| Commit message (Collapse) | Author | Age | Files | Lines |
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bug:14297149
SaveLayer's performance cost is high, and proportional to the surface
being projected onto. Since ripples (even unbounded ones) are now
always projected to the arbitrary background content behind them, this
cost is especially important to avoid.
This removes the last semi-secret, saveLayer from the projected
ripple implementation.
Also fixes the HW test app to correctly demonstrate this projection
masking behavior.
Additionaly, alters PathTessellator to gracefully handle
counter-clockwise paths, and simplifies the work done by
ShadowTessellator to ensure all of its paths are counterclockwise.
Change-Id: Ibe9e12812bd10a774e20b1d444a140c368cbba8c
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Fixes breakage from HwAccelerationTest
This reverts commit b2847afde24aac22c8fb804cdce0c24b8a7c40c4.
Change-Id: I762b3c9020fc1d06bac61ffa8b956049147515b1
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Change-Id: I239646a7f00f09d3f76fe6b6162eed86bc0d6e77
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bug:19419672
Change-Id: I4277348ceab41fbf45a107a8b21f64e2b4af23e0
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Bug: 18521508
Fix an issue where an RNA's native object was destroyed
before the java-side object was started
Change-Id: I487fb476e0ecdf7000515f4f7320e8cfbc50a52b
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Bug: 17440886
Change-Id: I1f2d98c63ec1a2814c2258cf7e0096139263770a
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Bug: 17317184
Unfortunately this will disable *all* RT animations in a scene,
but we don't have more selective targetting currently
Change-Id: I57e1c0ae43957f45229473bdcdaf34c05825fab7
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Bug: 17228458
Change-Id: Id884a429a512f9cd2be0ed16dbd0f10e92b4440d
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Change-Id: I29a7cfdc7ffbb3a4d33f9e64f9d7ca791f5c947c
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b/15283203
b/16142564
Remove boolean return value chaining, as it's redundant with
the data in the Outline itself.
Change-Id: I3116e57cd1b35c98b74e95195117edd7e39fb2df
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Bug: 16161431
Also re-writes RevealAnimator to avoid using any listeners internally,
removing the logic around shadowing the update listeners.
Change-Id: I6ed8126398eed971a87f20bccb7584c9acafbb6c
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Previously, calling setLocalMatrix updated any Paint that had the
Shader attached. This depended on deprecated behavior in Skia. Use
new Skia APIs, and do not modify any Paints that use the Shader.
In addition, update callers to call setShader (again) after modifying
the Shader.
Sample app at ag/499573 for testing.
Depends on I673801444f0a8fd4f192b5b7effdde1aa83e702b in external/skia.
BUG:14315916
Change-Id: I3c3316377874e89fccc85afb864bc038b0ef3890
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Touch the screen to turn on / off depth test.
Disalbe the vsync to get the real performance.
Drawing 10 rectangles on N10 show almost 3x perf gain, in this setup.
Change-Id: I97bb84f744e90c35febad8cb853ed877cda5e64f
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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: 15198607
Should be good-enough for Ripples to use for pseudo-chaining
support.
Change-Id: Ia8666928ccb69ae401cb583751632a52bd928b63
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bug:14390526
Change-Id: I617a6ea7dbac1facae246491a247cf307452fc0e
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Change-Id: If0e46d6fa0f5b176c3b5294eab58d25935b3b4f8
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Change-Id: Ic0b36cd0f6525c4bc1ad365cd089e9a9fac9dc17
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Change-Id: Iee9cf4f719f6f1917507b69189ad114fa365917b
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Change-Id: Ifd35ed95a28c625086d7fa97764fe63ab4a997f1
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Bug: 14678626
Change-Id: I6554e7fcd42c49fac3618ca792083bb68e358f55
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Bug: 14445956
Change-Id: I03e92642aa118db5c7fefa1f09c3a5bde6ea671d
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Change-Id: Ifaefcf510b2d377663fc86f60608d6ec9be8329a
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Change-Id: Icbcc030f5033d2094e567d7c519b9d672f2aac1c
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Change-Id: I3dd3b683a66e248a0fdf2ca69d1e962615b0daf9
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Change-Id: Ifc9e55757d3325cb28a1a812ec696512d4a18b39
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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: Idcca6f26ba6282594789962f5edb3ed53a290fef
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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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PathCache::trim() Bug #10347089" into klp-dev
* commit 'c1acf7994a975903320ec8146c62118b651debc4':
Second attempt at avoiding infinite loop in PathCache::trim() Bug #10347089
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Bug #10347089
Change-Id: I70f5a3933e848632473acc6636c88be5dc6ac430
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Change-Id: I3d035d24a75e09db13d136a22bd7dbd326d0ce36
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See external bug #58344
Change-Id: Iecd6c41fc8076cd76add2335d3442a6dd8878f12
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Path ops can be used to combine two paths instances in a single path
object. The following operations can be used:
- Difference
- Reverse difference
- Union
- XOR
- Intersection
To use the API:
Path p1 = createCircle();
Path p2 = createRect();
Path result = new Path();
result.op(p1, p2, Path.Op.DIFFERENCE);
This code will subtract the rectangle from the circle and generate
the resulting path in "result."
