| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
Bug #9425270
A better solution would be to use glCopyTexImage2D whenever possible but
this change would be a little more dangerous.
Change-Id: Ib1aaceda39d838716285ef97f356721416822dbb
|
|
|
|
|
| |
bug:9321162
Change-Id: Ic35af5b5925da56e9a143e6b33658831038f3b72
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, when a DisplayList operation was rejected because it was not
in the clip bounds, the code would not properly restore the previous
state, leading to errors in alpha values of the noop'd op being applied
to unrelated operations later in the DisplayList.
Issue #9051935 Flash of grey background when transitioning to conversation view
Change-Id: I56645cc9ebf2e07be0228ca5e249213dbeb10d7d
|
|
|
|
|
|
|
|
|
| |
bug:8875715
Additionally moves op logging before the op is executed, to print
correctly, in pre-order traversal
Change-Id: I4e9566261f8363c73739d183e6d82b854f72ffad
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Bug #8808886
Without this conversion, alpha was always set to 0 or 1 which causes
things to disappear mysteriously. Mysteries are meant to be solved
and I solved them all in 6 characters.
Change-Id: I2078420fbe968c046e999b0eabb24403e71108fd
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Sometimes views that are scaled leave behind rows/columns on the
screen as they move/scale around.
The problem was that the pivot point around which the scale takes place
(in the default case of scaling around the center of the view)
was getting truncated to integer coordinates in the display list.
Meanwhile, the pivot point at the Java level was using the true float
values, resulting in a mis-match between the invalidation rectangle
(computed at the Java level) and the drawing-operation rectangle (computed
at the native level).
This only occurred when views had odd bounds (thus the integer representation
of the center differed from the float representation of the center), and only
when some other drawing operation would expand the clip rect to allow the
incorrect drawing operation (using the wrong pivot point) to draw outside of
its clip boundaries.
Issue #8617023 7x7 screen not updated correctly
Change-Id: If88889b9450d34535df732b78077a29b1f24802d
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The rendering code optimizes by rejecting drawing operations that
lie outside of the bounds of their views. This works in most
situations, but breaks down when containers have called
setClipChildren(false), because we reject drawing that is outside
of that container, but which should be drawn anyway.
Fix is to pass in the value of that flag to the DisplayList drawing
routines which take that flag into account when deciding whether
to quickReject any particular operation.
Issue #8659277 animation clipping
Change-Id: Ief568e4db01b533a97b3c5ea5ad777c03c0eea71
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
bug:8649215
Previously we prevented ops with non-translate transforms from
merging, but missed the case of the first op in a merging batch
containing a non-translate transform.
This fulfills the assumption of drawText's non-immediate mode that
merged ops will have pure translate transforms.
Change-Id: I6f6db341aff3f7e84e74b4c3ccf970d585a2db1a
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
A clipped saveLayer will cause two draws - first to an onscreen
buffer, then again back to the framebuffer. This change - when in
overdraw debug - reissues draws associated with a clipped saveLayer,
but only to the stencil buffer. Operations within a saveLayer are
shown correctly to be twice drawn, and View.setAlpha() without an
associated hardware layer, or hasOverlappingRendering() are made more
visible.
Hardware layers, on any frame that they are updated, similarly draw
twice, and will also be counted against the stencil buffer doubly.
Note: greater depths of layers - e.g. a saveLayer within a saveLayer -
are not respected, as that would require additional region tracking.
Change-Id: I61fb0e61038fe66013d59914c20bb47a550dea7d
|
|\
| |
| |
| | |
create..." into jb-mr2-dev
|
| |
| |
| |
| |
| |
| | |
...the sdk platform repo
Change-Id: Ib6cd7c0dfb9b6217ae79af3e2ac25fe0442996e3
|
|\ \
| |/
|/| |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Merge simple bitmap draw operations and text operations to avoid
issuing individual gl draws for each operation. Merging other ops to
be done eventually.
