Bug: 22667315
HWUI internally always assumes that RenderNode->properties()
has a fully-baked matrix. However, RenderThread animations violate
this and will perform an update of that matrix after they run. This
was missing in the fallback scenario where an animation was
running on a View that is detached from the tree.
If a RenderThread animation is started on an attached view, it becomes
detached, and is then re-attached it will crash in the staging
properties push. The fix for this is to move the call to updateMatrix
from animate() to animateCommon() so that the animateNoDamage()
path will similarly perform the necessary matrix update.
Change-Id: I4c899a6f68659342a6515f1d7f20d3c4af65caf0
Bug: 22676664
If a task is queued on a worker thread that is busy
processing a task AND a trim memory signal comes along
prior to the initial task being completed then the
tasks that were queued prior to the exit request will
never be processed.
This is bad, as when those futures are used later on, such
as in trying to delete them from the cache, they will block
waiting for the orphaned task to be finished.
Simple fix is to just never stop the worker threads. Increase
RAM usage slightly as we won't reclaim that stack space, but
this cost is fairly small
Change-Id: I818b011f9bc6ba06942fdad81c27656bd97b42d4
bug:22291400
Work around clippath-clipped-to-view-bounds behavior by
implementing REPLACE op fast path, avoiding the transition to
SkRegion/SkPath.
Change-Id: I63c1cf961db2d6e3759d83914de1036c9ac7497a
Bug: 22444755
WindowManager may decide to yank the surface at any point, so
attempt to kinda handle this
Change-Id: Id2f665d2f0f93bccd4ec977fbf52dca4dc1ec891
bug:22390304
Fixes two issues:
1) The max texture unit wasn't large enough to handle the most complex
ComposeShader case (1 for draw primitive, 2 for gradient shader, 1 for
bitmap shader).
2) If a shader isn't supported by SkiaShader::store, the shader data
needs to be explicitly disabled, so we won't read uninitilized data
from it when trying to read shader information out.
Change-Id: I29ee7b7c1e07f67db88c1707bdc857daa305e713
This also moves some functions that are only called when creating/completing
a displayList into the appropriate constructors and endRecording calls.
Change-Id: I9f6add156d7f476a52766934af713b0f852c8dea
Concats any matrix passed through from DisplayListCanvas with the
initialTransform of the containing RenderNode.
BUG:22189925
Change-Id: I5ea54a6e2a29520c79a8860bde7682694e8595d2
Bug: 20853441
Calculating duration that crosses the UI-RT
sync point will now subtract out the time spent waiting
in queue under the assumption that this time will be
accounted for in the previous frame's metrics
Change-Id: Ia8213f4410638840613f5ae439e98dfb77532a6a
Bug: 22208220
Increases performance of shadows by yet another
15% by using more aggressive math optimizations
Change-Id: Ie3fabeae3647632a19ff573bf6b2d7f7a7cef555
Bug: 22208220
Libcxx has a really good sort algorithm, use that
instead. This speeds up shadow tesellation by about 10%.
Also less code
Change-Id: Iaad424187121d7644076f94ba8a3cf4c110da2f2
bug:19062769
Glyphs were stored to the output buffer with the assumption of
non-overlap, which is incorrect for certain fonts/strings. Instead,
blend src into dst, so new glyphs don't clobber existing content.
Change-Id: I6e22037500e67d5348ee2a43d939416c23c4d1ea