bug:20063841
Restores old SkShader matrix behavior from before the Glop refactor.
Many drawing operations draw without sending the canvas transform to
the GL shader. In such cases, we need to adapt the matrix sent to the
SkShader logic to invert the canvas transform that's built into
the mesh.
Change-Id: I42b6f59df36ce46436322b95bf9ad2140795ee58
Bug: 20824843
Not really a proper "benchmark mode" but it turns out
we already have reasonably good profile data, so tweak
the test app to spit it out after a run.
Change-Id: Iaee9c0d61b5508daf282fe5f95d0b37ee419a8f1
bug:19967854
Separate properties from Caches, into static, RenderThread-only class.
Also rewrites the means for java to set properties to correctly handle
threading, and adds an override for profile bars so that SysUi doesn't clutter
the screen with them.
Change-Id: I6e21a96065f52b9ecc49d1a126244804ba106fa9
Switch a few places to using android::canvas
instead of SkCanvas as well which eliminated
some JNI
Change-Id: I8f98b56442a06362b82b984cd1bd3a92398d8dbc
Switch a few places to using android::canvas
instead of SkCanvas as well which eliminated
some JNI
Change-Id: I8f98b56442a06362b82b984cd1bd3a92398d8dbc
More S's for More Speed
Split JankTracker's backing data from the
class to allow for data relocation to/from ashmem regions
Pack the jank tracking data to fit in 256 bytes
Change-Id: Ife86a64b71a328fbd0c8075fe6a0404e081f725b
To obtain the gfxinfo for each process, the static method of RenderProxy is used, which is named outputLogBuffer().
In there,
1. RenderTask is created for getting DisplayList Commands in RenderNode.
2. staticPostAndWait() is called
3. RenderThread's instance is created by 'RenderThread::getInstance()' in staticPostAndWait()
In case of the service, they don't use HW Acceleration, so don't need RenderThread.
But, by the process of No.3, RenderThread is created for all process.
As we know, RenderThread never be destroyed while the process is alive.
This patch checks RenderThread instance before the creation of RenderTask.
And, there is no one, just return to prevent the unnecessay creation of it.
Change-Id: I4fe29d83c9ced3e8b67177c0874c5d8ee62e1870
Adds remaining missing overrides and nullptr usages, missed due to
an extreme failure in tool usage.
Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
Bug: 18203577
The issue occurs as a result of performTraversals() both doing
a window relayout call *and* early-returning because it's not dirty.
To fix this pauseSurface() returns whether or not the RT-side is
"dirty" to force ViewRootImpl to do a draw even if mDirty is
otherwise empty.
Change-Id: I534f367e75d18d273ebf14df3927f5c464ef6bef
Remove Clang cutout for unused parameters. Fix warnings.
Remove Clang cutout for deprecated Skia function usage. Has been
fixed in the L push.
Change-Id: I7ea073ff67127cc1e14e798b655e2c50615fe8e7
Bug: 17208461
* Switch Layer to be VirtualLightRefBase instead of
Caches' side-channel ref-counting
* Include active layers in gfxinfo dump
* Run gfxinfo dump on the correct thread
* Dump gfxinfo on Layer creation failure
Change-Id: I28d195699e2334518e215ab28c7a17355aee9678
Bug: 18099195
Don't use EGL_SWAP_BUFFER_PRESERVED on surfaces that will
never benefit. Also clean up some confusing naming
Change-Id: I674ca64e0464a3282cff79e5ecd350d08f47c014
Bug: 17765082
DeferredLayerUpdater had fallen behind RT updates. Re-snap to
latest expectations, ensuring to call requireGlContext() prior
to detachSurfaceTexture to avoid leaking SurfaceTextures
Change-Id: Ic65fb9831e5284f658866da8da9ad5af1d227699
Bug: 17208461
There's a potential race condition between HardwareRenderer.destroy()
being called (which calls destroyCanvasAndSurface()) and the renderer
being finalized (which is what calls freePrefetchedLayers), during which
time it's possible we get a TRIM_MEMORY_COMPLETE and destroy the EGL
context.
Fix this race condition by moving stopDrawing() and freePrefetchedLayers()
into destroyCanvasAndSurface() where they should have been in the first
place.
Also, if we hit the assertion failure, dump the current state of
Caches to try and provide more context for the failure.
Change-Id: Ife0ba3562041e8b08e87e3e13640472b3004eed6
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:15859361
Moves lighting info out of StatefulBaseRenderer, since it's not useful
at record time, and only used by OGLR.
Change-Id: I7ab065d02d9304afad1dc4c48597a7a621366f8e
* Now with more native!
* Less matrix math thanks to bulk-property-update support!
* Zero JNI on the View.damageInParent() path!
* Fully aware of RT-driven animators!
* Likely full of new and exciting bugs!
* But it also fixes at least 1 existing invalidate bug!
Change-Id: Ie0773f85a60850ff2668370c58defef2e8aa079f
Bug: 15185239
Bug: 15238382
Make DeferredLayerUpdater ref counted so that
HardwareLayer:finalizer() works non-crashily on
leaked layers
Give DeferredLayerUpdater the ability to have a layer destroyer
set so that leaked layers can still be recycled on the
RenderThread
Order layer updates based off of pushLayerUpdate() calls to fix
issue with nested layers
Change-Id: I4449cee607f7e5126e02fed7464cf48038e3dfdf
Bug: 15118640
* Prevent over-stuffing the queue by dropping frames
* Prevent double-drawing in one pulse by RT by deferring
vsync registration until post-draw so that it catches
the next vsync pulse instead of the current one
* Bias vsync race condition towards the UI thread
* Fix queueDelay to actually work
Change-Id: Ibf584258bd93ebcbba058bd976dc8b307f1c6155