| Commit message (Collapse) | Author | Age | Files | Lines |
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The missing header was being transitively included through a
Skia header which is being removed.
Change-Id: I5a65bae076027951fe07d1e7eecd4732124fb0e4
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Change-Id: I0c1979aab395098651c8a63d0bae0198ebc3746b
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Change-Id: I1d668a912996e1267bcf2127058888e489a2d9b3
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Change-Id: I23223b89770a0cd2b4762365bead9bfddb094290
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Change-Id: Iff42b24e342650d06fa4e2fa9db6c28da820ff01
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Change-Id: I165c9e05facf5365aa6850605688e538640c7fcc
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When a drawPath command is recorded in a display list, a copy of the
source path is made to preserve against possible modifications of the
said source path. Copies are discarded when a display list is cleared,
which usually happens on invalidate(). This means that even if a path
is never modified, the texture generated to draw it on screen is
destroyed every time an invalidate() is issued. This change fixes this
problem by introducing a reference to the source path in the copy.
If both the copy and the source path have the same genID, they are
the same path and can share the same texture.
Change-Id: I34849311c183e06336a1391d2d1568a087f973f6
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Change-Id: I2768972ec62f4d3ad800a4d7a4c44307a2fa0105
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Change-Id: Iba7a9c92c865f698821b6ff7bc4f502659642ac1
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This optimization allows us to quickly skip operations that lie
entirely outside of the known bounds of a display list. Because
of ViewGroup.setClipChildren, we must keep the operations recorded
in the display list. setClipChildren(false) is however a very
uncommon operation and we will therefore often benefit from this
new optimization.
Change-Id: I0942c864e55298e6dccd9977d15adefbce3ba3ad
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Change-Id: Ie097ea5d6c0af9c5929b8c5deb76b4824d5de787
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This adds basic support for clip regions. It is currently disabled at compile
time. Enabling clip regions will require setting up a stencil buffer.
Change-Id: I638616a972276e38737f8ac0633692c3845eaa74
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The Snapshot class is getting complicated enough that its implementation
should now live in a separate .cpp file. This will become particularly
useful when support for clip regions and paths will be added later on.
Change-Id: I050fac5683a9f7a0ff2f7a6beec3dd28aa5eb0d8
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Change-Id: I92463057ff4ae712bb25789db1667ff1ecfd389f
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The render threat is likely to break your application if you initiate it.
As such it must be explicitely requested using the following meta-data
tag in your manifest's application tag:
<meta-data android:name="android.graphics.renderThread" android:value="true" />
Change-Id: Ibf0a48af2a0d091562bf6907eac970e3d1d601c4
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These markers will be used to group the GL commands by View in the
OpenGL ES debugging tool. This will help correlate individual GL
calls to higher level components like Views.
Change-Id: I73607ba2e7224a80ac32527968261ee008f049c6
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Change-Id: If76c0cd6127534d90f9526b75c0f8e56259c6722
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Change-Id: I0ad35d0603c4eeda469014803be14c1dcdde918c
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Change-Id: I6263f7e5e3ae2f7efe045f8b464c0ed1b87fc793
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This also introduces a small optimization when rendering text.
Change-Id: Iff620ac97bf878eaac406bccc6daa07052c93890
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Change-Id: Ia3ac347e95d57eb86c63045156c8dbc0572b03cb
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See https://android-git.corp.google.com/g/#/c/157220
Bug: 5449033
Change-Id: Ic9c19d30693bd56755f55906127cd6bd7126096c
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See https://android-git.corp.google.com/g/157065
Bug: 5449033
Change-Id: I00a4b904f9449e6f93b7fd35eac28640d7929e69
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- it was a regression introduced into this CL: https://android-git.corp.google.com/g/#/c/154240/5
- basically needed to set the GlyphID encoding to the Skia Paint as we are now using glyphID resulting
from the Harfbuzz shaping
- also define GlyphID encoding as the default on the Paint class
Change-Id: Idb7c2c57ac67595425ce3be9421258962690fcdd
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See https://android-git.corp.google.com/g/156016
Bug: 5449033
Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
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Bug #5781254
Change-Id: I1dc4809563a793b6b579814951d4d73b4c34bf32
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Currently, font renderers eliminate some texture caches when
memory is trimmed. This change makes it go further by eliminating the
large-glyph caches for all font renderers. These caches are
only allocated as needed, but continue to consume large amounts of
memory (CPU and GPU) after that allocation. De-allocating this memory
on a trim operation should prevent background apps from holding onto
this memory in the possible case that they have allocated it by drawing
large glyphs.
Change-Id: Id7a3ab49b244e036b442d87252fb40aeca8fdb26
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There were 2 issues remaining after a recent change to support
glyph caching from multiple textures:
- memory in the GPU for all textures was being allocated automatically.
This is now lazy, being allocated only when those textures are first
needed.
- filtering (applied when a rendered object is transformed) was ignoring
the new multiple-texture structure. Filtering should be applied correctly
whenever we change textures.
Change-Id: I5c8eb8d46c73cd01782a353fc79b11cacc2146ab
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Change-Id: I0f4dcacb03ef5ee7f6ebd501df98bfead5f0a7f8
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Change-Id: I94046bdfe20740c26c8183822e3002d692fde7c4
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Change-Id: Ib645376093838156771588adc76a718da0ceb0db
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Change-Id: Id922b2a166ea4573b767c27d3195e11c70320b23
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Some GPU architectures could not handle the previous implementation
of our glyph cache. Frequent uploads would cause memory problems in the GPU
and eventually a crash due to these memory issues. The solution is to move to
a system of several, smaller caches instead of one monolythic cache for all
glyphs.
Change-Id: I0fc7a323360940d16d5a33eeb33abfab194c5920
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This optimization along with the previous one lets us render an
application like Gmail using only 30% of the number of GL commands
previously required
Change-Id: Ifee63edaf495e04490b5abd5433bb9a07bc327a8
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Change-Id: Iae59bc8dfd6427d0967472462cc1994987092827
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Change-Id: I6313ac039291c9cd93aadafe3566ad9d60cab42d
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Change-Id: Ib0742c96f10f5f50e7e5148b742c31b6c232d127
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Change-Id: I1589af7991da36744071d5081daa24ebae5b4dfd
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I don't know who's to blame, SGX or Tegra2 but one of those two GPUs is not
following the OpenGL ES 2.0 spec.
Change-Id: I2624e0efbc9c57d571c55c8b440a5e43f08a54f2
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Change-Id: I10e8027018608070a536eb8b51c7a4272e37006c
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Change-Id: If92e3addfc4d8546a60edcdea60a1fc89c27b680
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Change-Id: I29a39775732c0a48d3e6823f7afa3e741cae8541
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Bug #5581817
Change-Id: Ie30700a29059d2ea60eb7bd3f8bd20ac48a149ab
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Bug #5706056
A newly introduced optimization relied on the display list renderer
to properly measure text to perform fast clipping. The paint used
to measure text needs to have AA and glyph id encoding set to return
the correct results. Unfortunately these properties were set by
the GL renderer and not by the display list renderer. This change
simply sets the properties in the display list renderer instead.
This change also improves the error message printed out when the
application attempts to use a bitmap larger than the max texture
size.
Change-Id: I4d84e1c7d194aed9ad476f69434eaa2c8f3836a8
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Change-Id: I03a00c4261d81a416b1ad7b86ce2d432c71908b4
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Change-Id: I0f6816f9f6234853575ecee5033186ad19e76380
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#5659476" into ics-mr1
* commit '02e88f23a65c602e83d7a46c0925e653b948e418':
Fix crash in existing applications Bug #5659476
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