A proposed change in Skia will forward declare more classes in more
headers. As a result, some Skia headers need to be explicitly
included.
Change-Id: I577095afde9de0e36b8f904aee91979b01e30726
runRemainingAnimations is used to animate the available animation handle
which were not yet run, it actually animate those animation handle and
removes from the list by notifyAnimationsRan(). In case if these animation
handles are not removed, it leads to the Fatal Assert of runRemainingAnimations.
Some usecases causes the addition of animation handle when there is
no animators, in these cases this check prevents execution of
notifyAnimationsRan() leads to Fatal Assert crash of runRemainingAnimations.
Allowing the animation to happen irrespective of animators solves the problem.
Change-Id: Ifa72286cdc6ff785fcc999f3b951dd787e7003e9
OpenGL ES 3.0+ lets us specify the row length for unpack operations
such as glTexSubImage2D(). This allows us to upload a sub-rectangle
of a texture. Also, the GL_EXT_unpack_subimage extension can also
support this feature in OpenGL ES 2.0
Change-Id: Id43c2c55c5eaefbace67087c955f0b4324fb2c35
Signed-off-by: xiaozhengdong <xiaozhengdong@xiaomi.com>
Now that ZipFileRO::startIteration supports prefix/suffix matching,
we can pass dirName to the function for simpler code and slightly
better performance.
(cherry-pick of c796ad0a8be6df4a3b354690dfe5ce1df8136c09)
Change-Id: I0e2ac58de28020c2af8d8e569a97592b09596185
for better performance. Without the optimization, these two functions
may check more than 100k file names in the pre-installed APK files,
which can take a few seconds to finish even on a recent device.
(cherry-pick of 34fe3df8519523dbb4bc27010fa57f259d5e868d)
Bug: 21957428
Change-Id: I5ebe0438019958d883a7fda6bd92ea4484211d23
Bug: 22592975
Optimization added in MNC is not quite correct, occasionally
it will fail to repaint when it was supposed to leading
to buffer corruption. Disable the optimization for now.
Change-Id: I34dfdfb357eda298198043ded7335d4588a003fd
runRemainingAnimations is used to animate the available animation handle
which were not yet run, it actually animate those animation handle and
removes from the list by notifyAnimationsRan(). In case if these animation
handles are not removed, it leads to the Fatal Assert of runRemainingAnimations.
Some usecases causes the addition of animation handle when there is
no animators, in these cases this check prevents execution of
notifyAnimationsRan() leads to Fatal Assert crash of runRemainingAnimations.
Allowing the animation to happen irrespective of animators solves the problem
Change-Id: I685dc7ebf736268927a536595910fc63353306eb
Signed-off-by: Parasuraman <parasur@motorola.com>
Signed-off-by: Fred Fettinger <fettinge@motorola.com>
bug:21588246
Ensure we always set the mask before clearing, and removes
some unneeded optimizations around mask usage in
debug (overdraw) mode.
Change-Id: I71ed06c16f8d9f158953d5aa160098514f0f7f00
Print out proper, copied configuration. We add fields to ResTable_config
and if we don't copy and fill in defaults when reading old configurations,
we end up with garbage values. This can potentially cause a crash as well.
Bug:22773426
Change-Id: I64f5ebe73ee72453bcdad3a19e48f8e7ad58e9c2
Bug: 22667315
HWUI internally always assumes that RenderNode->properties()
has a fully-baked matrix. However, RenderThread animations violate
this and will perform an update of that matrix after they run. This
was missing in the fallback scenario where an animation was
running on a View that is detached from the tree.
If a RenderThread animation is started on an attached view, it becomes
detached, and is then re-attached it will crash in the staging
properties push. The fix for this is to move the call to updateMatrix
from animate() to animateCommon() so that the animateNoDamage()
path will similarly perform the necessary matrix update.
Change-Id: I4c899a6f68659342a6515f1d7f20d3c4af65caf0