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path: root/core/java/android/view/HardwareRenderer.java
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* Nuke HardwareRenderer abstract baseJohn Reck2015-12-021-510/+0
| | | | | | Bug: 17303292 Change-Id: I4a272ea4f695f4f9993e8be640fdd8530b691be0
* Adjust light source for window positionAlan Viverette2015-05-141-6/+15
| | | | | Bug: 16523629 Change-Id: I2f3fed1edcac0a3cfd5034aded45e08ececfebaf
* Remove HardwareCanvasChris Craik2015-03-101-2/+2
| | | | Change-Id: I239646a7f00f09d3f76fe6b6162eed86bc0d6e77
* Rename and simplify DisplayList Canvas classesChris Craik2015-03-091-2/+2
| | | | Change-Id: I49fd2ce02e01401209fe2a378e9f9547c7b27c61
* Remove unused imports in frameworks/base.John Spurlock2015-02-281-1/+0
| | | | Change-Id: I031443de83f93eb57a98863001826671b18f3b17
* Initial attempt at jank-tracking stat collectionJohn Reck2015-02-201-1/+1
| | | | | | Is a bit naive, perhaps overly aggressive, but sorta works Change-Id: I01a774e00dbe681439c02557d9728ae43c45ce50
* Resume RT-animations after a pauseSurfaceJohn Reck2014-12-031-1/+1
| | | | | | | | | | | | | 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
* Aggressively trim memory for system_processJohn Reck2014-09-221-0/+12
| | | | | | | | | | Bug: 16978006 Don't HWUI-accelerate KeyguardScrim Aggressively trim memory as soon as a ViewRootImpl dies or has its visibility changed. Change-Id: Ie1b7c9d30653456bd2e9f309128174f972999368
* Revert "Make starting window hw-accelerated"John Reck2014-09-181-2/+1
| | | | | | | | | | | | 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
* Make starting window hw-acceleratedChet Haase2014-09-111-1/+2
| | | | | | | | | | | | | | | | | | | 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
* Animator stuffJohn Reck2014-08-271-0/+2
| | | | | | Bug: 17228458 Change-Id: Id884a429a512f9cd2be0ed16dbd0f10e92b4440d
* Implement full View.buildLayerJohn Reck2014-08-201-0/+2
| | | | | | Bug: 17152292 Change-Id: Ia3cc2aadf72fe14517f50762fc634794df51ad5a
* Fix root RenderNode damage calculationJohn Reck2014-07-161-0/+6
| | | | | | Bug: 15888445 Change-Id: I281ec9271c9889673dcdfcb6d31e341a7b47b7de
* Specify light and shadow properties in themeAlan Viverette2014-07-121-28/+12
| | | | | BUG: 15859361 Change-Id: I65c9aa8c7ad7a709504c879d96158efba040d3ce
* Add API for specifying popup window shadows and shadow insetsAlan Viverette2014-07-091-10/+14
| | | | | | | BUG: 14569120 BUG: 13211941 Change-Id: Ia21596b25a0471344d42d59377074f67fce00042
* Fix onTrimMemory for HardwareRendererJohn Reck2014-06-301-29/+11
| | | | | | | | | Also fixes detachFunctor possibly drawing after return Bug: 15189843 Bug: 15990672 Change-Id: I64c48cb674c461a8eeaba407b697e09f72c98ce3
* More cleanupsJohn Reck2014-06-271-27/+3
| | | | Change-Id: Id5967944b949a2aec57e4fe9fdcdc04c11b8c35a
* No-fail invokeFunctorJohn Reck2014-06-231-11/+0
| | | | | | | Bug: 15513308 Bug: 15449247 Change-Id: I13a29f9c8d4975cdda6dcb33b6332c2555ff0f7c
* Add atlas map pointer validationJohn Reck2014-06-161-2/+3
| | | | | | | | | 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
* Move LayerType to RenderNodeJohn Reck2014-06-121-10/+0
| | | | Change-Id: Icb79a5015cb0362b1f3a66d09007450730135a97
* Even FASTER damage calculations!John Reck2014-06-041-2/+1
| | | | | | | | | | | * 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
* Remove GLRendererJohn Reck2014-06-021-11/+4
| | | | Change-Id: I180286417c1a354fc7eb1eadb1884ac6add0795c
* Re-jigger layersJohn Reck2014-05-301-6/+0
| | | | | | | | | | | | | | | | 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
* Enable debug stuffsJohn Reck2014-05-291-114/+2
| | | | | | | | Bug: 14596762 * dumpsys gfxinfo implemented * profile GPU visual_bars implemented Change-Id: Icb948a9d5af5989b5615504d0d76ade64b93ef5b
