| Commit message (Collapse) | Author | Age | Files | Lines |
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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
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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
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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
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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
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Change-Id: Idc02efc237b8e97445a9bab05c291bf193c7f279
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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
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bug:8531373
Change-Id: I35444014f23fc61da687694fccc0d13bce718793
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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
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Bug #8504687
Change-Id: I9b01bbc4e3f37af23dfe5e68d3d03ad3d238b94a
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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
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[Take 2]"
* commit '3ae30483777708ff3a4f59a4fa75c6a76213cc30':
Correct executable bit for source files [Take 2]
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Change Ieb51bafb46c895a21d2e83696f5a901ba752b2c5 left out some
files, this fixes them.
Change-Id: Ia949a8581668836ea0251602e048f09c852f5169
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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
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#8437401" into jb-mr2-dev
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Bug #8437401
A misplaced ref count decrement was causing a crash when attempting to
resize a layer to dimensions larger than the max texture size supported
by the GPU.
This change fixes the crash and clarifies the warnings to make it more
obvious what's happening.
Change-Id: I632dc1b90aaa2605969e10523491a81c4922d3dc
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bug:8471552
Additionally, add ignore check for draw functor
In deferred mode, if we don't set ignore, a 0 alpha displayList won't
be quickRejected, and not only would its contents be needlessly
deferred, but upon playback any functors would be drawn, ignoring the
state of the snapshot.
Change-Id: Ib1edb3252080f674254086edee6f965f0efcce78
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Bug #8478275
Change-Id: Ib541ea051e42e01cc0d277790e9c09de38ef72ee
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Bug #8378964
This change defers drawing into layers until after the renderer for FBO0
is ready to draw. At that point, all the precaching is done which means
all glyphs can be uploaded at once in the font caches.
Change-Id: Ie1f7a7ff30f76f06fb3dbc72c7d05e66207d1ecb
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bug:8450062
- Fixes overdraw indication with DeferredDisplayList
- Fixes drawHardwareLayer called after flush
Additionally changes drawLayer to pass its paint to native via setLayerPaint
Wrap flush in save/restore so that reordering doesn't affect final
transform
Change-Id: I08befa42c28500da6387699eefd4be28aedf9f4c
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bug:8409891
Snapshots frequently have their clip overwritten due to applying
deferred state - now, store tiling clip information in a separate
rect, outside of the snapshot so it isn't overwritten.
Change-Id: I21ca4c45dcd802eae99e8de86f11525196777ccb
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Change-Id: I6fe7e31aeb6dd41fa65ab952caed97bc2da510d7
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Only performs the GL setup steps when at least one glyph is drawn.
This change also skips various draw operations when the specified
paint draws with alpha = 0.
Change-Id: I9eda148b0503acffc552ee19196f5d52e958a1a2
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Change-Id: Icc093390da2fc36b2b6693d0e5e4357b2f730bf9
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bug:8409891
In order to defer fbo-targetting saveLayer operations, it's necessary
to update the snapshot at defer time so that deferred display state
(namely, clip and transform) are fbo relative.
Re-enables deferring, as the issues with saveLayer are fixed.
Change-Id: I74b0779bc732675c747208f0757c3ea85f6dfbed
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Removes mMultipliedAlpha, using the snapshot alpha for all
non-overlapping display list alpha control.
Additionally, fixes opacity issues where children of
hasOverlappingRendering=false displaylists (both hw layer sublists and
other sublists with hasOverlappingRendering=false)
Change-Id: I6adc16da855835f9f518f8967628e5d0135c789b
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This change moves the mesh buffer from FontRenderer to CacheTexture
to help reduce the number of texture binds and glDraw calls when
drawing text that spans across multiple textures.
Change-Id: I7de574d88313ca3672879ca878c253ff5f131fc1
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When several CacheTextures are used to draw text, sort the
draw batches by texture ID to minimize state changes in the
driver.
This change also tweaks the font cache size and renames
a property that was too long to be set using setprop.
Change-Id: I0a36dfffe58c9e75dd7384592d3343c192d042b1
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Change-Id: Idf9b8e7d7b30f8fcd8ba1fd4bfe8991e9ca148e2
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This change will greatly simplify the multi-threading of all
shape types.
This change also uses PathTessellator to render convex paths.
Change-Id: I4e65bc95c9d24ecae2183b72204de5c2dfb6ada4
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bug:8409891
Disables deferring
Change-Id: I93498a4a45a5bfe01143faa154926c6a138db8f9
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bug:8401910
This avoids leaving the renderer in a state with stale pointers (to,
e.g., shaders or color filters)
Change-Id: Idf8b63657041352e70e34e91ea416fe4385d4bc2
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