| Commit message (Collapse) | Author | Age | Files | Lines |
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Update name to reflect meaning/usage
Change-Id: Iddb3621cbca147f96faa83380867baa49c382aab
Fixes: 20461288
Test: builds & boots
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Test: refactoring CL, all existent tests should pass
bug:34919311
Change-Id: Ib2889667a5ab8a2aaba443458782bc163467f0ea
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bug:21755299
Change-Id: I8f0953ccfc3d743abdecc8ec228ed3e1b6718c3c
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Bug: 17303292
Change-Id: I4a272ea4f695f4f9993e8be640fdd8530b691be0
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Fixed build breakage
This reverts commit d35dcb13115ca1dd8c07e397f43a186cd7fd1a01.
Change-Id: Id3a103fbaac15a05f558bce2161ce17b6e8d2ea3
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This reverts commit 20a248934c67b19c8734362dba76a5cc94254686.
Change-Id: Iaa3ebb1d868acbe184080087aec312b43e87e3c7
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bug:20461288
Change-Id: I239fbd26ab2177481c84feb62a1da68faeb634ac
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Change-Id: If0ca1c37d05f5dc471d88a3bf158dd68a1880bbf
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Bug: 18259560
Change-Id: Ic63a86efba9c86f21defac0695a73db8b09ae284
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bug: 17641888
Change-Id: I0f05387423cde185dab1a1453f89d5251ca1a4f9
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Change-Id: Id5967944b949a2aec57e4fe9fdcdc04c11b8c35a
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Change-Id: Icb79a5015cb0362b1f3a66d09007450730135a97
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* Now with more native!
* Less matrix math thanks to bulk-property-update support!
* Zero JNI on the View.damageInParent() path!
* Fully aware of RT-driven animators!
* Likely full of new and exciting bugs!
* But it also fixes at least 1 existing invalidate bug!
Change-Id: Ie0773f85a60850ff2668370c58defef2e8aa079f
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Change-Id: I180286417c1a354fc7eb1eadb1884ac6add0795c
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Bug: 15185239
Bug: 15238382
Make DeferredLayerUpdater ref counted so that
HardwareLayer:finalizer() works non-crashily on
leaked layers
Give DeferredLayerUpdater the ability to have a layer destroyer
set so that leaked layers can still be recycled on the
RenderThread
Order layer updates based off of pushLayerUpdate() calls to fix
issue with nested layers
Change-Id: I4449cee607f7e5126e02fed7464cf48038e3dfdf
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Change-Id: Idcca6f26ba6282594789962f5edb3ed53a290fef
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Bug: 13360343
Change DisplayList to be more forgiving with weaker lifecycle
requirements. Is more self-managed with a strong reference
to the renderer it needs
Also fix naming mismatch
Change-Id: I5c89453a72a52954f6f959f0846199705dbb6476
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Change-Id: I53418d580c98f706e971545cff81b9921c12cc5f
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This reverts commit 90d0c75e94a32fb7d993fae69762820aabc2fcbb.
Change-Id: Ie807761231edf7c848b019931dccbf466208c0be
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Also has a few HardwareLayer lifecycle fixes
Change-Id: I6308cb05f8f199eed72189ace768013a46815941
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This reverts commit e889298cd6ae1fc0d76bc00d7d12586db03eb261.
Change-Id: I4b1d609b2d4280595d40cb10d6c18875c22999f8
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This CL removes the unecessary JNI call to set the colorFilter on
a layer.
Change-Id: I9e088f888938d4315745aa618334bfdb9e61343a
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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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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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The exposed APIs are slightly simpler than the full APIs used internally.
Only APIs useful to applications are exposed.
Change-Id: Ie03014628d40ad5ef63dedbc52ce3def84429d54
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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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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
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Bug #6953651
Change-Id: Ic47ce504e63262711f5d3edc76f7d2b9c12471ad
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Change-Id: Ib7f5771548462c00027a8ad57badfb68c50644f9
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Change-Id: I5d4c7388afb5265964ab6b769cc0abfee9745c84
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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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Basic functionality of handling View properties (transforms,
left/right/top/bottom, and alpha) at the native DisplayList level.
This logic is disabled for now (via compile-time flags in View.java and
DisplayListRenderer.h) as we continue work on it (there is no advantage
to the new approach until we optimize invalidation and rendering paths
to use the new code path).
Change-Id: I370c8d21fbd291be415f55515ab8dced6f6d51a3
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Creating the layer, if necessary, takes the bulk
of the time - just do the creation, and schedule a
deferred update
Change-Id: I21399ebd5d2929a4f242ec1c08e3f97fed1ef58a
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Change-Id: I83d9e564fe274db658dcee9e0cc5bbf9223ebb49
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Bug #5581817
Change-Id: Ie30700a29059d2ea60eb7bd3f8bd20ac48a149ab
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This reverts commit da96f8ac2c1c35a54f3f36e6d776cb386a251d03.
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Bug #5581817
Change-Id: If612846ec5f7793710fc4df152791fb32c506551
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Bug #5156689
Change-Id: I635a625885c9b832a60d44ece0de7613ceb84109
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Change-Id: I64c346004e0adf9a776d0315534d4fe445f0c0ca
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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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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
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