Bug #7353771
This API can be used when scaling large images down to a small size
to get nicer looking results.
Change-Id: If09087eed36077eee5355f6047a3ca67747d7d9e
We were clamping the x/y location of the scissor to 0,0, but not adjusting
the width/height appropriately. This fix adjusts width/height and also clamps
them to 0 to correctly clip out offscreen operations.
Issue #7221524 Top left and top right portions of the screen blanks out after some time
Change-Id: I47f23336ea612409ed86652b9a68e272819ef00e
Bug #7357394
When a bitmap is reused it may change configuration which can lead
to a different pixel store alignment. Our current texture cache
implementation assumes this never happens and keeps the old alignment
which can lead to distorted texture (if the bitmap goes from
ARGB8888 to RGB565 for instance.)
Change-Id: Ic57acf2403411ae4d0924e92f221298350612617
Bug #7296475
When re-enabling the scissor the driver seems to ignore the already
existing scissor box. This change resets the scissor box when the
test state changes.
Change-Id: I3a68433164f99d21fbab769a26c56fe416c1539a
Pro tem, we ignore wifi configuration data when restoring system settings.
This is not ideal, but it *does* mean we do not bounce wifi off and on
again during the extended restore process, which in turn means we don't
interfere with things like the Play Store's download of applications.
We do continue to back up wifi configuration, and will start using that
data again when the new implementation that restores AP configurations
without having to bounce wifi comes to pass.
Also, this CL fixes a longstanding bug in BackupDataInput.skipEntityData()
that was being reproduced reliably once settings restore was skipping
the wifi-related entities in the restore stream.
Bug 7249405
Change-Id: I61520a9a116b66ebdf95734d09d9afd46406df01
Bug #7233734
Stroked rectangles were rendered using software generated textures
which would lead to slightly misaligned results. Instead, let's use
the new convex path rendering code that will do the right thing
(and save a lot of bandwidth.)
Change-Id: Ib95ff581e56c1ecead97e4919298e6fd146ca167
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
bug:7260035
Adding a circle of radius 0 to a path is a no-op in skia, so detect
this case both in the PathRenderer, and in quickReject().
Change-Id: I7a172db49a5d5351b4734b39d4e4ca6379658096
When memory gets low on a device, activities flush everything they can.
Hardware-accelerated activites, such as Launcher, flush GL resources and destroy
the GL context. However, some resources were still hanging around, due to deferred
destruction policies (we don't delete layers until the DisplayLists they are in
are finalized, to ensure we don't deref deleted objects). This meant that we were
referring to obsolete GL data in these objects. in particular, it meant that we might
come around later, after a new GL context was created, and delete a texture object
that was incorrect. We use the layer's "texture id" to refer to the texture underlying the
layer. But if there's a new GL context, then this texture ID is no longer valid, and
we may be deleting the texture that a different object (layer, icon, whatever) is referring
to, because the driver may return that same ID under the new GL context.
The fix is to more aggressively delete things that we know will not be used again
when the GL context is destroyed. In particular, we delete all resources being used
by all DisplayLists at GL context destruction time.
Issue #7195815 Textures corruption on all devices, in many apps
Change-Id: I52d2d208173690dbb794a83402d38f14ea4c6c22
Bug #7253839
1. Make sure we don't make GL calls while recording display lists
2. Disable an early and trivial clip optimization in font renderer
when a perspective transformation is used on the Canvas
Change-Id: I3f1052164239329346854f72d0a0d401fbfecf06
Bug #7195815
We did not reclaim resources when reusing an existing DisplayList to
record a new empty list of commands. This would lead to various memory
leaks: bitmaps, paints, paths, matrices, etc.
This is not a common case but some apps run into this situation,
such as Launcher.
Change-Id: I2eb14ac86a212123f8edbe42b70a7c1c51fa4145
Count the lib symlink against the app's code size. Also be sure to
look at the new separate lib path for apps, and tweak the size
counting to also count the size of directory entries.
Change-Id: I4b0fd5771f249faa05fd72f08062df885902cc97
* changes:
Skia's ColorMatrix vector is in the 0..255 range not 0..1 Bug #7248980
Don't use the QCOM_tiled_rendering extension with functors Bug #7247880