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* Update TextureView.lockCanvas() test.Romain Guy2011-07-181-15/+58
| | | | Change-Id: Ib0f613fcd6ba64a696936e4e2b386b96d76b828a
* Add lock/unlockCanvas to TextureViewRomain Guy2011-07-182-0/+86
| | | | | | With this change, TextureView has feature parity with SurfaceView. Change-Id: I4ef2da33420fc9590f868636ae72a5a6de61965b
* Add new ViewDebug APIs to profile the event queue.Romain Guy2011-07-152-2/+19
| | | | Change-Id: I225bf288780b0244f459316e2765cfa29cd22c89
* Add test for bug #4970944Romain Guy2011-07-1111-0/+146
| | | | Change-Id: I3e7287bc406ff497a49cf823cee53b1a943a74a9
* CleanupRomain Guy2011-07-071-4/+1
| | | | Change-Id: I2a9dc34e907b4c6e60f8c2999150b22015012e74
* Use NEAREST filtering mode for TextureView.getBitmap().Romain Guy2011-07-072-4/+26
| | | | Change-Id: I4649062bbdf18ebba7924bdf578f39ad8f6576ac
* Use NEAREST filtering for layers whenever possible.Romain Guy2011-07-071-15/+6
| | | | Change-Id: Id5bee1bd4a322cf93e8000b08e18f1e1b058648e
* Add an API to query maximum bitmap/texture size on Canvas.Romain Guy2011-07-072-0/+67
| | | | Change-Id: I2c576c9a4ecad9f33cc6636bcbc29786acdf052d
* Add test case for driver issueRomain Guy2011-06-292-2/+58
| | | | Change-Id: I0411bf9c8e114ce388e619170fb4c2b1c6fd80f9
* Update GLTextureView sample to do something real.Romain Guy2011-06-241-13/+172
| | | | Change-Id: I55a62434ae0b602522221689626f6b4155bd0d91
* Don't set texture parameters on every frame.Romain Guy2011-06-241-2/+0
| | | | Change-Id: Iec368405ad6a4ccfd569a0b3b4d681871a770396
* Properly tear down TextureViewRomain Guy2011-06-242-2/+1
| | | | Change-Id: Ic23cd9257889d0abe8cc3fc1d04a66d0505e383e
* Code cleanupRomain Guy2011-06-242-0/+71
| | | | Change-Id: I64c346004e0adf9a776d0315534d4fe445f0c0ca
* Add onSurfaceTextureUpdated to the TextureView listener.Grace Kloba2011-06-223-0/+14
| | | | | | The app needs a way to throttle the producer side. Expose this to enable it. Change-Id: I04b6a3fc444117a9fc2449fb87c3c834247c8ef1
* Prevent possible NPE in TextureViewRomain Guy2011-06-221-5/+5
| | | | Change-Id: I539813d614c7eb1f68dad6b605cbad5b5144c5e9
* Add the ability to specify the opacity of a TextureViewRomain Guy2011-06-221-14/+7
| | | | | | TextureView assumes its content is opaque by default. Change-Id: Iba873423566a5b67c388081838bd910dceba32ba
* Add error checking to LayerRenderer::copyLayerRomain Guy2011-06-172-0/+112
| | | | | | | This method is invoked by TextureView.getBitmap() and failures must be caught to avoid leaving the GL context in a potentially bad state. Change-Id: I620de395ba1bc20154de58c81963223dc55cac78
* Fix rendering issue with paths when the stroke width is 0Romain Guy2011-06-172-0/+79
| | | | Change-Id: I5d8ac23dc69e9e17df4ef6b5195186b5207e2524
* Add TextureView.getBitmap()Romain Guy2011-06-141-0/+1
| | | | | | | This API can be used to get a Bitmap copy of the content of a TextureView. Change-Id: I07522216c353720fba5cab333174f58f484eb911
* Batch glCopyTexImage() calls to get about 15 fps back on SGX.Romain Guy2011-06-131-1/+3
| | | | Change-Id: I04079e070739c1e46df3e90fc388c335e2a7d2b9
* Add onSurfaceTextureDestroyed() callback.Romain Guy2011-06-102-36/+78
| | | | | | | | This is needed for Renderscript and it also makes implementations of TextureView cleaner. This change also hooks up the onSurfaceTextureSizeCHanged() callback whenever the view size changes. Change-Id: I2f972ee4504d800329defefacf32cf20547d31a3
