This preserves the existing behavior at the SDK level while skia
investigates a more comprehensive solution.
bug: 8986473
Change-Id: Ief82dcfd47f1ba08d28d43402b3c28694f94f2e4
This CL also updates the documenation to make it clear that the API
returns in local space, not clipped to the size of the bitmap/device.
bug: 8747526
Change-Id: I389844672ce955341863f9940c3b401ab00dc1dc
Adds an optimization for checking whether a looper is stuck,
with a new Looper method to see if its thread is currently
idle. This will allow us to put a large number of loopers
in the monitor efficiently, since we generally won't have to
do a context switch on each of them (since most looper threads
spend most of their time idle waiting for work).
Also change things so the system process's main thread
is actually running on the main thread. Because Jeff
asked for this, and who am I to argue? :)
Change-Id: I12999e6f9c4b056c22dd652cb78c2453c391061f
For fullwidth latin (or, more generally, a font considered as a complex
script, but not supported by the font specified), and for a font other
than a system default font, we were getting a mismatch in baseGlyphCount
between the shaping and painting fonts.
This patch preserves the original typeface in this case. In that sense,
it is a slightly more general fix for bug 8127795.
Change-Id: Ibdbfdb34eb7dc39cc8f0784a67c93c9af4ce6ab2
The counter can be enabled by setting the system property called
debug.hwui.overdraw to the string "count". If the string is set
to "show", overdraw will be highlighted on screen instead of
printing out a simple counter.
Change-Id: I9a9c970d54bffab43138bbb7682f6c04bc2c40bd
When the Android runtime starts, the system preloads a series of assets
in the Zygote process. These assets are shared across all processes.
Unfortunately, each one of these assets is later uploaded in its own
OpenGL texture, once per process. This wastes memory and generates
unnecessary OpenGL state changes.
This CL introduces an asset server that provides an atlas to all processes.
Note: bitmaps used by skia shaders are *not* sampled from the atlas.
It's an uncommon use case and would require extra texture transforms
in the GL shaders.
WHAT IS THE ASSETS ATLAS
The "assets atlas" is a single, shareable graphic buffer that contains
all the system's preloaded bitmap drawables (this includes 9-patches.)
The atlas is made of two distinct objects: the graphic buffer that
contains the actual pixels and the map which indicates where each
preloaded bitmap can be found in the atlas (essentially a pair of
x and y coordinates.)
HOW IS THE ASSETS ATLAS GENERATED
Because we need to support a wide variety of devices and because it
is easy to change the list of preloaded drawables, the atlas is
generated at runtime, during the startup phase of the system process.
There are several steps that lead to the atlas generation:
1. If the device is booting for the first time, or if the device was
updated, we need to find the best atlas configuration. To do so,
the atlas service tries a number of width, height and algorithm
variations that allows us to pack as many assets as possible while
using as little memory as possible. Once a best configuration is found,
it gets written to disk in /data/system/framework_atlas
2. Given a best configuration (algorithm variant, dimensions and
number of bitmaps that can be packed in the atlas), the atlas service
packs all the preloaded bitmaps into a single graphic buffer object.
3. The packing is done using Skia in a temporary native bitmap. The
Skia bitmap is then copied into the graphic buffer using OpenGL ES
to benefit from texture swizzling.
HOW PROCESSES USE THE ATLAS
Whenever a process' hardware renderer initializes its EGL context,
it queries the atlas service for the graphic buffer and the map.
It is important to remember that both the context and the map will
be valid for the lifetime of the hardware renderer (if the system
process goes down, all apps get killed as well.)
Every time the hardware renderer needs to render a bitmap, it first
checks whether the bitmap can be found in the assets atlas. When
the bitmap is part of the atlas, texture coordinates are remapped
appropriately before rendering.
Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
There were many places where the native object was being
accessed improperly. Also some places where CloseGuard might
not be acquired or released correctly or where the generation
count might not be updated.
Fixed them all.
That said, Surface isn't intended to be used concurrently
so please don't do it. This is only intended to make
hard to find crashes less likely.
Bug: 8328715
Change-Id: I981ef33425823e0fd7ad6b64443f2ec9b0c8335e
Add the ES-relevant constants from the EGL_KHR_create_context
extension. These allow apps to check which EGLConfigs (if any) support
ES3 contexts. Otherwise, the app has to create a context with an
EGLConfig and then check whether it is an ES2 or ES3 context.
Also move eglSetPresentationTimeANDROID from EGL14 to EGLExt, since it's an
extension function. It's new in API 18.
Bug: 8678160
Change-Id: I3cba6e59ebb0a3a4c4012aa54a36b940c288bcec
The primary motivation was to pick up changes to getarray(), but it
appears a few other tweaks were made since the last time the code
was generated.
Bug 8713753
Change-Id: I4fa2276bc28afaf0e1450e63498a8690028808ee
This patch makes segmentation into script runs behave the same in RTL
as in LTR modes - so that inherited script characters are always
associated with the preceding run. Otherwise, for a sequence such as
u+0631 u+064d u+0020, it would get split after the first character,
which would lose the ability to correctly position the u+064d mark.
Change-Id: I3c12ba1b77d18334f55e707f518be1046e6b339b
The rendering code optimizes by rejecting drawing operations that
lie outside of the bounds of their views. This works in most
situations, but breaks down when containers have called
setClipChildren(false), because we reject drawing that is outside
of that container, but which should be drawn anyway.
Fix is to pass in the value of that flag to the DisplayList drawing
routines which take that flag into account when deciding whether
to quickReject any particular operation.
Issue #8659277 animation clipping
Change-Id: Ief568e4db01b533a97b3c5ea5ad777c03c0eea71
- Camera.createPreviewAllocation() creates YUV allocations for use as
a preview buffer destination.
- Camera.setPreviewCallbackAllocation() sets such an allocation as the
target for preview data from camera.
Bug: 8563840
Change-Id: Ie42033976fed825d396550bbc033d434c8206b6b