of drop shadows generations by using memcpy() instead of
a manual byte-by-byte copy.
On GL ES 2.0 devices, or when PBOs are disabled, a PixelBuffer instance
behaves like a simple byte array. The extra APIs introduced for PBOs
(map/unmap and bind/unbind) are pretty much no-ops for CPU pixel
buffers and won't introduce any significant overhead.
This change also fixes a bug with text drop shadows: if the drop
shadow is larger than the max texture size, the renderer would leave
the GL context in a bad state and generate 0x501 errors. This change
simply skips drop shadows if they are too large.
Change-Id: I2700aadb0c6093431dc5dee3d587d689190c4e23
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BUG: 8234423
Change-Id: Ic4100a780908c94540722cc4af5f73f4940431b4
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This reverts commit bf5703e52e3304246cbf0e73f6976f7d7312d238.
Change-Id: Ic6f991277dec9e80a6fed93db91499726b30ab2a
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This reverts commit 3f76e65d251ead65fe8ff98e3bd4c7623fbaac07
Change-Id: Ia81cd485e5ca696bb284c419dc8a1d2f3247100e
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Still fall back to simple path for small tasks
Change-Id: I492f1b3f7d6fec1738f3e45cbfb15864bd23a392
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The lengths used to copy/read arrays were completely wrong.
Change-Id: If21f23a73cce59bbd32975760e6d728eeeb9e40d
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Change-Id: Ic26ddc7151eb5462bcd243b21daf7187ed6d3bec
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Alignment on paint for actual glyph drawing needs to always be left,
even when drawing centered or right aligned text. The x offset for
alignment is applied by OpenGLRenderer::drawText (and needs to be early
in the pipeline for quickReject to work). Similar change needed for
drawing drop shadow.
Also fixes bug with mispositioned underline (offset for alignment has
already been applied once, no need to do it again in
drawTextDecorations).
Change-Id: Id3dcd62de5536a26b158d768889273a1492b35d6
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This patch adds support for drop shadows (setShadowLayer) for
drawPosText in the hwui renderer. In and of itself, it's not very
important, but it's on the critical path for correct mark positioning,
tracked as bug 5443796.
The change itself is fairly straightforward - it basically just adds an
extra "positions" argument to all draw and measure methods on the code
path for drawing drop shadowed text, as well as to the cache key for
cached shadow textures.
Change-Id: Ic1cb63299ba61ccbef31779459ecb82aa4a5e672
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See https://android-git.corp.google.com/g/156016
Bug: 5449033
Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
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Change-Id: Ib0742c96f10f5f50e7e5148b742c31b6c232d127
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This change sets textures filtering to GL_NEAREST by default. GL_LINEAR
filtering is only used when textures are transformed with a scale or
a rotation. This helps save a couple of fps on some GPUs.
Change-Id: I1efaa452c2c79905f00238e54d886a37203a2ac1
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Change-Id: Ie4584417bbb7247e6c567fbfdb819529e548bb8f
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Change-Id: Idbdd6b84f31301e58ed53e0d50fd61fece192dfa
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Bug #3272858
Change-Id: Idacd5d7c2c052b4834a8ddb5906ab32b3f548f73
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Change-Id: I2142c55dbcfebcdf013a7f4ae04b266a60f5ce8a
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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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