Bug: 26584230
activateTexture(0) was accidentally refactored into
Texture::upload. Only OffscreenBuffer intended for the
texture unit to change
Change-Id: I5dbfc3eab8843733084ce1ce38a0a946abf0e05b
* Add support for determining script from language and region.
* Add support for determining special parents of locales.
* Add support for smart comparison of locales with only a difference
in region, using the locale parentage tree.
* Fix LocaleData.matchScore() to not fallback to old locale matching
behavior if we can't determine a script.
* Allow four-character variant codes. (Previously, only five- to
eight-character variant codes were allowed.)
Bug: 7296673
Bug: 26589793
Change-Id: Ibde0a48c0564ff383b41068095a5cbacfe7b94bc
Bug: 26584230
In the event that Texture decides it doesn't
need to actually call glTexImage2D/glSubTexImage2D
it needs to still activateTexture(0) and bindTexture(mId)
as this is the expected state after Texture::upload()
is called.
Change-Id: I62d689a9057907a10dda2bc8f40c3113e43b93b2
When there is not enough space and we cannot delete any
Texture in TextureCache to secure space, a new Texture is
created over and over again for the same SkBitmap and
there is the case that it is not deleted.
This patch avoids such cases.
Change-Id: Ic5353995e6d0716c31fe3bb49c60ec1a71574643
Signed-off-by: Dohyun Lee <leedhyun11@gmail.com>
Several places were setting GL_UNPACK_ALIGNMENT
unneccessarily, whereas other places were assuming an
unpack alignment of 1. Since we never actually
do explicit row-alignment, set GL_UNPACK_ALIGNMENT
to 1 at context creation time and never change it
Bug: 26584230
Also turns on aggressive glGetError checking to
better catch potential problem zones
Change-Id: I190c8f0f0494a7f046d5ed769405c75d363be59a
This reverts commit 3daf4d3272f2cc6ce3b5a572b9d4dcce1654086d.
Temporarily disable due to high rate of crashes from endLayer check
Bug: 26609444
Change-Id: I7583a77bf5cc1e722fa4042db0542f80cd978760
getMaximumBitmapWidth() and getMaximumBitmapHeight() of DisplayListCanvas
need HWUI cache instance. Since the initialization of the cache is
asynchronous it may crash if not yet ready. Add a staticFence() call
to guarantee the cache has been created prior issuing the call.
Change-Id: I5ed9e5cc084444c8d1872a77fef50e294ae14e93
Signed-off-by: Thomas Buhot <thomas.buhot@intel.com>
Signed-off-by: Zhiquan Liu <zhiquan.liu@intel.com>
DeferredLayerUpdater always did a post to delete itself, which
would result in the test thinking it had leaked an object since
it wasn't deleted when it returned. Fix this by deleting immediately
if we're already on the right thread.
Remove RenderState's requireGlContext assert as it's now
covered by GpuMemoryTracker, which is also more test friendly.
RenderState's assert required an actual EGL context, which we
don't mock away in unit tests.
Change-Id: Ic23eb54e7151355f7acca483d7464350c9d6a87f
am: 099bd9ca8f
* commit '099bd9ca8fea02795424d62c05c723290d68ae14':
In CanvasContext::doFrame, make a separate call to computeFrameTimeNanos and save the result. Then pass that value to UiFrameInfoBuilder::setVsync as both arguments.
am: 6222bb0f6a
* commit '6222bb0f6a772c8fa1dc402740399b0ad1017520':
In CanvasContext::doFrame, make a separate call to computeFrameTimeNanos and save the result. Then pass that value to UiFrameInfoBuilder::setVsync as both arguments.