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* Move more GL state management to RenderState and its directoryChris Craik2015-01-281-0/+3
| | | | Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
* A better looking and faster spot shadow.ztenghui2014-11-061-0/+4
| | | | | | | | | | | | | | 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
* Ambient shadow tessellation improvement.ztenghui2014-08-291-0/+17
| | | | | | | | | | | | | | Using the vertices, instead of ray casting for the triangulation. This request a dynamic index buffer associated with vertex buffer, so we update the VertexBuffer to support it. The ambient shadow could be 3x-6x times faster for circle and rect now. b/16712006 b/14257173 Change-Id: I2f22a8fe19bc59acee5c18e4a3a395acd5042a66
* Fix ALL compile warningsJohn Reck2014-07-241-27/+7
| | | | | | All warnings/errors fixed for GCC & Clang Change-Id: I2ece3a136a5ae97a9acc3069537ed986238b5fd3
* Fix orthographic shadows projection, simplify shadow reorderingChris Craik2014-03-121-0/+4
| | | | | | | | | 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
* Calculate and show the shadow from a spot light.ztenghui2014-01-101-0/+4
| | | | Change-Id: Ia558852e8cde5d33866b22875eb501e4c6858819
* 3d view system!Chris Craik2013-12-121-0/+15
| | | | | | | | | | | | | | | | | | | True 3d transformations are now supported by DisplayLists and the renderer, initially with the translationZ property on view. Renderer operations used directly by DisplayList (formerly, clip/save/restore/saveLayer) are now more simply managed by allocating them temporarily on the handler's allocator, which exists for a single frame. This is much simpler than continuing to expand the pool of pre-allocated DisplayListOps now that more operations are called directly by DisplayList, especially with z ordered drawing. Still TODO: -APIs for camera positioning, shadows -Make Z apis public, and expose through XML -Make invalidation / input 3d aware Change-Id: I95fe6fa03f9b6ddd34a7e0c6ec8dd9fe47c6c6eb
* Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGESteve Block2012-01-031-1/+1
| | | | | | | See https://android-git.corp.google.com/g/156016 Bug: 5449033 Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
* New, better line drawing implementation.Romain Guy2010-12-081-0/+119
Bug #3207544 Bug #3225875 Change-Id: Ibdd1dfc64e01625d5c441f39eb0aa3ee647f6ff5