The methods are different - the bitmap merging generates a single
mesh for reused, unclipped images (esp. repeated images in a listview)
The text approach queries just defers the normal font rendering until
the last drawText in the sequence that can share the same shader.
Patches are sorted and merged, but don't yet have a multiDraw
implementation. For now, the pretending-to-merge gives better sorting
behavior by keeping similar patches together.
Change-Id: Ic300cdab0a53814cf7b09c58bf54b1bf0f58ccd6
|
|\ \
| | |
| | |
| | | |
jb-mr2-dev
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Bug #8586560
And I don't deserve to pass the test.
Change-Id: Ic7886205511f16145a925fc860e4a03dfaf473d5
|
|\ \ \
| |/ /
|/| | |
|
| |/
| |
| |
| | |
Change-Id: Ia48566efb21ee018659bd976ddb3a0f4997b9a3a
|
|/
|
|
|
|
| |
Only on devices that do not have the npot extension
Change-Id: I472a13dc707d2abaf5fcc06f99c9da343b333558
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
PBOs (Pixel Buffer Objects) can be used on OpenGL ES 3.0 to perform
asynchronous texture uploads to free up the CPU. This change does not
enable the use of PBOs unless a specific property is set (Adreno drivers
have issues with PBOs at the moment, Mali drivers work just fine.)
This change also cleans up Font/FontRenderer a little bit and improves
performance of drop shadows generations by using memcpy() instead of
a manual byte-by-byte copy.
On GL ES 2.0 devices, or when PBOs are disabled, a PixelBuffer instance
behaves like a simple byte array. The extra APIs introduced for PBOs
(map/unmap and bind/unbind) are pretty much no-ops for CPU pixel
buffers and won't introduce any significant overhead.
This change also fixes a bug with text drop shadows: if the drop
shadow is larger than the max texture size, the renderer would leave
the GL context in a bad state and generate 0x501 errors. This change
simply skips drop shadows if they are too large.
Change-Id: I2700aadb0c6093431dc5dee3d587d689190c4e23
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
The last frame of an animation stays stuck on the screen for a couple of frames.
Specifically, the "Quick Contact" animation that animates the picture
closed (fades/scales it away) animates all the way to the end... then hangs there
briefly before being taken down.
The problem is a rendering bug where we correctly detect that a DisplayList
has nothing to draw (since the last frame is completely transparent, alpha==0),
but incorrectly ignore the fact that we cleared the transparent-background
window prior to not-drawing that DisplayList. When we detect that there's
nothing to draw, we don't bother swapping buffers. So even though we drew
the right thing (clearing the buffer), we didn't actually post the buffer to the
screen.
This change factors in both the clear and the draw to decide when to swap buffers.
Issue #8564865 Quick contact close animation jank redux
Change-Id: Ib922cff88a94f025b62f7461c1a29e96fe454838
|
|\ \ |
|
| |/
| |
| |
| |
| | |
Bug: 8580410
Change-Id: I746aa8258866508c3a725d0773faf4518096548f
|
|/
|
|
|
|
|
|
|
|
| |
This is a more elegant way to sample from a float alpha texture.
Instead of sampling from the red channel in the fragment shader
we can set the alpha channel swizzle to redirect it to the
red channel. This lets us sample from the alpha channel in the
fragment shader and get the correct value.
Change-Id: I95bbf7a82964e1bf42c0fee1b782b6bdbbcef618
|
|\ |
|
| |
| |
| |
| |
| | |
Bug: 8424494
Change-Id: Iafeeee0d5cd29342c1cdc86b9616222aaa5d1b94
|
|\ \ |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Float textures offer better precision for dithering.
In addition this change removes two uniforms from gradient shaders.
These uniforms were used to dither gradients but their value is
a build time constant. Instead we hardcode the value directly in
the shader source at compile time.
