Tweaks animators to have less unnecessary refcounting
Pull animator management out into seperate class
More control to tweak animator lifecycle, such as doing
Java-side handling of start delay by attaching but not
starting the animator
Change-Id: I4ff8207580ca11fb38f45ef0007b406e0097281c
Bug: 15838537
* Fix kSync_UIRedrawRequired constant value (woops)
* Tell CanvasContext that WebView is now rt-safe
Change-Id: Idf15cf21115c2ca24b8ccd00025e8502864cd87c
The method parsePackage failes to delete some resources
in case of failures.
Added delete of "package" in the cases that was previously
missed.
Change-Id: I183e9ec5864c5ed18bb48410ab41317cb3d96bda
bug:15570351
Pos Z composited children are drawn before the primary restore for a
RenderNode. This means that without an additional save/restore (which
wraps the content) they aren't protected from transformations/clips
that happen within the ViewGroup's DisplayList.
Also changes RenderNode to use OpenGLRenderer tag for displaylist
dumping consistency, and simplifies the entry points into RenderNode
drawing, since the distinction between tree root vs tree internal is
no longer important.
Change-Id: I2621eba0592c74d71f85a91a4ab3d0da2d7468d3
Bug: 15682142
Defer early return of alpha <= 0 for damage accumulation until
popTransform() so that layer updates will be performed regardless
of alpha
Change-Id: Ifb94dd3ed2d96d610e6f2f3071933903016273a5
For logging purposes, a uint32_t was being converted into
a void pointer, which on certain systems would be a conversion
to a different size.
Change-Id: I90af69ab975d84c9c8cbb1cce94ff4e9cc6edcf2
In order to support APK split features, the resource
table needs to support loading multiple resource
tables with the same package but potentially new set
of type IDs.
This adds some complexity as the type ID space changes
from dense and ordered to potentially sparse.
A ByteBucketArray is used to store the type IDs in
a memory efficient way that allows for fast retrieval.
In addition, the IDMAP format has changed. We no longer
need random access to the type data, since we store the
types differently. However, random access to entries of
a given type is still required.
Change-Id: If6f5be680b405b368941d9c1f2b5d2ddca964160
Symptom: memory leakage
Root Cause: new SortedVector but not free it in native cpp
Solution: free the SortedVector
Project: AOSP
Note:
Change-Id: Iab5a7f2e8d8509631301e7231427927d4797c856
Issue: When the layer of previous frame is destroyed, it doesn't clear the
texture id in mBoundTextures[mTextureUnit], so in the next frame, if
glGenTexture returns same texture ID of the previous frame,
the new texture is not bound.
CRs-fixed: 671736
Change-Id: Ifc5fd2115fb1863b3c006ab14b0faabeaeb4eab4
Google optimized the uploadToTexture with GLES3.0+,
This allows us to upload a sub-rectangle of texture,
but this has compliance issue with GLES 2.0.
With OpenGL ES 2.0 we need to copy the bitmap in a
temporary buffer if the stride doesn't match the width,
and then upload entire temporary stripes.
Change-Id: I8987cd8347913c61b7fa45bd47be1189aa6bdb05
Signed-off-by: Shenghua Lu <shenghua.lu@intel.com>
Signed-off-by: Shuo Gao <shuo.gao@intel.com>
Signed-off-by: Guobin Zhang<guobin.zhang@intel.com>