| Commit message (Collapse) | Author | Age | Files | Lines |
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Incrementally unify the upper layers for Skia and HWUI.
Remove redundant code from GLES20Canvas.java; instead
use inherited mNativeCanvasWrapper and superclass method
definitions.
Moves some unrelated SkPaint utility functions from Renderer
to new utils/PaintUtils.
bug: 15672762
Change-Id: I4ddd4214b8e9eeb95289d054ef423f2542bb5fa5
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Change-Id: I347904b25e51fcc7de14b1e72f1acd0f6ba26f3f
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Changes generated with clang-modernize.
Additionally, fixed some struct-vs-class usage to make clang happy.
Change-Id: Ic6ef2427401ff1e794d26f21f7b44868fc75fb72
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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: I732b490431fe90eafa00a00f3b5429f0d3a067e6
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Change-Id: I7ad1a692e708cad052e8ca5b412c17e25992862c
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Change-Id: I36f263c7e6d96355dd8a2c3565581b9a983ae481
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change" into lmp-mr1-dev
* commit '93492d1a478770783abab764855c8d47e0264f71':
Revert overdraw avoidance visualization change
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bug:18787324
Partial revert of 23d307c8d88f4a3849163b9e5b7cd11d0d4f372c.
Change-Id: Ic8b91b046707fc5b8fa53c35ea7b37bb19c3c943
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Change-Id: I7227b0eac126bf470ed50249a7809b845872983b
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into lmp-mr1-dev automerge: b21a7ad
* commit 'ec9b598c7be65abb5ceb9d82e752c50f7e93deab':
Force-flush state sync on texid change
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automerge: b21a7ad
* commit 'b21a7ad02e43900ea5480e796cb1518bd5829e3f':
Force-flush state sync on texid change
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Bug: 18718646
Caused because the Texture object thought the GLES texture
was in a different state than it was as it persists across
EGL/GL contexts. Fix this by force-flushing the default
values when the texid has changed.
Change-Id: I264bac9a2beb08df8e2ba8a85ad15f0dd1fce22a
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into lmp-mr1-dev automerge: 00905a9
* commit '3f454e7d1cf7103e312f67f745f01f00fa49df13':
Correct layer size formatting in trace
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automerge: 00905a9
* commit '00905a984c07ffc9960ce83548631c59aae37ec6':
Correct layer size formatting in trace
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bug:18722704
Change-Id: Icef9aaa62633b2d86ad250f43d4c8fa5cc0b6842
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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: Iccb2ce948321534e05d67e64dc40a38332adb1a7
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Change-Id: Ib9d6d301282bbaae6b23b9ce07b9e6a4e9075991
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bug:18667472
Previously, we were allocating per-frame temporary paths within the
PlaybackStateStruct, but these are not safe as layers allocate these
transiently. Instead, move these to the OpenGLRenderer, which has
better define lifecycle.
Additionally, don't store SkPath objects directly in vector, since
they are then subject to relocation.
Change-Id: I8187ef542fcd5b030502bb75eb123ee26c0daa96
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Change-Id: I381539b1494447d62290c492f2550840fe0b559c
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Change-Id: I60bf82ff71d9af0d80e7da8856efb4641c85885b
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Bug: 18317479
Change-Id: I16868ee204d24af72af9a2efc987f7e9eb1d266b
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reference counting" into lmp-mr1-dev
* commit '1f78b3364f0e39db912d898187bed0195d9319cd':
Remove unnecessary/erroneous reference counting
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counting" into lmp-mr1-dev
* commit '497499b1eb76726090ea46dcfc5b8ab0221cd447':
Remove unnecessary/erroneous reference counting
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The SkBitmap* used by HWUI holds a reference to the PixelRef (which
in turn holds the colorTable) so keeping an additional ref is not
only unnecessary, but also potentially problematic.
If a bitmap changes its pixelRef after it has been added to a displayList,
then we end up with unbalanced ref/unref calls that cause the newly added
PixelRef to be unref'd and prematurely deleted, while the original PixelRef
is leaked.
bug: 18659976
Change-Id: I34a06152e7bb2d733249a207dafd36b9b5dc0712
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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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bounds for shadow computation" into lmp-mr1-dev
* commit 'a22ab0da6f72b2e52166cc6e11f4c6d44c0fb714':
Clip outline to View clip bounds for shadow computation
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computation" into lmp-mr1-dev
* commit '9a04480e36c42eb63d1d727221ba3ce6a6d533ef':
Clip outline to View clip bounds for shadow computation
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bug:18509823
This allows animations of View clipBounds (and other callers of
setClipBounds) to affect shadows, instead of leaving them floating.
Change-Id: I249fa4b371a170cb0c54001f5b0e0097e109b8b8
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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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bug:18538502
Cherry-pick of adc0d9da8648abfea1035fb1108eceea9fd9b5b1 from AOSP
Previously stencil clipping within clearLayerRegions is disabled by commit
62d307c2402777d5e53b4590af5f32f8c55afd81. However, clearing whole layer
regions causes black-colored triangle regions when a TextView has
RotateAnimation because the draw within clearLayerRegions does not
affected by the current stencil clip.
Change-Id: Id32a0b16754b109905f833e063ebfa156bd953f2
Signed-off-by: Dohyun Lee <dohyun.lee@lge.com>
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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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