* Bag of scheduling tweaksJohn Reck2014-05-231-0/+6
| | | | | | | | | | | | | 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
* Define light position (using new lighting spec) in JavaChris Craik2014-05-211-8/+18
| | | | | | Also updates the relative shadow strengths. Change-Id: I6cac7275d38df98aea9f0dda463cd7207102986a
* Merge "Cleanup attachFunctor"John Reck2014-05-071-22/+0
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| * Cleanup attachFunctorJohn Reck2014-05-071-22/+0
| | | | | | | | | | | | Bug: 13961296 Change-Id: Id48d11bfcc234afd1fd7e4fdd409a50e7208c81d
* | Implement TODO(romainguy)John Reck2014-05-071-0/+5
|/ | | | | | Bug: 14277445 Change-Id: Id52d6f7fcc023000adcc440bd4da67d9a673536b
* Add invokeFunctor call to ViewRootImplBo Liu2014-04-281-1/+1
| | | | | | BUG: 13961296 Change-Id: Ief8eea0b4c79a64ea76d75daaec176f1b8438581
* Merge "Switch DisplayListData to a staging model"John Reck2014-04-091-2/+0
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| * Switch DisplayListData to a staging modelJohn Reck2014-04-091-2/+0
| | | | | | | | | | | | Bug: 13912977 Change-Id: I5b2f664e797be22a58300964f57ceb4fab60528c
* | Fix ThreadedRenderer.setEnabled()John Reck2014-04-091-0/+7
|/ | | | | | | | | | | 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
* Enable RT, round 2John Reck2014-04-071-1/+1
| | | | Change-Id: I8035f477f67ede9a5cd1b4de4498bc7850c7fbf3
* Fence on draws that are reportedJohn Reck2014-04-071-0/+5
| | | | Change-Id: Ib2ec16cbda40f40df1710bdc868869ea8301f17e
* Disable RenderThreadJohn Reck2014-04-011-1/+1
| | | | | | | Now that there's a half dozen bugs to fix, switch back to the stable renderer until the issues are addressed Change-Id: I1513cf26717e8ab6b1a038e86ae9a40f5f1a3c50
* Merge "Turn on RenderThread"John Reck2014-03-311-1/+1
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| * Turn on RenderThreadJohn Reck2014-03-311-1/+1
| | | | | | | | Change-Id: I50fd607420baa438eb16b99b1de8604037c11a88
* | Add invokeFunctorJohn Reck2014-03-281-0/+11
|/ | | | Change-Id: I09e675d3e02e3e528642175ada00b2b17fab7652
* DisplayList lifecycle changesJohn Reck2014-03-101-1/+1
| | | | | | | | | | | 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
* DisplayList overhaulJohn Reck2014-03-041-0/+2
| | | | Change-Id: I53418d580c98f706e971545cff81b9921c12cc5f
* Support HardwareLayers in RenderThreadJohn Reck2014-02-191-16/+0
| | | | | | Also has a few HardwareLayer lifecycle fixes Change-Id: I6308cb05f8f199eed72189ace768013a46815941
* Refactor HardwareLayerJohn Reck2014-02-101-21/+13
| | | | | | | Defer all the things! Groundwork to allow hardware layers to work in a renderthread world Change-Id: Ib3aa47525f393083621254a743dbaa6352f933bd
* Remove overdraw counterJohn Reck2014-02-061-8/+0
| | | | Change-Id: Iee05362b9080b28714a4cca5a571f19ce81eadfd
* AArch64: Make graphics classes 64-bit compatibleAshok Bhat2014-01-281-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Native-side proxyJohn Reck2014-01-271-2/+1
| | | | | | | Remove RemoteGLRenderer Remove reflection-based control Change-Id: If17c2bbb61c7141986d88c4763def77ed1074985
* Add drawGlFunctor support to RenderThreadJohn Reck2013-12-131-16/+5
| | | | | | | | | | | 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
* RenderThread workJohn Reck2013-12-091-10/+22
| | | | | | Hacky prototype needs a private API to enable Change-Id: I21e0ddf3cdbd38a4036354b5d6012449e1a34849
* More refactoringJohn Reck2013-11-111-1643/+7
| | | | | | | | Merge GlRenderer and Gl20Renderer Move GLRenderer to its own file Move native methods from HardwareRenderer to GLRenderer Change-Id: Ib4680b03dd98101b2a428062cc94774ff73baa75
* CleanupsJohn Reck2013-11-061-25/+1
| | | | | | | Simplify DisplayList creation Remove unnecessary debug code Change-Id: I310c9196485c6bf65a6793669bd2dc2b9a8a0a15