Bug #3179882
Resources were freed following garbage collections on a worker thread.
This worker thread had no EGL context, which would cause the renderer
to incorrectly assume that the memory was liberated.
Change-Id: Ifdb51f94ddf42641e8654522787bfac532976c7c
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.
Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
This change detects empty quads in 9patches and removes them from
the mesh to avoid unnecessary blending.
Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704
When an app tries to render a bitmap or path larger than the GPU's maximum
texture size, the drawing command is ignored and a warning is logged. This
change also makes texture drawing more robust by catching potential errors
during texture creation.
This change also fixes a crash in the FontRenderer. The destructor would
sometimes try to free an uninitialized array.
Change-Id: I95ae0939c52192d97b340aa02417bf6d0c962c57
Rendering is implementing by rasterizing the paths into A8 textures.
This cna be extremely inefficient if the path changes often.
Change-Id: I609343f304ae38e0d319359403ee73b9b5b3c93a