| Commit message (Collapse) | Author | Age | Files | Lines |
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bug:19419672
Change-Id: I4277348ceab41fbf45a107a8b21f64e2b4af23e0
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Right now, the code is just copied from ApiDemos for the initial setup.
Change-Id: I531f95faca744c7e91fadae189818af3d04a85ee
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bug:14390526
Change-Id: I617a6ea7dbac1facae246491a247cf307452fc0e
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Change-Id: I3dd3b683a66e248a0fdf2ca69d1e962615b0daf9
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Projected RenderNodes are now wrapped with a ClipRect or masked
SaveLayer, so that they are clipped to the outline of the projection
receiver surface.
Change-Id: I1d4afc1bb5d638d650bc0b1dac51a498f216773e
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Change-Id: I757cd9445b7e8f564b5f1357d3e5c17032daf17e
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Change-Id: Ia820e76345ad6077025e887afdaa91e08eecd649
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Shows interleaving effect better
Change-Id: I85361b15587306484dc8fa6d6366e866014c270f
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Move the projection surface to be a property of a DisplayList,
set to true for every background drawable.
Additionally, handle a projecting view background such that it doesn't
try to project onto itself (which is undesirable).
Change-Id: Ic70b17474bd87340e80767f8518f73b233419c7a
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IsContainedVolume -> hasIsolatedZVolume conveys that this affects Z
ordering of views
ProjectToContainedBackground -> ProjectBackwards, since it ended up
using its own projection target, separate from the 3d volume bit
Change-Id: Ia2cde838cc4da134366fe6ff623290fbd65e50c3
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For now, ancestor views signal the acceptance of projections with a
save(0x20)/restore pair.
During the order traversal, each view with the save(0x20) code will
collect descendent views with mProjectToContainedVolume (which still
needs to be renamed) so that they can be drawn out of order later.
- *Temporary* sample code added to HwAccelerationTest.
- Note that a projected displaylist must not be clipped.
Change-Id: I45c493e845961535b958d59c53e8aff3f8891d9f
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Bug #7146141
This change moves the resizeLayer() from LayerCache (where it should
never have been anyway) to Layer. This makes a little more sense.
Change-Id: I8b2f9c19c558e738405a58b9e71ec5799fc6be88
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Bug #7970966
The bug described in #7970966 should normally never happen but just in
case, change the detection code to be more robust.
Change-Id: I7040a6087590e34abe8803cb8f83f051d77f3944
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Change-Id: I869993c59e0a0d76f369c09acbae711753908f48
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Bug #7353771
This API can be used when scaling large images down to a small size
to get nicer looking results.
Change-Id: If09087eed36077eee5355f6047a3ca67747d7d9e
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Bug #7186819
This optional OpenGL extension can be used by tiled renderers to optimize
copies from main memory to tiles memory.
Change-Id: Id4a5d64e61ad17f50e773e8104b9bf584bb65077
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Change-Id: I88d8228eadb59160648f2c4e131fcd85945f2109
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A bug in the invalidation logic meant that changes to a view
would not cause parents in the view hiearchy that were set to have
a layer (e.g., View.LAYER_TYPE_HARDWARE) to get invalidated properly.
So even though the child view was all set to recreate its display list
according to the property change, the layer in the tree above it would stay
as-is, meaning that the change would not show up on the screen.
Issue #5887530 DropTarget text does not change color with the icon
Change-Id: Ie6eac4f406d172cb437822d9fe76340ab2afaf1c
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Change-Id: I0ce4bc665f117d7c0ed47670ceb4ed6f9b54d85c
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Some views (such as ImageView and TextView) handle non-opaque alpha
values directly. This was originally an optimization, but we can handle it faster
in many cases without this optimization when DisplayList properties are enabled.
Basically, if a view has non-overlapping rendering, we set the alpha value directly
on the renderer (the equivalent of setting it on the Paint object) and draw each
primitive with that alpha value. Doing it this way avoids re-creating DisplayLists
while getting the same speedup that onSetAlpha() used to get pre-DisplayList properties.
Change-Id: I0f7827f075d3b35093a882d4adbb300a1063c288
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Re-enabling DisplayList properties last week caused some app
errors due to the way that some transforms were being handled (specifically,
those coming from the old Animations and ViewGroup's childStaticTransformation
field). This change pushes *all* transform/alpha data from View.draw() into
the view's DisplayList, making DisplayLists more encapsulated (and correct).
Change-Id: Ia702c6aae050784bb3ed505aa87553113f8a1938
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Change-Id: I0cd8ee526189c38c50953a1a08b50e0b31c55d8c
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Bug #5383406
Change-Id: I061c8069a4d9f4eaf45671283710b564639eeb32
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Change-Id: I1049282e1996b1020c92cb7bec46e9f28e94e967
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Change-Id: I225bf288780b0244f459316e2765cfa29cd22c89
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Change-Id: I3e7287bc406ff497a49cf823cee53b1a943a74a9
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Change-Id: I05a31775e03f5b223a55a5144d420351abac89be
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Bug #4092053
The problem always existed but was made visible by partial invalidation.
