| Commit message (Collapse) | Author | Age | Files | Lines |
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Bug: 15838537
* Fix kSync_UIRedrawRequired constant value (woops)
* Tell CanvasContext that WebView is now rt-safe
Change-Id: Idf15cf21115c2ca24b8ccd00025e8502864cd87c
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Change-Id: I94c188403f5fa541e47a03a3bd1c7cf00c29bf4e
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Bug: 15513308
Bug: 15449247
Change-Id: I13a29f9c8d4975cdda6dcb33b6332c2555ff0f7c
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BUG: 12179257
Change-Id: Ib7358dc84a0a58020d178d10b324b9631848c06d
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Change-Id: I635c6627d098b661fb9b0ba1bd42fa6d7277d287
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bug:15570351
Pos Z composited children are drawn before the primary restore for a
RenderNode. This means that without an additional save/restore (which
wraps the content) they aren't protected from transformations/clips
that happen within the ViewGroup's DisplayList.
Also changes RenderNode to use OpenGLRenderer tag for displaylist
dumping consistency, and simplifies the entry points into RenderNode
drawing, since the distinction between tree root vs tree internal is
no longer important.
Change-Id: I2621eba0592c74d71f85a91a4ab3d0da2d7468d3
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Change-Id: I2f30547c4e2212747c479760dff4f3f901d1eaf3
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Change-Id: Ic75b5fc6996578e9d95bd3a220439ec1541d7c3b
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Bug: 15631600
Change-Id: Idd7740f58876e73694fafb8ef55ebaff511f6dca
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bug:15536396
Also fixes compilation warning, avoids SkPaint deep copy
Change-Id: I74334f08b1d34c6789aabf968ff62db5bacbed1b
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Bug: 12971954
Change-Id: I3ef995e91f236014b0a72a90846ef19ce6dc42b1
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For logging purposes, a uint32_t was being converted into
a void pointer, which on certain systems would be a conversion
to a different size.
Change-Id: I90af69ab975d84c9c8cbb1cce94ff4e9cc6edcf2
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In order to support APK split features, the resource
table needs to support loading multiple resource
tables with the same package but potentially new set
of type IDs.
This adds some complexity as the type ID space changes
from dense and ordered to potentially sparse.
A ByteBucketArray is used to store the type IDs in
a memory efficient way that allows for fast retrieval.
In addition, the IDMAP format has changed. We no longer
need random access to the type data, since we store the
types differently. However, random access to entries of
a given type is still required.
Change-Id: If6f5be680b405b368941d9c1f2b5d2ddca964160
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Bug: 15682142
Defer early return of alpha <= 0 for damage accumulation until
popTransform() so that layer updates will be performed regardless
of alpha
Change-Id: Ifb94dd3ed2d96d610e6f2f3071933903016273a5
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bug:15615144
Change-Id: I275732eb97f9d5179beed23eecd2ee3cc7112e10
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leakage bug"
* commit 'f5cb96cfbbd2a7148b4b337097c94bea3f52d5f3':
[Asset Manager] Fix memory leakage bug
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* commit '51736de19a4c225a54cda73754d0f57aa68def4f':
[Asset Manager] Fix memory leakage bug
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Symptom: memory leakage
Root Cause: new SortedVector but not free it in native cpp
Solution: free the SortedVector
Project: AOSP
Note:
Change-Id: Iab5a7f2e8d8509631301e7231427927d4797c856
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Change-Id: I5b818958f6255c594339bd10d9efa99e9e2c00d4
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Bug: 15686491
Change-Id: I4bd64a6470dd704740e99d21cfdbe84805961401
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Bug: 15671775
Change-Id: I33c7a70e78ef523ffd03165fb6c39d8e04d04f1f
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in HWUI."
* commit '88b1c9ad87ca6d6faaf824bff4ee9d3c799362e5':
Fix the texture ID reuse issue in HWUI.
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* commit 'e709d53ff31c74a6abf2a27350966d18d8dad4f7':
Fix the texture ID reuse issue in HWUI.
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Issue: When the layer of previous frame is destroyed, it doesn't clear the
texture id in mBoundTextures[mTextureUnit], so in the next frame, if
glGenTexture returns same texture ID of the previous frame,
the new texture is not bound.
CRs-fixed: 671736
Change-Id: Ifc5fd2115fb1863b3c006ab14b0faabeaeb4eab4
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pointer de-refrence"
* commit '678886fde5cd779de79f8e38479aa6de82f8e755':
hwui: fix possible null pointer de-refrence
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* commit 'b1fc06a4321f13360fcca49bbf87f87f34c22d58':
hwui: fix possible null pointer de-refrence
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add layer check for null before de-refrencing it.
issue link: http://code.google.com/p/android/issues/detail?id=61622
Change-Id: I54fc21ec594effcfb1eededd80dd5b0b52645c4c
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Change-Id: I1ba660ce832e3360fa136be6aa0415645bfda328
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GLES20"
* commit 'df36dd200c55a6ad463b46bab0ffff49d21206ff':
update parameters in uploadToTexture() for GLES20
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Google optimized the uploadToTexture with GLES3.0+,
This allows us to upload a sub-rectangle of texture,
but this has compliance issue with GLES 2.0.
With OpenGL ES 2.0 we need to copy the bitmap in a
temporary buffer if the stride doesn't match the width,
and then upload entire temporary stripes.
Change-Id: I8987cd8347913c61b7fa45bd47be1189aa6bdb05
Signed-off-by: Shenghua Lu <shenghua.lu@intel.com>
Signed-off-by: Shuo Gao <shuo.gao@intel.com>
Signed-off-by: Guobin Zhang<guobin.zhang@intel.com>
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Change-Id: Icb79a5015cb0362b1f3a66d09007450730135a97
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* commit '9de2a8f42d88e50146947a7bf21b212ea134ee83':
Add AA flag to TessellationCache key
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bug:15539571
Change-Id: I7cf470ca962041ab3c00c740e87c6ae9a95f06a8
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lmp-preview-dev
* commit '98b10e480279d331e54b9f28546629687244a01c':
Limit path approximation recursion depth
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