Bug #7146141
This new cache is used in a similar way to LayerCache. It helps
reuse already allocated stencil buffers and thus avoid churning
memory on every frame.
Change-Id: I19551d72da52c40039e65904563600e492c8b193
Bug #7146141
This change moves the resizeLayer() from LayerCache (where it should
never have been anyway) to Layer. This makes a little more sense.
Change-Id: I8b2f9c19c558e738405a58b9e71ec5799fc6be88
Fonts are now described by a transform matrix. This lead to switching
from a vector to a hashmap. This change therefore adds new comparators
and hash computations to Font.
Change-Id: I2daffa7d6287c18554c606b8bfa06640d28b4530
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
Bug #6258973
When flushing the layer caches we would attempt to delete the FBOs
associate with layers in the cache. The FBO property was however not
always properly cleared when recycling layers.
Change-Id: I7dedfe391d659a0849f1e1d84df17313b2c6e2b2
This change sets textures filtering to GL_NEAREST by default. GL_LINEAR
filtering is only used when textures are transformed with a scale or
a rotation. This helps save a couple of fps on some GPUs.
Change-Id: I1efaa452c2c79905f00238e54d886a37203a2ac1
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
This API can be used to back a view and its children with either a
software layer (bitmap) or hardware layer (FBO). Layers have
various usages, including color filtering and performance
improvements during animations.
Change-Id: Ifc3bea847918042730fc5a8c2d4206dd6c9420a3
This change is a workaround for a driver bug that causes an INVALID_OPERATION
to be thrown on every glCopyTexSubImage() call. This change also adds a new
test for gradients local matrices.
Change-Id: I41b7437481026702d0a3a9677f099b4557c0a84e
Add a glGetError() check on every frame
Don't attempt to create textures larger than the maximum size allowed
Change-Id: Iee4afae16089406dbe8bf10fc93b674f1271a0ca
The renderer is still changing textures' wrap modes every time, this will require
a latter optimization.
Change-Id: I3eb92cb8c886c4a692b7f0ca759911f9371d4d2c
This change removes the need for the SortedList and instead just
add a generated id to each FBO stored in the cache. This is an
artificial way to store several FBOs with the same dimensions.
Change-Id: I9638364e9bdc0f2391261937a0c86096f20505bf
This change introduces a new generational cache called GenerationMultiCache
that can store several values with the same key. This can be used to use
multiple layers of the same size at the same time, without recreating them
over and over again.
Change-Id: I425466a20908b862c5f464a0f9e582ec18cbd7ac
The cache is used to draw layers so that a new
texture does not have to be recreated every time
a call to saveLayer() happens.
The FBO cache used a KeyedVector, which is a bad
idea. The cache should be able to store several
FBOs of the same size (this happens a lot during
scrolling with fading edges for instance.) This
will be changed in a future CL.
Change-Id: Ic316189e625f0dbcf0d273a71cc981a433d48726