This change sets LOCAL_SDK_VERSION for all packages where
this is possible without breaking the build, and
LOCAL_PRIVATE_PLATFORM_APIS := true otherwise.
Setting one of these two will be made required soon, and this
is a change in preparation for that. Not setting LOCAL_SDK_VERSION
makes the app implicitly depend on the bootclasspath, which is
often not required. This change effectively makes depending on
private apis opt-in rather than opt-out.
Test: make relevant packages
Bug: 73535841
Change-Id: I4233b9091d9066c4fa69f3d24aaf367ea500f760
Use the public API version of the same thing that the private API
access was doing. No behavior change.
Test: built
Change-Id: I4a9032cfb1d4e699f72df3b079ef363d308419e8
Allows creating a HW Bitmap from the drawing
commands of a RenderNode.
Bug: 38507414
Bug: 37698012
Test: Sample in HwAccelerationTest
Change-Id: I57c60b2c8bf5194f4412ad4b7f1c1f35e2e4c757
Bug: 36025103
Test: cts-tradefed run singleCommand cts-dev --module CtsGraphicsTestCases
Now, similar to Shaders, we defer native creation until Paint is being
used, and ensure that we have an up to date filter when drawing.
Also implements ColorMatrix#equals to behave like Matrix#equals.
Change-Id: I5f74addd97f5662800802e6f660fead58d518725
This is unsafe because the random will be seeded in the zygote, which
means all processes on the system generate the same sequence of random
numbers. Fortunately, this code is only used in tests, so get rid of it.
Note that the Random that backs Math.random() is reseeded after every
fork to avoid a similar issue.
Bug: 35918685
Test: HwAccelerationTest
Change-Id: Ice79aa25bb9017f7a0b91659afe04112850cb74b
ThreadedRenderer is not synonymous with hardware rendering, so
remove references to hardware rendering when referring to
ThreadedRenderer.
Change-Id: Ic66a482ccf05f556ebe6ec194ce4f858f75bbb8b
-Switch to material style handles.
-Delete old handles.
-Remove the unrelated use of old handle in a test.
Bug: 28723844
Change-Id: I268c2672df541e5a1cdcdeb6712289fe06c06d5f
Bug: 28428970
Test for video sources and fix a bug where
we should throw an IAE for surfaces that are invalid
at request time.
Change-Id: I891a2b1568f583300433c7aca6de36d2e2621c63
bug:27098060
Snap SurfaceView positions to safely align to pixel boundaries.
Also expands MovingSurfaceViewActivity to support a scaling option, and
show problems more clearly.
Change-Id: Ic8e9c1e2f80c2c653bf4428e373f14528ddbce81
Using a multi threaded render node to render the window frame
asynchronously from the application relayout.
Bug: 22527834
Bug: 24400680
Bug: 24459827
Bug: 24409773
Bug: 24537510
Change-Id: I1010fc6a8b6e38424178140afa3ca124433ab7e4
This is adding the renderer side infrastructure to allow
rendering multiple render nodes with different threads.
This is a pre-step for decoupling a non client decor
resize reder from a content resize render.
Multiple render nodes can be added to be drawn, and to
prevent overdrawing, a content bounds area can be set
Bug: 22527834
Change-Id: Ie7271e20895bf38957e5a84aeefc883e282039ad
bug:14297149
SaveLayer's performance cost is high, and proportional to the surface
being projected onto. Since ripples (even unbounded ones) are now
always projected to the arbitrary background content behind them, this
cost is especially important to avoid.
This removes the last semi-secret, saveLayer from the projected
ripple implementation.
Also fixes the HW test app to correctly demonstrate this projection
masking behavior.
Additionaly, alters PathTessellator to gracefully handle
counter-clockwise paths, and simplifies the work done by
ShadowTessellator to ensure all of its paths are counterclockwise.
Change-Id: Ibe9e12812bd10a774e20b1d444a140c368cbba8c
Fixes breakage from HwAccelerationTest
This reverts commit b2847afde24aac22c8fb804cdce0c24b8a7c40c4.
Change-Id: I762b3c9020fc1d06bac61ffa8b956049147515b1
Bug: 18521508
Fix an issue where an RNA's native object was destroyed
before the java-side object was started
Change-Id: I487fb476e0ecdf7000515f4f7320e8cfbc50a52b
Bug: 17317184
Unfortunately this will disable *all* RT animations in a scene,
but we don't have more selective targetting currently
Change-Id: I57e1c0ae43957f45229473bdcdaf34c05825fab7
b/15283203
b/16142564
Remove boolean return value chaining, as it's redundant with
the data in the Outline itself.
Change-Id: I3116e57cd1b35c98b74e95195117edd7e39fb2df
Bug: 16161431
Also re-writes RevealAnimator to avoid using any listeners internally,
removing the logic around shadowing the update listeners.
Change-Id: I6ed8126398eed971a87f20bccb7584c9acafbb6c
Previously, calling setLocalMatrix updated any Paint that had the
Shader attached. This depended on deprecated behavior in Skia. Use
new Skia APIs, and do not modify any Paints that use the Shader.
In addition, update callers to call setShader (again) after modifying
the Shader.
Sample app at ag/499573 for testing.
Depends on I673801444f0a8fd4f192b5b7effdde1aa83e702b in external/skia.
BUG:14315916
Change-Id: I3c3316377874e89fccc85afb864bc038b0ef3890
Touch the screen to turn on / off depth test.
Disalbe the vsync to get the real performance.
Drawing 10 rectangles on N10 show almost 3x perf gain, in this setup.
Change-Id: I97bb84f744e90c35febad8cb853ed877cda5e64f