Bug #7296475
When re-enabling the scissor the driver seems to ignore the already
existing scissor box. This change resets the scissor box when the
test state changes.
Change-Id: I3a68433164f99d21fbab769a26c56fe416c1539a
Pro tem, we ignore wifi configuration data when restoring system settings.
This is not ideal, but it *does* mean we do not bounce wifi off and on
again during the extended restore process, which in turn means we don't
interfere with things like the Play Store's download of applications.
We do continue to back up wifi configuration, and will start using that
data again when the new implementation that restores AP configurations
without having to bounce wifi comes to pass.
Also, this CL fixes a longstanding bug in BackupDataInput.skipEntityData()
that was being reproduced reliably once settings restore was skipping
the wifi-related entities in the restore stream.
Bug 7249405
Change-Id: I61520a9a116b66ebdf95734d09d9afd46406df01
Bug #7233734
Stroked rectangles were rendered using software generated textures
which would lead to slightly misaligned results. Instead, let's use
the new convex path rendering code that will do the right thing
(and save a lot of bandwidth.)
Change-Id: Ib95ff581e56c1ecead97e4919298e6fd146ca167
bug:7260035
Adding a circle of radius 0 to a path is a no-op in skia, so detect
this case both in the PathRenderer, and in quickReject().
Change-Id: I7a172db49a5d5351b4734b39d4e4ca6379658096
When memory gets low on a device, activities flush everything they can.
Hardware-accelerated activites, such as Launcher, flush GL resources and destroy
the GL context. However, some resources were still hanging around, due to deferred
destruction policies (we don't delete layers until the DisplayLists they are in
are finalized, to ensure we don't deref deleted objects). This meant that we were
referring to obsolete GL data in these objects. in particular, it meant that we might
come around later, after a new GL context was created, and delete a texture object
that was incorrect. We use the layer's "texture id" to refer to the texture underlying the
layer. But if there's a new GL context, then this texture ID is no longer valid, and
we may be deleting the texture that a different object (layer, icon, whatever) is referring
to, because the driver may return that same ID under the new GL context.
The fix is to more aggressively delete things that we know will not be used again
when the GL context is destroyed. In particular, we delete all resources being used
by all DisplayLists at GL context destruction time.
Issue #7195815 Textures corruption on all devices, in many apps
Change-Id: I52d2d208173690dbb794a83402d38f14ea4c6c22
Bug #7253839
1. Make sure we don't make GL calls while recording display lists
2. Disable an early and trivial clip optimization in font renderer
when a perspective transformation is used on the Canvas
Change-Id: I3f1052164239329346854f72d0a0d401fbfecf06
Bug #7195815
We did not reclaim resources when reusing an existing DisplayList to
record a new empty list of commands. This would lead to various memory
leaks: bitmaps, paints, paths, matrices, etc.
This is not a common case but some apps run into this situation,
such as Launcher.
Change-Id: I2eb14ac86a212123f8edbe42b70a7c1c51fa4145
Count the lib symlink against the app's code size. Also be sure to
look at the new separate lib path for apps, and tweak the size
counting to also count the size of directory entries.
Change-Id: I4b0fd5771f249faa05fd72f08062df885902cc97
* changes:
Skia's ColorMatrix vector is in the 0..255 range not 0..1 Bug #7248980
Don't use the QCOM_tiled_rendering extension with functors Bug #7247880
Bug #7239634
This change passes two matrices to the vertex shader instead of one.
We used to compute the final MVP matrix on the CPU to minimize the
number of operations in the vertex shaders. Shader compilers are
however smart enough to perform this optimization for us. Since we
need the MV matrix to properly compute gradients dithering, this
change splits the MVP matrix into two. This has the advantage of
removing one matrix multiplication per drawing operation on the
CPU.
The SGX 540 shader compiler produces the same number of instructions
in both cases. There is no penalty hit with having two matrices
instead of one. We also send so few vertices per frame that it
does not matter very much.
Change-Id: I17d47ac4772615418e0e1885b97493d31435a936
bug:4419017
bug:7230005
- Adds support for stroke/strokeAndFill for shapes without joins
- Fixes path-polygonization threshold calculation
- Fixes rendering offset (now only used for points)
- Several formatting fixes
Change-Id: If72473dc881e45752e2ec212d0dcd1e3f97979ea
Some logic depends on a default value of 0, which was not being
assigned.
Issue #7195815 chrome url bar is corrupted
Issue #7190656 Textures corrupted on mr1
Change-Id: I346b7b76e885bf8f04740e711fd88f917a5418c7
Since emulated external storage paths differ based on execution
context, carefully fix up paths for various use-cases:
1. When sending paths to DefaultContainerService, always scope
OBB paths as belonging to USER_OWNER.
2. When sending paths to vold, always build emulated storage paths
visible to root.
3. Always use the original untouched path when talking with apps.
Mount OBB containers using shared app GID, so that an app can read
the mount point across users.
Handle legacy paths like "/sdcard" by resolving the canonical path
before sending to MountService. Move tests to servicestests, and
add tests for new path generation logic.
Bug: 7212801
Change-Id: I078c52879cd08d9c8a52cc8c83ac7ced1e8035e7
Bug #7221449
SurfaceTexture already deletes the GL texture when detachFromContext
is invoked. The newly introduced refcount would casue the Layer
object to be destroyed later and attempt to delete the GL texture
again. By the time the second cleanup occurs, the texture name
might have been reused by somebody else, resulting in erroneous
behaviors.
Change-Id: I257c589fea64b34c00f46fbfaa7732e6854a5e41
Bug #7222476
There were two issues:
- Blending was ignored with color filters
- The addition vector of a color filter was treated as integer values
instead of float values
Change-Id: Id94065704a30ee8aaaa5724a9f3a3cff7c50ced7
Bug #7158326
When scissor optimization is enabled, OpenGLRenderer will attempt to
minimize the use of scissor by selectively enabling and disabling the
GL scissor test.
When the optimization is disabled, OpenGLRenderer will keep the GL
scissor test enabled and change the scissor rect as needed.
Some GPUs (for instance the SGX 540) perform better when changing
the scissor rect often than when enabling/disabling the scissor test
often.
Change-Id: Idb68862e287a23358f9188d577ae0f86161902fd
Only upload the changed area of the glyph cache, not the entire
bitmap. Note that we can't do the full-on optimization here of copying a sub-rect
of the bitmap because of GL ES 2 limitations, but we can at least copy the
horizontal stripe containing the dirty rect, which can still be a big
savings over uploading the entire bitmap.
Issue #7158326 Bad framerates on MR1 (Mako, Manta, Prime)
Change-Id: Iab38d53202650f757ead4658cf4287bdad2b3cb9
It's faster to compute a dither calculation in the vertex shader and use
a varying (letting the GPU interpolate the fragment values) than to perform
that calculation in the fragment shader as part of a texture lookup.
Issue #7207600 Prime mr1 shader performance issues
Issue #7158326 Bad framerates on MR1 (Mako, Manta, Prime)
Change-Id: I15789582a6e9e2d8b9dd22aa5b0f72f0ba1cce7f
Bug #7186819
This optional OpenGL extension can be used by tiled renderers to optimize
copies from main memory to tiles memory.
Change-Id: Id4a5d64e61ad17f50e773e8104b9bf584bb65077