Change the androidfw tests to the BUILD_NATIVE_TEST target so they end
up in the correct directory. Also remove the module tags and C include
paths. The include paths are automatically added when the library is
used.
Change-Id: Ia47f6c25130c5068b89d6dc067e5d9c714a6d08a
Avoid to access invalid index in CacheBitmap. That will cause the android SDK image cannot be booted up
with H/W GL enabling. This patch is required by both ARM and x86 SDK system image.
Change-Id: I705b7f06915a2338a2f94509486344bfd92b4bfb
Signed-off-by: Jun Tian <jun.j.tian@intel.com>
Signed-off-by: Jackie Wu <jackie.wu@intel.com>
Signed-off-by: Liang Chen <liang.l.chen@intel.com>
Signed-off-by: Panfeng Chang <panfengx.chang@intel.com>
Bug #6836448
External bug: http://code.google.com/p/android/issues/detail?id=34946
DO NOT MERGE
DisplayListRenderer::drawPath was not invoking quickReject() properly,
passing x,y,width,height instead of left,top,right,bottom. A path
could thus get rejected when it should be drawn instead.
While working on this change I found a similar issue with another
drawing command, drawBitmapData().
Change-Id: I8306faf72db14d71b54ecb7de295c9a6957d9494
DO NOT MERGE
External bug: http://code.google.com/p/android/issues/detail?id=34879
This is a regression from ICS.
This CL also fixes a bug where a View's alpha would be applied twice.
Change-Id: I13a1546228f44d4c169259414b6fa103a6e4a0fa
Bug #6597730
Text would sometimes not appear when rendered with textured content
(BitmapShader, LinearGradientShader, etc.) This was due to a misuse
of OpenGL texture unit in FontRenderer. Textured text normally uses
two texture units:
- texture unit 0 for the font cache
- texture unit 1 for the textured content (gradient, etc.)
Recent changes to the font renderer allow it to bind new textures
while processing the text's geometry (this happens when caches get
full or when switching font size for instance.) The bindings were
done without ensuring the texture unit was the correct one
(unit 0), thus replacing the content of another texture unit
(unit 1).
This lead to text being drawn using the font cache itself as the
content texture, making the text invisible.
Change-Id: I392b4c884f09223305f6cbc6253e2ef9a98944c9
A previous fix made it necessary for a frame to render something to GL
in order to cause a call to eglSwapBuffers(). Besides the calls being
tracked as part of issuing a DisplayList, there is also a potential call
to clear the canvas (via glClear()) on non-opaque surfaces. This call is also
good to track, since a surface that gets cleared without any other drawing operations
is worth flipping to the screen (to erase old contents on that surface).
This fix tracks the status of the pre-draw operations to find out whether
glClear() was called and then sets the drawing status appropriately.
Issue #6606422 QuickContact dismissal is janky again (Tracking)
Change-Id: I5fcaccfdc9293dd46b83f2fc279730a5d2740ebf
For comparison purposes, port the legacy velocity tracker
algorithm as it behaved prior to ICS.
Bug: 6413587
Change-Id: I7e8e56584dcdb1a3c660ca9d8f9c5bd5d868e449
This algorithm better tolerates certain kinds of errors in the
touch input than the least squares strategy but it may underestimate
the velocity of accelerating movements. This algorithm is
mainly of interest as a baseline for testing and comparison with the
least squares algorithm, which remains the default.
Bug: 6413587
Change-Id: I8ddb50084e44875e234717907e5b06d03f59788c
This change is very useful for testing purposes because it makes it
easy to compare different implementations to see how they behave.
There is no change to the current default strategy.
Bug: 6413587
Change-Id: I4d8567aa4160571ba9fa397ce419882cd9366749
The fix is to track when we issue GL drawing commands, and to skip the
call to eglSwapBuffers() when a DisplayList does not result in
any actual rendering calls to GL.
Issue #6364143 QuickMuni list items and buttons flicker instead of fade
Change-Id: I60a02c61a58c32d92481a1e814b4c8a49c6a37a3
This also removes the temporary logging from commit
f8dafa14e058cdc2f408b59be7911abaceb73c47.
bug:6535911
Change-Id: Icf1d0438b349a0e92e7d9cefed57a252eed2b9b0
Bug #6527305
At the beginning of a frame, always set the blending mode that we
think GL is using just in case it was modified by another entity
(for instance a WebView functor.)
Change-Id: I0e1d0abee8a2abb2b8e7622aed28346e89562c06
The comparisons used in the various properties setters could fail badly
in some specific conditions. The scale properties in particular did not
use the same comparisons.
This change also clamps alpha to the 0..1 range which avoids overflow
issues with lowp registers in GLSL computations.
Change-Id: I3e73b584e907a14e2c33d0865ca0d2d4d5bff31d