* Fix issue with drawColor(color, Mode.Clear)Romain Guy2011-05-271-1/+1
| | | | Change-Id: I486b24a5b609c6f8adb0276037ddb24af2b888b2
* Fix texture coordinates for sub-bitmap rendering.Romain Guy2011-05-262-0/+25
| | | | Change-Id: I05a31775e03f5b223a55a5144d420351abac89be
* Correctly implement the CLEAR xfermode.Romain Guy2011-05-262-0/+95
| | | | | | | | | The previous implementation was using glBlendFunc with the parameters GL_ZERO/GL_ZERO which doesn't work for text, paths and other alpha sources (anti-aliasing.) The correct implementation is GL_ZERO/ GL_ONE_MINUS_SRC_ALPHA. Change-Id: I4cca65e57b6a37bbf5a41d382cb0648ee8e11e79
* Rename test to be able to launch it on crespo.Romain Guy2011-05-251-1/+1
| | | | Change-Id: Ieb3e1f6a2e3effe5c4042ad170f195244c7e2158
* Enable large font rendering with GPU accelerationChet Haase2011-05-191-3/+12
| | | | Change-Id: I7b022100fb0762613f9cf7753dbb0217e1e75f8d
* Antialiasing for rectanglesChet Haase2011-05-122-0/+133
| | | | Change-Id: I7ca6931606541ddd504bd5db7f8dc04b9cde8cd9
* Fix for scaled AA linesChet Haase2011-05-061-1/+1
| | | | | | | | | | Previously, the translucent boundary of AA lines would be scaled by the line's transform. It should always be exactly one pixel wide in screen space. This fix accounts for scaling for the boundary region, and fixes some AA calculations that make wide/AA lines more correct. Change-Id: I30df2d5d96315bf3e7ff30be9735282fd5439a39
* Merge "Allows to render with an OpenGL context inside a TextureView."Romain Guy2011-05-023-0/+288
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| * Allows to render with an OpenGL context inside a TextureView.Romain Guy2011-05-023-0/+288
| | | | | | | | Change-Id: I59453f7fc3997f0502a1c5d325d37fed376fabc7
* | Line endcaps for AA lines are now antialiased.Chet Haase2011-05-021-0/+101
|/ | | | | | Also fixed other minor issues with AA and line rendering. Change-Id: Icd4638d27c70e2ee0f28b5d9a2b97d8b29e8ac4d
* Merge "New widget: TextureView Bug #4343984"Romain Guy2011-04-282-0/+101
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| * New widget: TextureViewRomain Guy2011-04-282-0/+101
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Bug #4343984 TextureView can be used to render media content (video, OpenGL, RenderScript) inside a View. The key difference with SurfaceView is that TextureView does not create a new Surface. This gives the ability to seamlessly transform, animate, fade, etc. a TextureView, which was hard if not impossible to do with a SurfaceView. A TextureView also interacts perfectly with ScrollView, ListView, etc. It allows application to embed media content in a much more flexible way than before. For instance, to render the camera preview at 50% opacity, all you need to do is the following: mTextureView.setAlpha(0.5f); Camera c = Camera.open(); c.setPreviewTexture(mTextureView.getSurfaceTexture()); c.startPreview(); TextureView uses a SurfaceTexture to get the job done. More APIs are required to make it easy to create OpenGL contexts for a TextureView. It can currently be done with a bit of JNI code. Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
* | Fix various hw-accelerated line/point bugsChet Haase2011-04-273-2/+140
