bug:17702227
Add details useful to developers (such as layer size/View name), and
switch away from logging implementation names/details, since they
are generally not relevant to developers.
Change-Id: Iee605d182f241450f7e75a6d0c283d51fa1312f5
Fix the crash from searching for closest umbra vertex by initialized the
starting index correctly.
Fix another potential crash related to ray intersection by introducing epsilon.
b/18315089
Change-Id: I9ac9a781a885701a8388714d44f79a1d905e5d33
Add a non-public API to Canvas/GLES20Canvas to provide a way to draw
the touch ripple animation without using a save layer.
Change-Id: I6e2095adffe515194f669fb75bb67abf813bd518
Bug: 17516789
This will force a relayout/reinitialize pass if the Surface
is lost mid-render instead of crashing on the next frame
Change-Id: If08bfa16f740728fa7c05904fa11e26f07b81e2e
1. This improve the looking, the star shape (spike) on long action bar is gone.
Shadow is more smooth now.
2. The performance is better, too. For averaging around rect, round rect and
circle, the spot shadow itself is 3 times faster. On N7 v1, it could be less than
0.1 ms.
b/14976551
b/16712006
Change-Id: I61ed546ee56e7c8dbe504dfcaef12d084904b4b8
Bug: 17947547
Pull the ResourceCache (aka, ref-counting side channel) out of
Caches so that DisplayListRenderer doesn't use Caches, avoiding
the risk of instantiating Caches on the wrong thread or
without a GL context
Change-Id: I7d63b70b3b0a0163308c5dedd6ef255eadebe8fd
So that there will be something to diagnose when such failures occur during
stability tests.
Bug: 18092655
Change-Id: I9a9d8d33b34273a477f2a9dbcf092887dcbc91c0
When no stroke width is set, use 0.5 instead of 0.25 to make
sure the resulting rectangle spans at least one pixel.
Bug: 15455111
Change-Id: Id0a4b6d014c542ffc98b13a032f88ae0ce69b3a1
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: 16712006
Initial work towards benchmarking HWUI systems
Currently this will just create a screen full of
"cards" to simulate a high load scenario for
shadows and clipping
Change-Id: Ie9f9a9570844e136db8053e8fc62fe06cb922a5f
Graphics memory usually gets trimmed in applications when the
activity goes into the background. We use quite a lot of graphics
memory when the shade/lockscreen is open, and some of them never gets
freed unless the recents activity is closed, because we don't have
these activity-trimming-heuristics for the shade. This change
proactively trims the graphics memory when the shade gets closed or
when the lockscreen is hidden, to emulate the same heuristics as for
activities.
This change also adds trimMemory on RenderThread to systrace to
verify that no jank is introduced with this change.
This change immediately saves around 10-30 MB on an xxhdpi device
after the shade is closed.
Bug: 17581375
Change-Id: I4fb622efb51815fe08187be97ba15d012d4de5d4
This is helping spot shadow for 15%-20% increase.
With the new algorithm, we are less sensitive to the floating point error.
b/16712006
Change-Id: Ie30a6ce01e73d56054a0cf65a84549454339a7fd
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
+ adjusting spot and ambient shadow opacity constants to achieve desired appearance
+ reducing ambient scale ratio back to 1.0 to address over-lightening at higher elevations
+ partially revert ag/546290
Change-Id: I9d7f664f73a7b9b83df73b739103c97054bd4f6e
bug:17600162
Transparent draws are not safe to reject for all xfermodes other than
clear. Now, to be safe, only perform the rejection for SrcOver draws
since other modes are fairly uncommon.
We could specifically determine whether the xfermode could change the
output given a transparent input, but there's little to be gained from
the additional complexity.
Change-Id: Ia699ac4bdc4da3353955840b53f1922d3cb1d85d
bug:17463894
Fixes the setViewport method to immediately affect the return values
of getViewportWidth/Height methods.
Also works around tiling extension issues observed on first frame
after window resize by disabling tiling for that frame.
Change-Id: Ie172d572d20d74a1be9cc58ad389af2cffa0e4b6