Also:
1. Add AssetManager method for finding non-system locales: This is
used in per-app locale negotiation. (Normally,
AssetManager#getLocales() returns both system and non-system
locales.)
2. Match pseudolocales correctly in locale negotiation.
Bug: 25800576
Bug: 26236938
Change-Id: I116caf3a91c290deb4ad68b291c65b7035b18dd4
When canvas is rotated or skewed, the scale factor is affected.
Conservatively reset the scale used to modify path stroke size to 1 in these
cases, since the image will be somewhat blurry anyway with rotation / skew..
b/25418943
Change-Id: I6dff1bca5fac5500fa688c68f8b81b6212526b6b
- Refactored VPathRenderer & VectorDrawableState
- Moved all the VD rendering into native
- Set up hooks for VD's property changes in JNI for animated VD
TODO: JNI calls can be further reduced when we convert the animation
in AVD to use RenderNodeAnimator, in which case animation will be
driven from native and therefore most of the JNI hooks for changing
VD's properties during animation will no longer be needed.
Change-Id: I52021f4d7bea057b83ace54085d870dd45acae0f
std::unique_ptr::release just releases the ownership of the
managed object. To delete the object, std::unique_ptr::reset
function should be called.
Change-Id: If65f74085b1fc2be3a9fffc433326e0bcdb40ff3
skia_dm rendering through HWUI was hanging after roughly 300 tests.
logcat reports some process was unable to get any file descriptors.
When we migrated TestWindowContext into HWUI and started using PIMPL
I didn't clean up the implementation struct in the destructor. Doing
so solved the hang for me.
My guess was that BufferQueue was being leaked, and that gralloc is
backed by file descriptors, but some research suggests that Android
ought to be able to handle far more than 1k fds (ulimit -Hn returns
4096 on this device).
R=djsollen@google.com
Change-Id: I2cd9f8945cee9b22f838002e1ad687d5fe29cb97
On the critical path of the cold launch of applications
the main thread of the started application tells the RenderThread
to create a surface. This process is synchronous and blocks
the main thread of the application until the creation
of the EGLContext is complete.
As a consequence the launch time of the application is delayed
by time spent allocating the EGL Context in the RenderThread.
With this optimization the launch time of any application
is improved (for example settings by 20 to 40 ms).
Change-Id: Ibf47aaa0abb8dedf7aa00693073db3785d9d6b08
Signed-off-by: Thomas Buhot <thomas.buhot@intel.com>
Signed-off-by: Zhiquan Liu <zhiquan.liu@intel.com>