When saving a layer, the renderer would try to postpone glClear()
operations until the next drawing command. This however does not work
since the clip might have changed. The fix is rather simple and
simply gets rid of this "optimization" (that turned out to be
usless anyway given how View issues saveLayer() calls.)
This change also fixes an issue with gradients (color stops where
not properly computed when using a null stops array) and optimizes
display lists rendering (quickly rejects larger portions of the
tree to avoid executing unnecessary code.)
Change-Id: I0f5b5f6e1220d41a09cc2fa84c212b0b4afd9c46
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Change-Id: Id9a082d2def803eb527e1987875e0d8a22c6e8aa
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Bug #3410035
Change-Id: I5ceb80514d3b20c9ad230478549ad31ced403d53
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Bug #3413433
This change will be beneficial to Launcher to avoid hiccups when
swiping pages of icons. When a layer is discarded, it is kept
in the layers pool instead of being destroyed right away. This
favors memory reuse over allocations.
Change-Id: Ifb6944ba83d6ceb67c331527c0827b26ce648eb1
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Bug #3413433
Launcher now enables layers all the time, but in some cases (for instance, when the
workspace is not scrolling,) it is more efficient to draw without the layer.
Change-Id: I625fb5b48506acda9ae75356fdbbe812c85f2aab
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Bug #3410819
Change-Id: I3ebaca2233f4edf5b59d84ec7706555056a1a4b1
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Bug #3369474
Change-Id: Ib6d7fb44eedda9dc2933b5e1b176f307968af91d
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Change-Id: I60843d61a40b0cb7dd09923cb4489a5a76f20486
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This API can be used to back a view and its children with either a
software layer (bitmap) or hardware layer (FBO). Layers have
various usages, including color filtering and performance
improvements during animations.
Change-Id: Ifc3bea847918042730fc5a8c2d4206dd6c9420a3
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Layers require that drawing methods potentially
draw in more than one bitmaps.
To handle this this patch offers the following:
- move all drawing methods to use Drawable
- Drawables are now handled by GcSnapshot since
its the one handling the layers
- moved Canvas_Delegate.createCustomGraphics to
GcSnapshot which does not expose the Graphics2D
objects anymore so its draw() methods are the only
way to draw.
- handles creating layers in GcSnapshot.save() and
blitting them in restore()
Other changes:
- Clean up the create/save API in GcSnapshot
- Fixed drawing bitmaps with alpha and other
composite modes.
Change-Id: I1e230087493d044a10de71f4b6d29083e3f3bf64
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- always set up the stroke. Paint may not have the proper
style when drawing lines. stroke should still be setup.
- Fixed vertical linear gradient. Old code generated
a gradient ratio of NaN
- Fixed alpha rendering when using shaders. In that
case the alpha channel from the paint color should be
used in conjunction with the shader.
- Fixed miter limit. Java expects the value to be multiplied
by the stroke width
- Fixed support for drawing ALPHA_8 bitmaps. Java2D doesn't
have bitmaps with only alpha channels, so we keep using
ARGB bitmaps but when drawing them into a bitmap we erase
the color information.
Change-Id: I4f04341fc843e3f7dadd1fdbf709b11a4f1e24b9
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Also created delegates for all missing shader, xfermode
and patheffect classes. Moved the logic of the xfermode,
and patheffects that was in Canvas_Delegate into the
xfermode/patheffect classes, and added support (in all
3 clases) for knowing if the shader/xfermode/patheffect
is actually supported or not. Make use of fidelityWarning
in LayoutLog if they are not.
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The goal is use the app to test layout lib, so layout
files are needed, and custom views must be instantiable
(ie public)
Change-Id: I46bb3d8af6e4d7973d041aa618f1c7762efd93d0
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Change-Id: I7ec28f25c3993a2bd7ef6399ba1923839d239905
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Change-Id: I2c81ad657ee2a11a2139e0b11ae3749db54c0749
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Change-Id: Ic4c18ff483cca95fbabcb10843f7714efe488adb
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Change-Id: Icbe35194fa219ef13ce639d33631235f8d7df3d7
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Change-Id: I5375126636913e0a84f2d6bbd0ebe40d2e4f2763
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Change-Id: Idec325264d85feda76d4cda00fa511aaac82cf64
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Change-Id: Id2a311bc116438d3627a943cb5fb1ba8dc121bb0
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Change-Id: I7159825f4b1d6f5a1cd09ec091994801b52b6bda
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The save stack now behaves exactly like in Skia.
Change-Id: If7e642f41f2c8f693f6e8c26cba81507d466562e
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