| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: I18d526120651676109200bfd5da87cafcd7e3d13
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Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
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Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
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Change-Id: I1227a3886fb24e4d9fad79fca469794f06cfb15e
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automerge: 3a10a67
* commit '3a10a672f05735be46256617b8a61cdb1e589008':
kill HAVE_PTHREADS.
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* commit 'f70492898b3efa3c5f480f195062fa6f293bc764':
kill HAVE_PTHREADS.
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Bug: 19083585
Change-Id: Ib466949bb6cd6d1bbc4680e989f0f9fae62ca564
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Change-Id: I001832fc444b6d532f4a382e0a31cc1d8956dbd8
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* commit 'cefeb34e4866209e2ccf4c520919fe31a3f1aeb5':
Vsyncs are hard
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* commit '2c9f86aa21b8d7ea6a77eaca9a49ccdb31245129':
Vsyncs are hard
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Bug: 18866485
Change-Id: I7d304df0f20a3296956cb6887a72adba9243f117
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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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Change-Id: I347904b25e51fcc7de14b1e72f1acd0f6ba26f3f
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Change-Id: I91ffb9c66697741116fdeaa31abdf6cfd79155df
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automerge: ed3c296
* commit 'ed3c2962be1e2966c3b46f20e81d2902a8302d8b':
Tweak RT-animator scheduling
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* commit '165fb8f5aa0709a8dc35f99a9b81f6906452a648':
Tweak RT-animator scheduling
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Bug: 18226391
The issue occurs as a result of a dispatchFrame itself
taking longer than 12ms, the alloted budget. The result
is that a vsync request (which occured at the end) would
miss the vsync that occured 1ms prior to the end of the frame.
As a result it would end up waiting for the following vsync,
essentially dropping to 30fps even though 60 could have been
sustained.
Fix this with a few tweaks.
First, adjust the UI thread's delay bias from (now + 4ms) to
(vsync + 4ms), this prevents RT animators from slowly drifting
if the vsync occurs mid-task.
Second, request a vsync preemptively prior to running callbacks.
This way if any callbacks needs the next vsync and it takes
"too long", we will catch that vsync.
Finally, fix an issue where the display event queue was always
drained & rejected at the end of a task loop. Instead, drain
and reject all stale vsyncs. This still prevents the issue of
both UI thread & RT thread trying to drive 2 frames in a single
pulse, but also allows RT to notice that it missed a vsync
pulse it needed and that it should speed-up a bit in response
Change-Id: I9d6be037737e9283297898cac2e3563453e797cd
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Change-Id: I7227b0eac126bf470ed50249a7809b845872983b
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Change-Id: I40698ce1e382cb41eec7af5ea49ac0e2f997d555
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automerge: e4a6ed9
* commit 'e4a6ed9d6d8721c9fad018b0d43dfe7daf4b24e7':
Don't preload textures for AssetAtlas
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Bug: 18317479
RenderNode::prepareSubTree calls prefetchAndMarkInUse
on every bitmapResoruce in the DisplayList. However,
this resulted in textures being uploaded for bitmaps
that would be drawn from the AssetAtlas instead.
To fix this we teach TextureCache about the AssetAtlas
so that calls to TextureCache return the Texture from
AssetAtlas if it exists. Thus usage of AssetAtlas
is now purely to allow for further optimizations via
draw merging instead of a requirement to get
any benefit at all.
Change-Id: I65282fa05bac46f4e93822b3467ffa0261ccf200
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Change-Id: I32a2d129c556407727ada909daa6470309d42499
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Change-Id: Id7df835f0bd3d5d276b162635ddfb7fe0918dfed
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Bug: 18203577
The issue occurs as a result of performTraversals() both doing
a window relayout call *and* early-returning because it's not dirty.
To fix this pauseSurface() returns whether or not the RT-side is
"dirty" to force ViewRootImpl to do a draw even if mDirty is
otherwise empty.
Change-Id: I534f367e75d18d273ebf14df3927f5c464ef6bef
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Bug: 18518580
When destroying CanvasContext, the surface can be invalid
state. So the surface should be updated to null prior to
destroying GL resources to ensure that GL functions
are not called with an invalid surface.
