| Commit message (Collapse) | Author | Age | Files | Lines |
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mnc-dev
* commit '0b8045425ff58f992046ff2be35bc91001dabf7b':
Constrain drawBitmap matrix-to-rect optimization
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bug:22962165
Optimization is not valid if matrix would flip image.
Change-Id: Ieee42390517bd3466b7d94596f0fbbe192ab757e
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* commit '70e5db9413f82bf1f000bd99b3d2dbecf6e4ab04':
Fix crash in kModeProcessNoContext
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Bug: 22931143
Change-Id: I9897a28b1edd006aee67ae2343874ad92bbd15a0
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* commit 'c03ab87ac9f721ff22bfe5e9c0cd0e5be64f261e':
Disable skipping frames on empty damage
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Bug: 22592975
Optimization added in MNC is not quite correct, occasionally
it will fail to repaint when it was supposed to leading
to buffer corruption. Disable the optimization for now.
Change-Id: I34dfdfb357eda298198043ded7335d4588a003fd
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* commit '730c0f6591b1c99699e9d0ecf36d696f7d87629f':
Fix stencil mask usage in HWUI
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bug:21588246
Ensure we always set the mask before clearing, and removes
some unneeded optimizations around mask usage in
debug (overdraw) mode.
Change-Id: I71ed06c16f8d9f158953d5aa160098514f0f7f00
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* commit 'fd44b56d599bc6c6e7397dcdfaa6d613805a88cb':
AAPT: Fix printing of resource configurations
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Print out proper, copied configuration. We add fields to ResTable_config
and if we don't copy and fill in defaults when reading old configurations,
we end up with garbage values. This can potentially cause a crash as well.
Bug:22773426
Change-Id: I64f5ebe73ee72453bcdad3a19e48f8e7ad58e9c2
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* commit '8b1154c487c25388107dc024376435f3b0ae2385':
Move updateMatrix() call to animateCommon
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Bug: 22667315
HWUI internally always assumes that RenderNode->properties()
has a fully-baked matrix. However, RenderThread animations violate
this and will perform an update of that matrix after they run. This
was missing in the fallback scenario where an animation was
running on a View that is detached from the tree.
If a RenderThread animation is started on an attached view, it becomes
detached, and is then re-attached it will crash in the staging
properties push. The fix for this is to move the call to updateMatrix
from animate() to animateCommon() so that the animateNoDamage()
path will similarly perform the necessary matrix update.
Change-Id: I4c899a6f68659342a6515f1d7f20d3c4af65caf0
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* commit '2abf0f24af60b8644d5b61eed9666793083546ee':
Fix a race condition that could cause lockup
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Bug: 22676664
If a task is queued on a worker thread that is busy
processing a task AND a trim memory signal comes along
prior to the initial task being completed then the
tasks that were queued prior to the exit request will
never be processed.
This is bad, as when those futures are used later on, such
as in trying to delete them from the cache, they will block
waiting for the orphaned task to be finished.
Simple fix is to just never stop the worker threads. Increase
RAM usage slightly as we won't reclaim that stack space, but
this cost is fairly small
Change-Id: I818b011f9bc6ba06942fdad81c27656bd97b42d4
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* commit '1fddd3efa9ac10e794d7bdf457b7b52c7e4614f7':
Mark isInUse per-window
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Bug: 22509159
Change-Id: I0ae0f1fa582ee38dcb9f24ca20f0b4d0c57ccb32
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* commit '0bb5c26bcea4b171583e57134b9717c77fbdcb14':
Fix AssetAtlas usage in BitmapShaders
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bug:22521999
Change-Id: I60859748ceee19ebc89ec98845e550ea26e36ecd
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* commit '0f724601d78d8f36a297333227d9c460e10b3203':
Fix clip area behavior for REPLACE op
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bug:22291400
Work around clippath-clipped-to-view-bounds behavior by
implementing REPLACE op fast path, avoiding the transition to
SkRegion/SkPath.
