AAPT has traditionally assigned resource IDs to public attributes,
and then followed those public definitions with private attributes.
--- PUBLIC ---
| 0x01010234 | attr/color
| 0x01010235 | attr/background
--- PRIVATE ---
| 0x01010236 | attr/secret
| 0x01010237 | attr/shhh
Each release, when attributes are added, they take the place of the private
attributes and the private attributes are shifted down again.
--- PUBLIC ---
| 0x01010234 | attr/color
| 0x01010235 | attr/background
| 0x01010236 | attr/shinyNewAttr
| 0x01010237 | attr/highlyValuedFeature
--- PRIVATE ---
| 0x01010238 | attr/secret
| 0x01010239 | attr/shhh
Platform code may look for private attributes set in a theme. If an app
compiled against a newer version of the platform uses a new public
attribute that happens to have the same ID as the private attribute
the older platform is expecting, then the behavior is undefined.
We get around this by detecting any newly defined attributes (in L),
copy the resource into a -v21 qualified resource, and delete the
attribute from the original resource. This ensures that older platforms
don't see the new attribute, but when running on L+ platforms, the
attribute will be respected.
We still need to address this problem in the platform moving forward,
as this will only help us in the transition from pre L to L.
Bug:17520380
Change-Id: Ia2a985798b50006c21c7c3431d30d9598f27cd91
Bug: 17479800
FBO cache is very expensive and no longer necessary, disable
it by just setting size to 0.
Change-Id: I664616f262c8339919e1d20baaafa5de2b628d7e
bug:17405627
Previously, the input content to the color matrix computation was left
premultiplied. Since the color matrix could reduce the alpha channel,
the alpha was re-multiplied, but this was incomplete, and incorrect.
Instead, apply the color matrix in unpremultiplied space.
Change-Id: I87b8e03d2e228e6ded81f7bbfea952605d7a095c
bug:17379260
Unclipped save layers need to isolate their clips and matrices
so that the save time readout of background content matches clip and
position with the restore/compose step.
Change-Id: I2de474cda76e960d080852f1716d6ddfa8a512d4
The build system takes care of linking the correct STL and gtest
libraries for you, and specifying them manually confuses the build
system when using libc++.
Change-Id: I9f76ab26a63ace51293614cfb5ca002f37438e02
Fix the valid umbra detection.
This looks better b/c every vertex will have one ray shooting at it, such that
we don't miss the corner.
This performs better too, due to the polygon intersection is removed and less ray
intersection. 2x performance for rect and circle for spot shadow in test app.
b/17288227
b/15598793
b/16712006
Change-Id: I4a5ee397b9e192e93c8e35e6260b499e3e38a6f4
bug:17441218
GLConsumer uses glBindTexture() directly instead of going through
Caches::bindTexture(). This can cause libhwui to draw with the wrong
texture bound in the following case which involves 2 TextureViews:
Frame 1:
GLConsumer::updateTexImage() calls glBindTexture(GL_TEXTURE_EXTERNAL_OES, 1)
HWUI renders TextureView A:
calls Caches::bindTexture(GL_TEXTURE_EXTERNAL_OES, 1) and draws
Frame 2:
GLConsumer::updateTexImage() calls glBindTexture(GL_TEXTURE_EXTERNAL_OES, 1)
GLConsumer::updateTexImage() calls glBindTexture(GL_TEXTURE_EXTERNAL_OES, 2)
HWUI renders TextureView A:
calls Caches::bindTexture(GL_TEXTURE_EXTERNAL_OES, 1) and draws
HWUI renders TextureView B:
calls Caches::bindTexture(GL_TEXTURE_EXTERNAL_OES, 2) and draws
In this case, HWUI will incorrectly draw TextureView A using texture 2 on
frame 2, because mBoundTextures[0]=1, even though the texture currently
bound to GL_TEXTURE_EXTERNAL_OES is 2.
Since GLConsumer is always used with a target of GL_TEXTURE_EXTERNAL_OES,
work around this problem by having mBoundTextures[] store only the
textures bound to the target GL_TEXTURE_2D. This is the common case
where the extra performance is needed. Since it's legal to have
different textures bound to GL_TEXTURE_2D and GL_TEXTURE_EXTERNAL_OES
on one texture unit, Caches::bindTexture() does not need to clear
mBoundTextures[mTextureUnit] when target != GL_TEXTURE_2D.
Change-Id: I8bc54ab8adcfacad7f3ed17a31236dc7a86c967a
Signed-off-by: Fred Fettinger <fred.fettinger@motorola.com>