Bug #3413433
This change will be beneficial to Launcher to avoid hiccups when
swiping pages of icons. When a layer is discarded, it is kept
in the layers pool instead of being destroyed right away. This
favors memory reuse over allocations.
Change-Id: Ifb6944ba83d6ceb67c331527c0827b26ce648eb1
Bug #3413433
This helps Launcher when a widget updates during a scroll, or when interacting
with widgets on the workspace if layers are still turned on.
Change-Id: Ic7a42eb34f74f4ae988039754f815e2efd1d1e4f
Various property setters in View need to invalidate the parent's
cache to get redrawn properly when accelerated with display lists.
Also, fix logic around display lists and old-style Animations in
ViewGroup.
Change-Id: I70e1c2fa49e62228ee4a1301a006ce50bda4c305
The renderer was checking whether the layer's region is a rect to
draw it with a simple quad. This test was done against the layer's
region structure, which was cleared after generating the mesh.
Unfortunately Region::isRect() returns true when the region is
empty, which was causing the renderer to always use a quad to
draw a mesh on screen.
Change-Id: If4b874579ee0cedcb67367c9efa5c0c98ca55231
With this change, the rendere keeps track of what regions are rendered into
and generates a mesh that matches these regions exactly. The mesh is used
to composite the layer on screen.
Change-Id: I1f342576b9134fb29caff7fb8f4c1da179fe956d
The new implementation relies on OpenGLRenderer's existing layer
code instead of duplicating it. The new code is much cleaner, with
simpler and better APIs and allows tracking of drawn regions inside
layers. Region tracking is not yet enabled but this will be done
in a future CL.
Change-Id: Ie826121a2227de8252c77b992a61218defea5143
With this new backend, a hardware layer is only recreated when
its associated view is udpated. This offers fast composition
in GL and fast update of the layer in GL as well.
Change-Id: I97c43a612f5955c6bf1c192c8ca4af10fdf1d076