Change-Id: I63c1cf961db2d6e3759d83914de1036c9ac7497a
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* commit 'ba4f0757779d6e91e52ebee0fd4c847b673a69e2':
Don't crash on makeCurrent fail
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Bug: 22444755
WindowManager may decide to yank the surface at any point, so
attempt to kinda handle this
Change-Id: Id2f665d2f0f93bccd4ec977fbf52dca4dc1ec891
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accounting" into mnc-dev
* commit '941bcedb4c03832cd54225217697c7b8cba6e07c':
Fix unsafety in SkiaShader storage, and texture unit accounting
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bug:22390304
Fixes two issues:
1) The max texture unit wasn't large enough to handle the most complex
ComposeShader case (1 for draw primitive, 2 for gradient shader, 1 for
bitmap shader).
2) If a shader isn't supported by SkiaShader::store, the shader data
needs to be explicitly disabled, so we won't read uninitilized data
from it when trying to read shader information out.
Change-Id: I29ee7b7c1e07f67db88c1707bdc857daa305e713
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* commit '9613e9b76410b15b7f2700080a17476bf9f3461c':
New setLocalMatrix() operation for HWUI
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Concats any matrix passed through from DisplayListCanvas with the
initialTransform of the containing RenderNode.
BUG:22189925
Change-Id: I5ea54a6e2a29520c79a8860bde7682694e8595d2
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Bug: 22324907
Change-Id: I0013557ede15949a5bd6f3f75bc5dd023a9f945b
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bug:22208220
Removes needless call, and upconversion to doubles in multiple places.
Change-Id: I1b949fa5f206446ac34de800154c0147d6bd8034
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bug:22208220
Change-Id: Id096eb8de8da0dd1687d6af9456b16ce2a1a589b
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Bug: 20853441
Calculating duration that crosses the UI-RT
sync point will now subtract out the time spent waiting
in queue under the assumption that this time will be
accounted for in the previous frame's metrics
Change-Id: Ia8213f4410638840613f5ae439e98dfb77532a6a
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Bug: 22208220
Increases performance of shadows by yet another
15% by using more aggressive math optimizations
Change-Id: Ie3fabeae3647632a19ff573bf6b2d7f7a7cef555
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Bug: 22208220
Libcxx has a really good sort algorithm, use that
instead. This speeds up shadow tesellation by about 10%.
Also less code
Change-Id: Iaad424187121d7644076f94ba8a3cf4c110da2f2
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bug:22208220
Shows considerable improvement in performance, especially in tight
loops.
Change-Id: I4bcf6584a3c145bfc55e73c9c73dcf6199290b3c
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bug:19062769
Glyphs were stored to the output buffer with the assumption of
non-overlap, which is incorrect for certain fonts/strings. Instead,
blend src into dst, so new glyphs don't clobber existing content.
Change-Id: I6e22037500e67d5348ee2a43d939416c23c4d1ea
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mnc-dev
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bug:21320333
Change-Id: Ie70982c88498395148dab6eaca861de66e6207ed
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mnc-dev
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Cherry pick of b561f39d01c211425bfefaaa7b31ebe097e7ba79 from AOSP master.
Due to precision loss of float math, we sometimes get 1.000001f for
dotProduct. This causes NaN result from acosf() and floor() funcs.
At the moment, this does not cause any problems on ARM, as casting
NaN to int results in 0. On mips however (possibly on x86), such cast
gives INT_MAX, so crash occurs when trying to use the resulting value.
Change-Id: I8e0285a0306a65b8469d9f4885c19665066fc4c8
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files" into mnc-dev
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for better performance. Without the optimization, these two functions
may check more than 100k file names in the pre-installed APK files,
which can take a few seconds to finish even on a recent device.
Bug: 21957428
Change-Id: I315fd3c6d5aa1076b993752525de449a9933de12
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