|/ | | | | | | | | | | All accelerated lines are now rendered as quads. Hairlines used to be rendered as GL_LINES, but these lines don't render the same as our non-accelerated lines, so we're using quads for everything. Also, fixed a bug in the way that we were offsetting quads (and not offseting points) to ensure that our lines/points actuall start on the same pixels as Skia's. Change-Id: I51b923cc08a9858444c430ba07bc8aa0c83cbe6a
* Apply shaders/filters to text drop shadows.Romain Guy2011-04-262-6/+6
| | | | | | | | | Bug #4318323 This change also fixes the fact that shaders were not modulated by the paint's color when drawing paths. Change-Id: Id88804143aea06c895d4cbcdbe106d660230aa5a
* Update shader text to test with drop shadows.Romain Guy2011-04-261-0/+1
| | | | Change-Id: Iefdf116846c9b5649d1561a9d80d66d1c3acfeca
* Enable anti-aliasing for hw-accelerated linesChet Haase2011-04-213-1/+159
| | | | | | | Draw anti-aliased lines with OpenGL by constructing a quad with a border that fades out (to mimic fragment coverage). Change-Id: Ib81a3e62d663acdf1b46b401ac4aa7ee9855cc7e
* Update GL textures when changing a Bitmap's pixelsRomain Guy2011-03-212-0/+115
| | | | | | Bug #4146495 Change-Id: I4fe3f8501373b86b164af11ae51642b140035bb8
* Add support for drawPoint() and drawPoints().Romain Guy2011-03-211-2/+30
| | | | Change-Id: I01bef50c08ec3160f8d40dc060b2cf6c2e4d7639
* Fix rendering artifact in edge fades.Romain Guy2011-03-143-1/+40
| | | | | | | | | | | | | | | | | | 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
* Add support for partial invalidates in WebViewRomain Guy2011-03-071-5/+7
| | | | | | | | | | | | Bug #3461349 This change also fixes two bugs that prevented partial invalidates from working with other views. Both bugs were in our EGL implementation: they were preventing the caller from comparing the current context/surface with another context/surface. This was causing HardwareRenderer to always redraw the entire screen. Change-Id: I33e096b304d4a0b7e6c8f92930f71d2ece9bebf5
* Add a new Camera API to control the camera's locationRomain Guy2011-02-233-0/+61
| | | | Change-Id: Id9a082d2def803eb527e1987875e0d8a22c6e8aa
* Dirty layers in the area covered by a drawBitmapMesh() callRomain Guy2011-02-103-2/+88
| | | | | | Bug #3410827 Change-Id: Ic8b4f6201af94497bba86c75819588c78debddc2
* Empty the clip rect when intersection is empty.Romain Guy2011-02-044-0/+118
| | | | | | Bug #3410035 Change-Id: I5ceb80514d3b20c9ad230478549ad31ced403d53
* Allocate layers from the layers pool.Romain Guy2011-02-023-1/+201
| | | | | | | | | | | 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
* New API to let apps draw without layers.Romain Guy2011-02-013-0/+178
| | | | | | | | | 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
* Correctly set the alpha of a hardware layer before drawing it.Romain Guy2011-02-013-0/+172
| | | | | | Bug #3410819 Change-Id: I3ebaca2233f4edf5b59d84ec7706555056a1a4b1
* Enable partial invalidates when rendering with OpenGL.Romain Guy2011-01-242-2/+2
| | | | Change-Id: Ie8be06c4776b815e8737753eb8003b4fd8936130
* Fix bitmap meshes to work in display lists.Romain Guy2011-01-231-11/+23
| | | | Change-Id: Ie226d049840942d9ad9cf58e0c19132f49d62a75
* Add support for arcs.Romain Guy2011-01-231-1/+25
| | | | Change-Id: I96c057ff4eb1b464b03f132da0b85333777bee4f