bug:15570351
Prevent drawing transformations on a ViewGroup's canvas from directly
affecting the transformation of the children through the renderer,
since it's already baked into mTransformFromParent at record time.
Change-Id: I6310a2260dfe4def0bde1fd2c5b93791a645d586
This is meant to be used with scaleable vector
drawables, and are chosen as the best match unless
there is a configuration that matches the density
requested exactly.
Bug:17007265
Change-Id: Ic3288d0236fe0bff20bb1599aba2582c25b0db32
bug:16012254
This means rendernodes with a Z will no longer be drawn at the end of
their parent's DisplayList, but at the end of the associated reorder
region (DisplayListData::Chunk).
Change-Id: Ia033fee9d9a4db567b2a8d5e90fc57a4d0a64544
Sessions can now zero-copy data directly into pre-allocated ASEC
containers. Then at commit time, we compute the total size of the
final app, including any inherited APKs and unpacked libraries, and
resize the container in one step.
This supports both brand new ASEC installs and inheriting from
existing ASEC installs. To keep things simple, it currently requires
copying any inherited ASEC contents, but this could be optimized in
the future.
Expose new vold resize command, and allow read-write mounting of ASEC
containers. Move native library extraction into the installer flow,
since it needs to happen before ASEC is sealed. Move multiArch flag
into NativeLibraryHelper, instead of making everyone pass it
around. Migrate size calculation to shared location.
Separate "other" package name in public API, provide a path to a
storage device when relevant, and add more docs.
Bug: 16514385
Change-Id: I06c6ce588d312ee7e64cce02733895d640b88456
Get rid of compuation of the intersection for penumbra and convex hull for umbra.
Use simple circle / normal to compute the penumbra and simple intersection for umbra.
The new way could be 2x to 4x faster from rectangle to round shape.
And this part is roughly half of the shadow computation, or 2/3 of spot shadow
computation.
This improve the spot shadow spikeness too.
b/16712006
b/14976551
Change-Id: I02911784868731369efa73f76fc915bc08248600
bug:17114102
Prevents high contrast text from drawing invisible text.
Also fixes stroked text bounds calculation.
Change-Id: Iaeff51ead8b7b8ef2a1a0ca8b89598564e0d443f
Packages without any resources should not expect to have
a DynamicRefTable.
Bug:16895517
Bug:17056720
Change-Id: Id006f6bdbf08f30505f6ba5982bc9d1b09db0f0a
This reverts commit 0e475302cd196f45a01a525c49089018b238d4ba.
I'll re-upload this CL with the correct fix in LoadedApk.
Change-Id: I17c6381f8e5907dab9f996f89c5d435b9c08a13a
When a String isn't found in the StringPool,
we should not try to construct a String8 object
from the NULL string.
Bug:15163956
Change-Id: I51e701918b10a72c18a860b8a36dce2afd9c0b82
All APKs are expected to have at least one resource table (even if
it is empty). We were missing the creation of an empty DynamicRefTable.
Bug:16895517
Change-Id: I6a6e887f91b3b4bbcc52b3fd2741ef3d05fab1fd
bug:15860114
Savelayers and HW layers both now support shadow casting.
For save layers, the light source should always be correct, for HW
layers, the light source position is set when the layer is created,
and updated when it is resized.
Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
bug:16852257
Use pow(alpha, 1.5) to avoid harsh edges on shadow alpha ramps.
Also adjusts shadow constants to compensate.
Change-Id: I5869956d7d292db2a8e496bc320084b6d64c3fb7
bug:16873774
1) Fix projectionReceiveIndex, which could in some cases point at
translate/restore ops.
2) Use background translateX / translateY for projected RenderNodes.
This makes them match background position, and thus properly account
for scroll.
Change-Id: Idbd5700858fd67c5abea0270a1012952fe09ac22
A ResTable_map entry has a name attribute, which
could be a dynamic reference if it comes from
a shared library. It was not being patched with
the correct package id.
Bug:16795890
Change-Id: Ia8df6a943269b2fefb2132c3ed74eb1997d7701b