| Commit message (Collapse) | Author | Age | Files | Lines |
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Defer all the things!
Groundwork to allow hardware layers to work in a renderthread world
Change-Id: Ib3aa47525f393083621254a743dbaa6352f933bd
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Change-Id: I8649f3add40e0aeeeb0396b98e2cb93312e8e990
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The counter can be enabled by setting the system property called
debug.hwui.overdraw to the string "count". If the string is set
to "show", overdraw will be highlighted on screen instead of
printing out a simple counter.
Change-Id: I9a9c970d54bffab43138bbb7682f6c04bc2c40bd
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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
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Bug #7186819
Change-Id: Ice5926dfedfb3be3a3064e65008dafa2852407da
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Launcher occasionally crashes with a stack trace indicating that the memory
of a Layer object is corrupt. It is possible for us to delete a Layer
structure and then, briefly, use it to draw a DisplayList again before
that DisplayList gets recreated (without the layer that got deleted).
When this happens, if the memory got corrupted, it's possible to crash.
The fix is to add Layer to the other objects which we currently refcount
(bitmaps, shaders, etc.). Then instead of deleting a Layer, we decrement the
refcount. We increment when creating it, then increment it again when it's
referenced from a DisplayList. Then we decrement the refcount instead of
deleting it, and decrement when we clear a DisplayList that refers to it.
Then when the refcount reaches 0, we delete it.
Issue #6994632 Native crash in launcher when trying to launch all apps screen
Change-Id: I0627be8d49bb2f9ba8d158a84b764bb4e7df934c
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Bug #6953651
Change-Id: Ic47ce504e63262711f5d3edc76f7d2b9c12471ad
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Change-Id: Ib7f5771548462c00027a8ad57badfb68c50644f9
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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
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This change adds support for transferring control of a TextureView's
SurfaceTexture between the UI framework and the application. It makes the
TextureView detach the SurfaceTexture from the UI framework's GLES context
before calling the surfaceTextureDestroyed callback, allowing the app to use
the SurfaceTexture in its own GLES context if it so chooses. This change also
adds the TextureView#setSurfaceTexture method, allowing an app have the
TextureView use a SurfaceTexture that already exists rather than creating a new
one.
Change-Id: Iac9cc917687e4239dd1c24eae553709aa37512da
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Change-Id: I83d9e564fe274db658dcee9e0cc5bbf9223ebb49
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Bug #5156689
Change-Id: I635a625885c9b832a60d44ece0de7613ceb84109
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Change-Id: I64c346004e0adf9a776d0315534d4fe445f0c0ca
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With this, there is no synchronous destroy SurfaceTexture requirement any more.
Revert the previous change which only applies to the sync SurfaceTexture.
Change-Id: Id4790d38a27f2982d0c8ad471bc1107683d27ffc
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TextureView assumes its content is opaque by default.
Change-Id: Iba873423566a5b67c388081838bd910dceba32ba
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Change-Id: I4b4c8020c13b8d6ce0d302fe42410033bf5785a6
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Change-Id: I59453f7fc3997f0502a1c5d325d37fed376fabc7
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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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