| Commit message (Collapse) | Author | Age | Files | Lines |
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Bug: 17303292
Change-Id: I4a272ea4f695f4f9993e8be640fdd8530b691be0
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Bug: 16523629
Change-Id: I2f3fed1edcac0a3cfd5034aded45e08ececfebaf
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Change-Id: I239646a7f00f09d3f76fe6b6162eed86bc0d6e77
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Change-Id: I49fd2ce02e01401209fe2a378e9f9547c7b27c61
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Change-Id: I031443de83f93eb57a98863001826671b18f3b17
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Is a bit naive, perhaps overly aggressive, but sorta works
Change-Id: I01a774e00dbe681439c02557d9728ae43c45ce50
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Bug: 18203577
The issue occurs as a result of performTraversals() both doing
a window relayout call *and* early-returning because it's not dirty.
To fix this pauseSurface() returns whether or not the RT-side is
"dirty" to force ViewRootImpl to do a draw even if mDirty is
otherwise empty.
Change-Id: I534f367e75d18d273ebf14df3927f5c464ef6bef
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Bug: 16978006
Don't HWUI-accelerate KeyguardScrim
Aggressively trim memory as soon as a ViewRootImpl
dies or has its visibility changed.
Change-Id: Ie1b7c9d30653456bd2e9f309128174f972999368
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Bug: 17516789
This change corresponds to a sudden influx of bad surface crashes.
Reverting to see if stability returns as this was an optimization
CL
This reverts commit 29ff1bc57ac2c995c56f15ed6e56e5fb247b2a44.
Change-Id: I7835e89017161d94ad05fe46d81bd437c3dae3a7
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An earlier fix in L disabled hw acceleration for the starting window
after the system process became hw accelerated. This was done to preserve
the old behavior of the starting window having some default behavior
(in particular, being filled with a default color). However, this ends up
being a memory and performance problem on some platforms (memory because
some platforms have backing store for software surfaces, performance
because it takes far longer to create a screen-size software surface than
a hardware surface).
The fix is to allow the starting window to inherit the hw acceleration
behavior of its process, and to detect when we are drawing the contents
of that starting window and to fill it with a default color (black).
Issue #17443449 use hardware rendering for app preview window
Change-Id: I8be8111d9e38c51fbbc07185acca065815ce26dc
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Bug: 17228458
Change-Id: Id884a429a512f9cd2be0ed16dbd0f10e92b4440d
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Bug: 17152292
Change-Id: Ia3cc2aadf72fe14517f50762fc634794df51ad5a
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Bug: 15888445
Change-Id: I281ec9271c9889673dcdfcb6d31e341a7b47b7de
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BUG: 15859361
Change-Id: I65c9aa8c7ad7a709504c879d96158efba040d3ce
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BUG: 14569120
BUG: 13211941
Change-Id: Ia21596b25a0471344d42d59377074f67fce00042
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Also fixes detachFunctor possibly drawing after return
Bug: 15189843
Bug: 15990672
Change-Id: I64c48cb674c461a8eeaba407b697e09f72c98ce3
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Change-Id: Id5967944b949a2aec57e4fe9fdcdc04c11b8c35a
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Bug: 15513308
Bug: 15449247
Change-Id: I13a29f9c8d4975cdda6dcb33b6332c2555ff0f7c
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Bug: 15425820
This just prevents the crash, it's still unclear how bad pointers
are getting into the map in the first place
Change-Id: I3acffaae09548ec48973035b7fcf5f35606bad60
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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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Bug: 14596762
* dumpsys gfxinfo implemented
* profile GPU visual_bars implemented
Change-Id: Icb948a9d5af5989b5615504d0d76ade64b93ef5b
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Bug: 15118640
* Prevent over-stuffing the queue by dropping frames
* Prevent double-drawing in one pulse by RT by deferring
vsync registration until post-draw so that it catches
the next vsync pulse instead of the current one
* Bias vsync race condition towards the UI thread
* Fix queueDelay to actually work
Change-Id: Ibf584258bd93ebcbba058bd976dc8b307f1c6155
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Also updates the relative shadow strengths.
Change-Id: I6cac7275d38df98aea9f0dda463cd7207102986a
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Bug: 13961296
Change-Id: Id48d11bfcc234afd1fd7e4fdd409a50e7208c81d
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Bug: 14277445
Change-Id: Id52d6f7fcc023000adcc440bd4da67d9a673536b
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BUG: 13961296
Change-Id: Ief8eea0b4c79a64ea76d75daaec176f1b8438581
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Bug: 13912977
Change-Id: I5b2f664e797be22a58300964f57ceb4fab60528c
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Bug: 13914116
Fixes lifecycle issues around setEnabled where ThreadedRenderer
was reporting as being enabled before it had a Surface. This is
incorrect.
Also fix some EGL lifecycle issues
Change-Id: I12ebb279707f9b533a570b61d68735d858b560bf
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Change-Id: I8035f477f67ede9a5cd1b4de4498bc7850c7fbf3
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Change-Id: Ib2ec16cbda40f40df1710bdc868869ea8301f17e
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Now that there's a half dozen bugs to fix, switch back
to the stable renderer until the issues are addressed
Change-Id: I1513cf26717e8ab6b1a038e86ae9a40f5f1a3c50
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Change-Id: I50fd607420baa438eb16b99b1de8604037c11a88
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Change-Id: I09e675d3e02e3e528642175ada00b2b17fab7652
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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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Also has a few HardwareLayer lifecycle fixes
Change-Id: I6308cb05f8f199eed72189ace768013a46815941
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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: Iee05362b9080b28714a4cca5a571f19ce81eadfd
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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
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Remove RemoteGLRenderer
Remove reflection-based control
Change-Id: If17c2bbb61c7141986d88c4763def77ed1074985
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Add gl functor to the prototype support to allow
webview team to begin playing with RT
Also create RemoteGLRenderer to avoid needing to make
breaking changes to GLRenderer. Currently the differences
are mainly around mFunctorsRunnable and how it queues itself up
Change-Id: I1ca39056189b68cd7b8dded4dd5889d331f6660a
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Hacky prototype needs a private API to enable
Change-Id: I21e0ddf3cdbd38a4036354b5d6012449e1a34849
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Merge GlRenderer and Gl20Renderer
Move GLRenderer to its own file
Move native methods from HardwareRenderer to GLRenderer
Change-Id: Ib4680b03dd98101b2a428062cc94774ff73baa75
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Simplify DisplayList creation
Remove unnecessary debug code
Change-Id: I310c9196485c6bf65a6793669bd2dc2b9a8a0a15
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