Some GL implementation makes an error if GL functions
are called with an invalid surface. (Adreno 3xx)
Cherry picked from AOSP: f76d36f96bf221672e98e440c9df7cbf0e02e84e
Change-Id: Ie6f6ea081ec931fc9df30b2c3ed066ec1ae9d294
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with an invalid surface"
* commit 'd7af6eaace4ffdd3635a1cdeff65e9dc1af39f67':
Prevent calling GL functions with an invalid surface
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invalid surface"
* commit 'd51205fda7351ca32e54ef34b32e72f6c7c79847':
Prevent calling GL functions with an invalid surface
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When destroying CanvasContext, the surface can be invalid
state. So the surface should be updated to null prior to
destroying GL resources to ensure that GL functions
are not called with an invalid surface.
Some GL implementation makes an error if GL functions
are called with an invalid surface. (Adreno 3xx)
Change-Id: Ie6f6ea081ec931fc9df30b2c3ed066ec1ae9d294
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surface for destroy"" into lmp-mr1-dev
* commit 'e986817a2dc8a412c12e456319965a67ac60f236':
Revert "Force-use the pbuffer surface for destroy"
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destroy"" into lmp-mr1-dev
* commit '6eac26a49957eda233ad22ad75da43379f220bbc':
Revert "Force-use the pbuffer surface for destroy"
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bug:18528859
This reverts commit b945f2313aee6e49a082ba5caaf95334d2570d52.
Change-Id: I6915624d356cb8570471eb3a5b8921f59b58db6d
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for destroy" into lmp-mr1-dev
* commit '0d4ab958c11801f5453e999f930416c87c63d100':
Force-use the pbuffer surface for destroy
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into lmp-mr1-dev
* commit '4e3404d90fe33a0ff790aff4a97b6bb55e4c0e8f':
Force-use the pbuffer surface for destroy
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Bug: 18518580
If CanvasContext is being destroyed() the Surface
is probably no longer valid as well, so make sure to
makeCurrent() to the pbuffer surface so that the
subsequent GL operations are not using an invalid
EGLSurface
Change-Id: Ica5d6a065841772c47e00ad65aa7894c7e27e043
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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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into lmp-mr1-dev
* commit '842697a3602204036e991cfea8b74da3df6e7f14':
Trace some interesting events
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* commit 'decc26df39b734ca1cbaccda1cbe3b355eba6898':
Trace some interesting events
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Bug: 18337099
Change-Id: Ie2e60da2b9f06e0368061c944d8123ab6903355c
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Change-Id: Ib673768fe5fc03615626ef4b10590e5317f22172
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Turn on -Wall -Werror in libs/hwui. Fix errors.
Change-Id: I74962d08c889712dacbd0d86d6760fc10802b6bd
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(cherry picked from commit 1272887050a269d6d506b42099c2857847ad100b)
Change-Id: Ib673768fe5fc03615626ef4b10590e5317f22172
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surface is lost" into lmp-mr1-dev
* commit 'f1923c368c5c08a477b9f94dea6a499798d91d4f':
Have an actual fallback if the surface is lost
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Bug: 17516789
This will force a relayout/reinitialize pass if the Surface
is lost mid-render instead of crashing on the next frame
Change-Id: If08bfa16f740728fa7c05904fa11e26f07b81e2e
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This moves the interface closer to android::Canvas. The only use of
return values was in the OpenGLRenderer subclass; that is replaced
with an internal dirty flag: returned from finish(), checked by
CanvasContext.
This is part of a series of CLs to refactor the Graphics JNI bindings.
BUG:15672762
R=djsollen@google.com,ccraik@google.com
Change-Id: Ifd533eb8839a254b0d3a5d04fc5a2905afdfc89e
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a51fba0
* commit 'e05575e9c36850d8cfe49396ac9a1372511b12bf':
Layer changes
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Bug: 17208461
* Switch Layer to be VirtualLightRefBase instead of
Caches' side-channel ref-counting
* Include active layers in gfxinfo dump
* Run gfxinfo dump on the correct thread
* Dump gfxinfo on Layer creation failure
Change-Id: I28d195699e2334518e215ab28c7a17355aee9678
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