Require that these structs have standard layout, which is what we need
to pass them to OpenGL. Inheritence with data members violates the
rules for standard layout so I re-implemented them using templates to
share the code and putting all the data members in each struct.
Change-Id: I19cd0e5518728f2d3e0993b17d15fce7be7e0edb
The base APK may have resources with configurations that compete
against some splits. The base APK must be involved in the selection
of splits.
Bug:18982001
Change-Id: Ieb29b5a36cf2c68e7831484d98a9fd275acd97e8
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
We'd observed a bug in which an unchanged file was nevertheless
being redundantly transmitted for backup on every backup pass.
The underlying issue turns out to have been the FileBackupHelper
base implementation's logic for diffing the prior-state file
set against the current state, in the case when there had been
deletions of prior files. In addition, there was also a
parallel bug in which file checksums were not calculated
properly in some cases, leading to at least one additional
redundant backup of the file in question.
Bug 18694053
Change-Id: Ie0dec06486b5fef4624561737019569c85d6b2a0
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