Change-Id: I05e9fd3eef93771843bbd91b453274452dfaefee
|
|\ \ \
| |/ /
|/| | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
InputChannels are normally duplicated when sent to a remote process
over Binder but this does not happen if the recipient is running within
the system server process. This causes problems for KeyGuard because the
InputMethodManagerService may accidentally dispose the channel
that KeyGuard is using.
Fixed the lifecycle of InputChannels that are managed by the IME
framework. We now return a duplicate of the channel to the application
and then take care to dispose of the duplicate when necessary.
In particular, InputBindResult disposes its InputChannel automatically
when returned through Binder (using PARCELABLE_WRITE_RETURN_VALUE).
Bug: 8493879
Change-Id: I08ec3d13268c76f3b56706b4523508bcefa3be79
|
|\ \ \ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
This change uses a new OpenGL ES 3.0 feature to upload less data when
the font cache needs to be update. This can result in significant
performance improvements on device with large textures or with locales
that use a lot of glyphs (CJK for instance.)
This change also fixes various unpack alignment issues. The unpack
alignment, as well as the unpack row length, is not texture specific
but a global state that affect all glTex/SubImage2D calls. Some of
them were missing the appropriate glPixelStorei() call. This could
result in corrupted textures.
Change-Id: Iefb429d4d0d0b4e0faeadf27daafee6d30a21d85
|
|\ \ \ \
| |_|_|/
|/| | | |
|
| | |/
| |/|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
bug:8540150
Layers now require traversal in update order, as it will be child
first, then parent for layer-in-layer
Fixes issue with deferred layer playback not flushing in order, and
thus child not painting before parent
Also fixes DisplayList to only be cleared after flush in deferred list
Change-Id: I2f284d00079cdb20798aeef6a1c94e823940db40
|
|\ \ \
| |/ /
|/| /
| |/ |
|
| |
| |
| |
| | |
Change-Id: Idc02efc237b8e97445a9bab05c291bf193c7f279
|
|\ \ |
|
| |/
| |
| |
| |
| |
| |
| |
| |
| | |
bug:8480642
With the additional save/restore around the operations in flush, the
stored restore batches weren't matching up to the correct saves.
Change-Id: I2f48f19009bd97289b6973283f43dc8d3e35affd
|
|\ \ |
|
| |/
| |
| |
| |
| | |
bug:8531373
Change-Id: I35444014f23fc61da687694fccc0d13bce718793
|
|/
|
|
|
|
|
|
|
|
|
|
| |
bug:8501661
Makes the performance issues and interaction with layer type/paint
more clear.
Additionally, corrects change from 47ab7d6612e2b5b8b66fb261dafef7c91264e173
to still allow displayList alpha to override layer paint
Change-Id: Ic94d75865700820489370461cd8ac9f9077a8d90
|
|
|
|
|
|
| |
Bug #8504687
Change-Id: I9b01bbc4e3f37af23dfe5e68d3d03ad3d238b94a
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Bug #8489505
A layer should be updated even with an empty deferred display list. It is
possible for a layer to request an update just to execute a clear which
will be handled by LayerRenderer::prepareDirty().
Change-Id: Iffb98bd71d6caa8d4a701df98197676f9423c0c2
|
|\ \
| | |
| | |
| | |
| | |
| | |
| | | |
[Take 2]"
* commit '3ae30483777708ff3a4f59a4fa75c6a76213cc30':
Correct executable bit for source files [Take 2]
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Change Ieb51bafb46c895a21d2e83696f5a901ba752b2c5 left out some
files, this fixes them.
Change-Id: Ia949a8581668836ea0251602e048f09c852f5169
|
|\ \ \ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
bug:8464795
Changes drawModifiers and alpha to be restored for all operations,
since saveLayer/restore use these values, not just draw operations
Also forces a renderer state restoration before a deferred restore op
is played back, in case it is associated with a saveLayer that
doesn't have the save_clip flag set
Change-Id: I9da5d44fefbfffdee164c98f4f139843dacf85df
|