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Bug #10347089
Change-Id: I70f5a3933e848632473acc6636c88be5dc6ac430
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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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Change-Id: I3d901f6267c2918771ac30ff55c8d80c3ab5b725
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Change-Id: I979151e73f64ff9d45f8a5232d8700361b09fbc7
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Change-Id: I17c073955ab94abc9b409e5fcfbc675faa07c5ba
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Bug #7146141
The GL_QCOM_tiled_rendering extension requires careful use of
start/endTiling when attaching a renderbuffer dynamically.
Change-Id: I20036683ed3909ffaf40cc3d57a25257e35b6fa2
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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 #7146141
When non-rectangular clipping occurs in a layer the render buffer
used as the stencil buffer is not cached. If this happens on a
View's hardware layer the render buffer will live for as long
as the layer is bound to the view. When a stencil buffer is
required because of a call to Canvas.saveLayer() it will be allocated
on every frame. A future change will address this problem.
If "show GPU overdraw" is enabled, non-rectangular clips are not
supported anymore and we fall back to rectangular clips instead.
This is a limitation imposed by OpenGL ES that cannot be worked
around at this time.
This change also improves the Matrix4 implementation to easily
detect when a rect remains a rect after transform.
Change-Id: I0e69fb901792d38bc0c4ca1bf9fdb02d7db415b9
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Region clipping, using Canvas.clipPath or Canvas.clipRegion, requires
a stencil buffer to be always present. In addition, extra wiring is
required in JNI and display lists.
This change only adds the necessary JNI/C++ APIs and some extra
plumbing to start the real work on properly supporting region
clipping.
A new debug define called DEBUG_CLIP_REGIONS can be used to draw
the current clip region. It is off by default, as is region
clipping.
The default implementation of clipPath() and clipRegion(), now
in native, mimics the previous Dalvik implementation to prevent
regressions.
Change-Id: I7903e7cfd7412b9b9b622566d4dbfce7bdcec00c
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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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Fonts are now described by a transform matrix. This lead to switching
from a vector to a hashmap. This change therefore adds new comparators
and hash computations to Font.
Change-Id: I2daffa7d6287c18554c606b8bfa06640d28b4530
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These tests verify the behavior when scaling paths and text
Change-Id: I0f3259175bcee93186e30296759996e0447cba99
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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 #7354162
Change-Id: Ifd1d0b365e8a4d88e0ff0629c9ee13f27e1a7331
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jb-mr1-dev
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- fix for having the TwoDigitFormatter being able to be recreated if the locale is changed
- accept now also the Arabic and Persian digits
Change-Id: Ifbf7e274d971008f4a5782402d4b76d9472b68fc
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Bug #7186819
Change-Id: Iebc42a6e9c96ad5605fbbe1539aa887695d2e829
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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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Optimizations are following.
Change-Id: I120e1d0c08d8068fcac46515f37a4ae510e5f3a3
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The pixel store pack alignment was not set for the source texture,
causing a write to occur outside of the destination bitmap's
bounds.
Change-Id: Iaa5767acf7b5943fbc2765c3810a142f06b1a796
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bug:7114630
Fixes different x, y scales, and fixes boundaryWidthProportion to be from
center, not edge.
Also adds drawLine tests that previously drew blurry.
Change-Id: I2b648a60361ad3931eac67647b9b27909525ee1e
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Instead of calculating opacity from relative position in the shader, use a
shader varying to do this computation for us.
bug:5045101
Also adds a test to HwAccelerationTest to show incorrect antialiasing in
scaled drawAARect / boundarySize calculation.
Change-Id: Icdc41acb01dc10ce354834f8389a5aed2f439162
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Change-Id: Id2b94286cf62ab77d8c843cffaba09b3070a6332
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There are two fixes here:
- precaching: instead of caching-then-drawing whenever there is a new
glyph, we cache at DisplayList record time. Then when we finally draw that
DisplayList, we just upload the affected texture(s) once, instead of once
per change. This is a huge savings in upload time, especially when there are
larger glyphs being used by the app.
- packing: Previously, glyphs would line up horizontally on each cache line, leaving
potentially tons of space vertically, especially when smaller glyphs got put into cache
lines intended for large glyphs (which can happen when an app uses lots of unique
glyphs, a common case with, for example, chinese/japanese/korean languages). The new
approach packs glyphs vertically as well as horizontally to use the space more efficiently
and provide space for more glyphs in these situations.
Change-Id: I84338aa25db208c7bf13f3f92b4d05ed40c33527
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Change-Id: Ifd58625ee62edac3b5d20b77553cb98b6fa2b46e
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Bug #6942209
The font renderer was preserving a 1 px border around each glyph to ensure
bilinear filtering would work nicely. Unfortunately, this border was not
set to 0 when glyphs were added in the cache to replace old evicted glyphs.
Change-Id: Ib85afca7ebad5cb63f960dc0e87ae162333dbfe8
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Change-Id: Ic1208855bde3a254eca2fd7cef43e0f1318ce419
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Avoid using textures for common gradients (two stops from 0.0 to 1.0)
Change-Id: Iff55d21b126c8cfc4cfb701669f2339c8f6b131a
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Change-Id: I4b7199a1eb30e0df354ae12c4819adc69db5df40
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Change-Id: Ib12c628a88b9ec6af1214ce6e5cb14cfde40485e
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Change-Id: I88d8228eadb59160648f2c4e131fcd85945f2109
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The sample was doing something dumb: instead of binding the texture unit
to the shader's sampler, it was binding the texture name. Oops.
Change-Id: I13450dacbbd2dad362a2573aebb95e8eb87b25f0
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Change-Id: Ie28538a2104d21154fdc78a56525e7403f08287d
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An optimization for paths is to only create a texture for the original native
Path object, and have all copies of that object use that texture. This works in
most cases, but sometimes that original path object may get destroyed (when the
SDK path object is finalized) while we are still referencing and using that object
in the DisplayList code. This causes undefined errors such as crashes and hanging
as we iterate through the operations of a destroyed (and garbage-filled) path object.
The fix is to use the existing ResourceCache to refcount the original path until
we are done with it.
Issue #6414050 Analytics Dogfood App crashes reliably on Jellybean
Change-Id: I5dbec5c069f7d6a1e68c13424f454976a7d188e9
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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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