fixes: 29771171
This is a regression from HWUI_NEW_OPS, a roundOut
was missing in the new path that was in the old one
Change-Id: Ibf223d550bb5525781864dd9b7f7cd6d73adb98b
Fixes: 29072773
By using computeFrameTime AnimationContext would
potentially end up modifying the latest vsync if
a very-slow frame was received from the UI thread.
This could potentially desync animations that were
RT & UI thread 'synchronized', but more significantly
it would confuse the swap chain which tries to only
draw one frame per vsync causing unneccessary frame
drops.
Change-Id: Ibd2ec3157ce32fee1eec8d56837c45a35e622895
This allows WebView to add itself to the ResourcesManager and
remain their even after configuration changes and multi-window
changes.
Bug:29112218
Change-Id: I2cb131ae2c61fb58c48babafdd46c1882be96aa9
bug:29127615
Primarily fixes case where 0 dimensioned layers could be
created/updated. Additionally, adds more logging in incomplete
framebuffer cases, if they still occur.
Change-Id: Ib90dbbafd6905aca3c8f46e64064e13a308f713d
Previous check .isEmpty() is not sufficient, because getWidth() may have
value 0.5, so technically it is not empty, but when this size is passed
to texture calls it is converted to uint_32 and it becomes zero.
bug:28941093
Change-Id: Ia7c2bf0340466d5376f235fb5da54ad2ddfa0a03
When mutating vector drawables, we need to not only copy over
the VD tree structure, but also the properties of the VD tree,
such as alpha.
Bug: 28974071
Change-Id: I265e7e3cb92455b876cae248bcb9811230cb34f9
Bug: 28667141
saveLayer clips the layer to the size it needs to
be and will translate content if necessary, but
the drawLayerOp that results from that was not
translated to handle the shifted draw content.
This fixes that
Change-Id: I3c9ffd5d0282fa1b958bced94c25e9744281e9be
Change the implementation of getLocales() to iterate the set of
configurations using a templated method, instead of using the result
of getConfigurations().
Also remove the check for AndroidManifest.xml when adding an asset path.
This is unneccessary.
Bug:28625993
Change-Id: I16de5da598d0c371421d1dc8eee054dce9baf53a
The underlying implementation needs to be completely rethought. If a
process crashed while you were in pointer capture mode, you were
pretty much stuck in it. If the mouse happened to move outside of
your bounds right before you called the API, you'd never actually get
an event (whatever it was hovering over would). There's no easy way
for the system to tell you when you enter or exit this mode because
it doesn't actually track who the current request is from.
These are all solvable, but not in the N time frame. Maybe next time.
Bug: 26830970
Change-Id: I03efd63c499b86dc278491ca3284566c1965581f
Interleaving text and shadow rendering resulted in issuing draw commands from FontRenderer::renderDropShadow.
bug: 28528923
Change-Id: Ife2677f58180aaf10ec74d7c6efe5c44fe248daa
Theme values that would reference other theme values would not work
if they were declared in a shared library.
We now introduce a parallel resource type to TYPE_DYNAMIC_REFERENCE,
TYPE_DYNAMIC_ATTRIBUTE, which allows us to lookup and resolve
theme value references from shared libraries.
Bug:28687378
Change-Id: I4f2364e3e8b567679f90784fcaaea12b6b05e926
Bug: 28519669
This trace tag makes shadows look way more expensive
than they actually are, particularly troublesome
when tracing things with large number of shadows.
Change-Id: Ib6558b1388edd4b006ec15127470cb9ab563f954
There are two parts to VD's native allocation:
1) VD's internal data structure (i.e. groups, paths, etc that make
up of the VD tree). This structure can change, when a VD is used
to load a different drawable resource.
2) Two bitmap caches, not both of which will necessarily be allocated
The size of the bitmap cache depends on canvas matrix and drawable
bounds, and therefore can often change.
We need to count the native allocation from the above against Java heap.
Bug: 26269056
Change-Id: If833aedcf7f3efe00ea73a41ddccb1b48066ffd8
"tm_mon" format should align with "ZipEntry::setModWhen" in aapt.
"tm_isdst" should be initialized, or it will because random value
and cause error in function mktime().
BUG:28021145
(cherry picked from commit bb0eb3f4cb33c077b296a18555a9a1a966ff696b)
Change-Id: Ia39cf63fcd4bb39c24af080562960279106f526c
Bug: 27708453
Fixes some issues with camera sources. Previously
it was using GL_TEXTURE_2D target which doesn't
work properly if the source is YUV. It is critical
to ensure GL_TEXTURE_EXTERNAL_OES is used throughout
so the right sampler is used.
Change-Id: I0dcd8941ba08331f24809467b0e828663a38e93b