| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: Ib0f613fcd6ba64a696936e4e2b386b96d76b828a
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With this change, TextureView has feature parity with SurfaceView.
Change-Id: I4ef2da33420fc9590f868636ae72a5a6de61965b
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Change-Id: I225bf288780b0244f459316e2765cfa29cd22c89
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Change-Id: I3e7287bc406ff497a49cf823cee53b1a943a74a9
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Change-Id: I2a9dc34e907b4c6e60f8c2999150b22015012e74
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Change-Id: I4649062bbdf18ebba7924bdf578f39ad8f6576ac
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Change-Id: Id5bee1bd4a322cf93e8000b08e18f1e1b058648e
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Change-Id: I2c576c9a4ecad9f33cc6636bcbc29786acdf052d
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Change-Id: I0411bf9c8e114ce388e619170fb4c2b1c6fd80f9
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Change-Id: I55a62434ae0b602522221689626f6b4155bd0d91
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Change-Id: Iec368405ad6a4ccfd569a0b3b4d681871a770396
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Change-Id: Ic23cd9257889d0abe8cc3fc1d04a66d0505e383e
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Change-Id: I64c346004e0adf9a776d0315534d4fe445f0c0ca
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The app needs a way to throttle the producer side. Expose this to enable it.
Change-Id: I04b6a3fc444117a9fc2449fb87c3c834247c8ef1
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Change-Id: I539813d614c7eb1f68dad6b605cbad5b5144c5e9
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TextureView assumes its content is opaque by default.
Change-Id: Iba873423566a5b67c388081838bd910dceba32ba
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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
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Change-Id: I5d8ac23dc69e9e17df4ef6b5195186b5207e2524
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This API can be used to get a Bitmap copy of the content of a
TextureView.
Change-Id: I07522216c353720fba5cab333174f58f484eb911
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Change-Id: I04079e070739c1e46df3e90fc388c335e2a7d2b9
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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
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Change-Id: I486b24a5b609c6f8adb0276037ddb24af2b888b2
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Change-Id: I05a31775e03f5b223a55a5144d420351abac89be
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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
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Change-Id: Ieb3e1f6a2e3effe5c4042ad170f195244c7e2158
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Change-Id: I7b022100fb0762613f9cf7753dbb0217e1e75f8d
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Change-Id: I7ca6931606541ddd504bd5db7f8dc04b9cde8cd9
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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
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Change-Id: I59453f7fc3997f0502a1c5d325d37fed376fabc7
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Also fixed other minor issues with AA and line rendering.
Change-Id: Icd4638d27c70e2ee0f28b5d9a2b97d8b29e8ac4d
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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
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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
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Bug #4318323
This change also fixes the fact that shaders were not modulated
by the paint's color when drawing paths.
Change-Id: Id88804143aea06c895d4cbcdbe106d660230aa5a
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Change-Id: Iefdf116846c9b5649d1561a9d80d66d1c3acfeca
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Draw anti-aliased lines with OpenGL by constructing a quad with
a border that fades out (to mimic fragment coverage).
Change-Id: Ib81a3e62d663acdf1b46b401ac4aa7ee9855cc7e
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Bug #4146495
Change-Id: I4fe3f8501373b86b164af11ae51642b140035bb8
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Change-Id: I01bef50c08ec3160f8d40dc060b2cf6c2e4d7639
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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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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
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Change-Id: Id9a082d2def803eb527e1987875e0d8a22c6e8aa
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Bug #3410827
Change-Id: Ic8b4f6201af94497bba86c75819588c78debddc2
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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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Change-Id: Ie8be06c4776b815e8737753eb8003b4fd8936130
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Change-Id: Ie226d049840942d9ad9cf58e0c19132f49d62a75
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Change-Id: I96c057ff4eb1b464b03f132da0b85333777bee4f
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