Most matrices used by the UI toolkit are translation matrices, whose
inverses can be quickly computed by using the negated translation
vector.
Change-Id: I54a28a634a586085779bfc26f3a4160cd5ab2b22
Create a ClipArea class to handle tracking clip regions. This class can
select the most efficient implementation depending on the types of
clipping presented.
ClipArea re-used the rectangle and region-based clipping
implementations as well as adding a "list of rotated rectangles"
approach that is more efficient for rotated views with children.
Change-Id: I2133761a2462ebc0852b394220e265974b3086f0
This enables us to...
1) simplify the lifecycle/ownership between Java and HWUI
2) remove DisplayListRenderer::drawBitmapData and associated logic
3) track pixel lifecycle using standard SkPixelRef refcounting
4) Remove uncessary calls to ref/unref the bitmap's pixels and colorTable
Change-Id: I3c95078da20995444f6388a029414280fd654318
Adaptations to changes in Skia upstream since Oct 2014.
(https://code.google.com/p/skia/issues/detail?id=2377)
cbb922d use new roundOut signature
77082de Call SkColorTable::readColors().
5456ab1 Handle the result of SkMatrix::asAffine.
25cfc78 Remove dependence on SK_LEGACY_PICTURE_SIZE_API.
BUG:18468293
Change-Id: I5a4d274e854298843891410b1ffd5e24f038b88a
Adds remaining missing overrides and nullptr usages, missed due to
an extreme failure in tool usage.
Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
Incrementally unify the upper layers for Skia and HWUI.
Remove redundant code from GLES20Canvas.java; instead
use inherited mNativeCanvasWrapper and superclass method
definitions.
Moves some unrelated SkPaint utility functions from Renderer
to new utils/PaintUtils.
bug: 15672762
Change-Id: I4ddd4214b8e9eeb95289d054ef423f2542bb5fa5
Changes generated with clang-modernize.
Additionally, fixed some struct-vs-class usage to make clang happy.
Change-Id: Ic6ef2427401ff1e794d26f21f7b44868fc75fb72
Bug: 18226391
The issue occurs as a result of a dispatchFrame itself
taking longer than 12ms, the alloted budget. The result
is that a vsync request (which occured at the end) would
miss the vsync that occured 1ms prior to the end of the frame.
As a result it would end up waiting for the following vsync,
essentially dropping to 30fps even though 60 could have been
sustained.
Fix this with a few tweaks.
First, adjust the UI thread's delay bias from (now + 4ms) to
(vsync + 4ms), this prevents RT animators from slowly drifting
if the vsync occurs mid-task.
Second, request a vsync preemptively prior to running callbacks.
This way if any callbacks needs the next vsync and it takes
"too long", we will catch that vsync.
Finally, fix an issue where the display event queue was always
drained & rejected at the end of a task loop. Instead, drain
and reject all stale vsyncs. This still prevents the issue of
both UI thread & RT thread trying to drive 2 frames in a single
pulse, but also allows RT to notice that it missed a vsync
pulse it needed and that it should speed-up a bit in response
Change-Id: I9d6be037737e9283297898cac2e3563453e797cd
Bug: 18718646
Caused because the Texture object thought the GLES texture
was in a different state than it was as it persists across
EGL/GL contexts. Fix this by force-flushing the default
values when the texid has changed.
Change-Id: I264bac9a2beb08df8e2ba8a85ad15f0dd1fce22a
Bug: 18317479
RenderNode::prepareSubTree calls prefetchAndMarkInUse
on every bitmapResoruce in the DisplayList. However,
this resulted in textures being uploaded for bitmaps
that would be drawn from the AssetAtlas instead.
To fix this we teach TextureCache about the AssetAtlas
so that calls to TextureCache return the Texture from
AssetAtlas if it exists. Thus usage of AssetAtlas
is now purely to allow for further optimizations via
draw merging instead of a requirement to get
any benefit at all.
Change-Id: I65282fa05bac46f4e93822b3467ffa0261ccf200
bug:18667472
Previously, we were allocating per-frame temporary paths within the
PlaybackStateStruct, but these are not safe as layers allocate these
transiently. Instead, move these to the OpenGLRenderer, which has
better define lifecycle.
Additionally, don't store SkPath objects directly in vector, since
they are then subject to relocation.
Change-Id: I8187ef542fcd5b030502bb75eb123ee26c0daa96
The SkBitmap* used by HWUI holds a reference to the PixelRef (which
in turn holds the colorTable) so keeping an additional ref is not
only unnecessary, but also potentially problematic.
If a bitmap changes its pixelRef after it has been added to a displayList,
then we end up with unbalanced ref/unref calls that cause the newly added
PixelRef to be unref'd and prematurely deleted, while the original PixelRef
is leaked.
bug: 18659976
Change-Id: I34a06152e7bb2d733249a207dafd36b9b5dc0712