| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
| |
Defer all the things!
Groundwork to allow hardware layers to work in a renderthread world
Change-Id: Ib3aa47525f393083621254a743dbaa6352f933bd
|
| |
|
|
|
| |
bug: 10650594
Change-Id: I4fcf66d008765afa0e35d011f58bc792183cb74f
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This a merger of two commits submitted to AOSP by
the following authors:
ashok.bhat@arm.com, david.butcher@arm.coma
craig.barber@arm.com, kevin.petit@arm.com and
marcus.oakland@arm.com
Due to the very large number of internal conflicts, I
have chosen to cherry-pick this change instead
of letting it merge through AOSP because the merge
conflict resolution would be very hard to review.
Commit messages below:
================================================
AArch64: Make graphics classes 64-bit compatible
Changes in this patch include
[x] Long is used to store native pointers as they can
be 64-bit.
[x] Some minor changes have been done to conform with
standard JNI practice (e.g. use of jint instead of int
in JNI function prototypes)
[x] AssetAtlasManager is not completely 64-bit compatible
yet. Specifically mAtlasMap member has to be converted
to hold native pointer using long. Added a TODO to
AssetAtlasManager.java to indicate the change required.
Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
Signed-off-by: Craig Barber <craig.barber@arm.com>
Signed-off-by: Kévin PETIT <kevin.petit@arm.com>
Signed-off-by: Marcus Oakland <marcus.oakland@arm.com>
==================================================================
AArch64: Use long for pointers in graphics/Camera
For storing pointers, long is used in
android/graphics/Camera class, as native
pointers can be 64-bit.
In addition, some minor changes have been done
to conform with standard JNI practice (e.g. use of
jint instead of int in JNI function prototypes)
Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
Signed-off-by: Marcus Oakland <marcus.oakland@arm.com>
===================================================================
Change-Id: Id5793fa0ebc17ee8b1eecf4b3f327977fdccff71
|
| |
|
|
|
|
| |
This reverts commit 18b4cbeedef21c1fa666a110a157bab66edff976.
Change-Id: I0c52983a3ab1ace3ff743de546a43eca28e5cb0e
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This a merger of two commits submitted to AOSP by
the following authors:
ashok.bhat@arm.com, david.butcher@arm.coma
craig.barber@arm.com, kevin.petit@arm.com and
marcus.oakland@arm.com
Due to the very large number of internal conflicts, I
have chosen to cherry-pick this change instead
of letting it merge through AOSP because the merge
conflict resolution would be very hard to review.
Commit messages below:
================================================
AArch64: Make graphics classes 64-bit compatible
Changes in this patch include
[x] Long is used to store native pointers as they can
be 64-bit.
[x] Some minor changes have been done to conform with
standard JNI practice (e.g. use of jint instead of int
in JNI function prototypes)
[x] AssetAtlasManager is not completely 64-bit compatible
yet. Specifically mAtlasMap member has to be converted
to hold native pointer using long. Added a TODO to
AssetAtlasManager.java to indicate the change required.
Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
Signed-off-by: Craig Barber <craig.barber@arm.com>
Signed-off-by: Kévin PETIT <kevin.petit@arm.com>
Signed-off-by: Marcus Oakland <marcus.oakland@arm.com>
==================================================================
AArch64: Use long for pointers in graphics/Camera
For storing pointers, long is used in
android/graphics/Camera class, as native
pointers can be 64-bit.
In addition, some minor changes have been done
to conform with standard JNI practice (e.g. use of
jint instead of int in JNI function prototypes)
Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
Signed-off-by: Marcus Oakland <marcus.oakland@arm.com>
===================================================================
Change-Id: Ib3eab85ed97ea3e3c227617c20f8d213f17d4ba0
|
| |
|
|
|
|
|
|
| |
Bug #10075732
Hardware layers could survive across EGL terminate events.
Change-Id: Ie8565d55cb29fe6625fa1584d695edfecd37ab5e
|
| |
|
|
|
|
|
| |
The exposed APIs are slightly simpler than the full APIs used internally.
Only APIs useful to applications are exposed.
Change-Id: Ie03014628d40ad5ef63dedbc52ce3def84429d54
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Bug #7221449
SurfaceTexture already deletes the GL texture when detachFromContext
is invoked. The newly introduced refcount would casue the Layer
object to be destroyed later and attempt to delete the GL texture
again. By the time the second cleanup occurs, the texture name
might have been reused by somebody else, resulting in erroneous
behaviors.
Change-Id: I257c589fea64b34c00f46fbfaa7732e6854a5e41
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Previously, to draw a layered view with a changed Paint object for the
drawLayer operation, you'd have to invalidate the parent view, to get the
native DisplayList to pick up the new Paint properties. This change adds
API and functionality so that the developer can call setLayerPaint(), which
does the proper invalidation (lightweight, doesn't cause redrawing the view).
Issue #6923810 Make it easy to efficiently animate a layer's Paint
Change-Id: I7fea79788d50f6d9c86dd5e5b2a4490cb95142bb
|
| |
|
|
| |
Change-Id: I5d4c7388afb5265964ab6b769cc0abfee9745c84
|
| |
|
|
|
|
|
|
| |
Before this change, changing a View's opacity would not be reflected
by hardware layers. This could cause layers to retain their previous
opacity.
Change-Id: Iba2c8b4242deca021651df9324cc7c585a64653d
|
| |
|
|
|
|
| |
Bug #5581817
Change-Id: Ie30700a29059d2ea60eb7bd3f8bd20ac48a149ab
|
| |
|
|
| |
This reverts commit da96f8ac2c1c35a54f3f36e6d776cb386a251d03.
|
| |
|
|
|
|
| |
Bug #5581817
Change-Id: If612846ec5f7793710fc4df152791fb32c506551
|
| |
|
|
|
|
| |
Bug #5093805
Change-Id: Ia58b3381c83b9a200e80020e5c1b9c337ad6c35c
|
| |
|
|
| |
Change-Id: I64c346004e0adf9a776d0315534d4fe445f0c0ca
|
| |
|
|
|
|
|
| |
This API can be used to get a Bitmap copy of the content of a
TextureView.
Change-Id: I07522216c353720fba5cab333174f58f484eb911
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
|
|
|
|
| |
The new implementation relies on OpenGLRenderer's existing layer
code instead of duplicating it. The new code is much cleaner, with
simpler and better APIs and allows tracking of drawn regions inside
layers. Region tracking is not yet enabled but this will be done
in a future CL.
Change-Id: Ie826121a2227de8252c77b992a61218defea5143
|
| |
|
|
| |
Change-Id: Iddfea6e08a6591a4fab147151098ef27005f373d
|
|
|
With this new backend, a hardware layer is only recreated when
its associated view is udpated. This offers fast composition
in GL and fast update of the layer in GL as well.
Change-Id: I97c43a612f5955c6bf1c192c8ca4af10fdf1d076
|