Change-Id: Ic25244665b6691a7df0b0002a09da73d937b553b
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Change-Id: Ia561a0a312ca2737d5afa742184f5392bb2f29a3
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When the Android runtime starts, the system preloads a series of assets
in the Zygote process. These assets are shared across all processes.
Unfortunately, each one of these assets is later uploaded in its own
OpenGL texture, once per process. This wastes memory and generates
unnecessary OpenGL state changes.
This CL introduces an asset server that provides an atlas to all processes.
Note: bitmaps used by skia shaders are *not* sampled from the atlas.
It's an uncommon use case and would require extra texture transforms
in the GL shaders.
WHAT IS THE ASSETS ATLAS
The "assets atlas" is a single, shareable graphic buffer that contains
all the system's preloaded bitmap drawables (this includes 9-patches.)
The atlas is made of two distinct objects: the graphic buffer that
contains the actual pixels and the map which indicates where each
preloaded bitmap can be found in the atlas (essentially a pair of
x and y coordinates.)
HOW IS THE ASSETS ATLAS GENERATED
Because we need to support a wide variety of devices and because it
is easy to change the list of preloaded drawables, the atlas is
generated at runtime, during the startup phase of the system process.
There are several steps that lead to the atlas generation:
1. If the device is booting for the first time, or if the device was
updated, we need to find the best atlas configuration. To do so,
the atlas service tries a number of width, height and algorithm
variations that allows us to pack as many assets as possible while
using as little memory as possible. Once a best configuration is found,
it gets written to disk in /data/system/framework_atlas
2. Given a best configuration (algorithm variant, dimensions and
number of bitmaps that can be packed in the atlas), the atlas service
packs all the preloaded bitmaps into a single graphic buffer object.
3. The packing is done using Skia in a temporary native bitmap. The
Skia bitmap is then copied into the graphic buffer using OpenGL ES
to benefit from texture swizzling.
HOW PROCESSES USE THE ATLAS
Whenever a process' hardware renderer initializes its EGL context,
it queries the atlas service for the graphic buffer and the map.
It is important to remember that both the context and the map will
be valid for the lifetime of the hardware renderer (if the system
process goes down, all apps get killed as well.)
Every time the hardware renderer needs to render a bitmap, it first
checks whether the bitmap can be found in the assets atlas. When
the bitmap is part of the atlas, texture coordinates are remapped
appropriately before rendering.
Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
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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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This API can be used to run arbitrary tasks on a pool of worker
threads. The number of threads is calculated based on the number
of CPU cores available.
The API is made of 3 classes:
TaskManager
Creates and manages the worker threads.
Task
Describes the work to be done and the type of the output.
A task contains a future used to wait for the worker thread
to be done computing the result of the task.
TaskProcessor
The processor dispatches tasks to the TaskManager and is
responsible for performing the computation required by
each task. A processor will only be asked to process tasks
sent to the manager through the processor.
A typical use case:
class MyTask: Task<MyType>
class MyProcessor: TaskProcessor<MyType>
TaskManager m = new TaskManager();
MyProcessor p = new MyProcessor(m);
MyTask t = new MyTask();
p.add(t);
// Waits until the result is available
MyType result = t->getResult();
Change-Id: I1fe845ba4c49bb0e1b0627ab147f9a861c8e0749
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Change-Id: I3e7b53d67e0e03e403beaf55c39350ead7f1e309
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3D rotations can undo scale/skew transforms; since FreeType only accepts
2x2 matrices we can end up generating very large glyphs that are drawn
at a 1:1 scale on screen. For instance, if the current transform has a
scale of 2000 set on both X and Y axis and a perspective Z factor set to
Z, the actual scale factor on screen ends up being 1. We would however
generate glyphs with a scale factor of 2000 causing the font renderer
to blow up.
Change-Id: Ia5c3618d36644e817825cb9c89e2f53aece2074e
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If a perspective transform is set on the Canvas, drawText() should
not attempt to rasterize glyphs in screen space. This change uses
the old behavior instead (i.e. rasterize the glyphs at the native
font size and apply the transform on the resulting mesh.)
This change also adds an optimization: empty glyphs (spaces) do
not generate vertices anymore. This saves a lot of vertices in text
heavy applications such as Gmail.
Change-Id: Ib531384163f5165b5785501612a7b1474f3ff599
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The new UI works just like ApiDemos. The label of the activities
declared in the manifest defines where they go in the UI.
For instance Draw/Circles will create an entry called Draw in the
first screen of the test app. Click the "Draw" item will launch
a new activity containing an item called "Circles".
Change-Id: I98a4442ee3d992598af440b2078ae1925214da20
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This change does not apply to drawPosText() and drawTextOnPath() yet.
Prior to this change, glyphs were always rasterized based on the
font size specified in the paint. All transforms were then applied
on the resulting texture. This creates rather ugly results when
text is scaled and/or rotated.
With this change, the font renderer will apply the current transform
matrix to the glyph before they are rasterized. This generates much
better looking results.
Change-Id: I0141b6ff18db35e1213e7a3ab9db1ecaf03d7a9c
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