10 Commits

Author SHA1 Message Date
Lucas Dupin
00af5271da Adding force-dark support to RippleDrawable
Add force-dark support to RippleDrawable by modifying the ink color.

Test: manual
Test: atest CanvasOp
Fixes: 186130682
Change-Id: I89eaaf3afa5ec53a74d2d08de8cff6484e55a912
2021-05-06 15:17:02 -07:00
Mike Reed
4efe0bed46 onDrawImageNine is no longer used
nine-patch draws now route through onDrawImageLattice, and canvas no
longer ever calls onDrawImageNine.

Test: make

Change-Id: Ie1d5b0c72690a4986e97efa1feeb736ef704a079
2021-01-04 02:08:15 +00:00
Mike Reed
6525763ff3 Use new canvas virtuals for m44
Test: make

Change-Id: I83b71fc69515458946b90e96db612c11ba963e98
2020-11-27 09:55:23 -05:00
Mike Reed
a4973d8436 extend recordingcanvas overrides for mat4
Note: SkCanvas now tracks a real 4x4, so android could consider using it

Test: make

Change-Id: I6e201f2feec4fb4663f5d3e62fe0ffef5ef9a33f
2020-01-22 20:06:26 +00:00
Stan Iliev
ff2c36b7de Fix VkFunctorDrawable crash
Fix WebView crash, which is specific for Vulkan pipeline
introduced by ag/8550137.
VkFunctorDrawable expects SkDrawable::onSnapGpuDrawHandler
callback instead of SkDrawable::onDraw.
This CL invokes SkCanvas::drawDrawable/SkGpuDevice::drawDrawable,
which has the logic to invoke onSnapGpuDrawHandler.

Test: Don't crash WebView with Vulkan pipeline, pass CTS
Change-Id: Ia98f159511f4ad2dbdbe0d53f0aec2f8c6db263b
2019-08-27 17:39:33 -04:00
Derek Sollenberger
ac33a48751 Fix fading edge effect from impacting neighboring pixels
Bug: 129117085
Test: skia unit tests and test cases described in the bug
Change-Id: Ieaa7c831dd6298ac0565e6f1837b1c1dbd4545da
2019-05-02 13:04:20 -04:00
Mike Reed
3905e83b20 All non-blob variants of drawText are deprecated
Test: make

Change-Id: Iff8cb6a7e2c4f47dcd56db311bc73e0ab12ac8f3
2019-01-02 16:25:04 +00:00
Derek Sollenberger
24fc901e5f Improve performance of unclipped save layers.
Instead of allocating a separate renderTarget and switching
between them on each draw the new implementation follows the same
pattern that the old HWUI renderer used. The area of the layer is
now copied to a buffer on the GPU, the area is then cleared, rendered
as normal, and finally the texture is redrawn using dst_over blending.

This results in no render target switches and is considerably faster
on some hardware.

Test: CtsGraphicsTestCases, CtsUiRenderingTestCases
Bug: 119222339
Change-Id: I716aac1fc31e4c7a171373d37dee82034c01cf18
2018-12-20 10:04:46 -05:00
John Reck
08ee815625 Support auto-dark for VectorDrawable
Also fixes a bug where non-animatable properties (colorfilter)
weren't captured at record-time

Test: poked around, quick settings doesn't look awful
Change-Id: I57312dd5eb70f477814a4d898963ee010153c243
2018-09-21 09:56:42 -07:00
John Reck
8f45d4afd9 New DisplayList v2
First step of many

* Pulls SkLiteDL and SkLiteRecorder into HWUI

* forceDark shifted to be a sync-time transformation
instead of record time. No meaningful behavior change,
but much more flexible heuristics are possible this
way.

Test: build, poked around with forceDark on

Change-Id: I7b7cec5b7fd7c2b18823b4d92d821cf5898f9b88
2018-08-29 13:53:36 -07:00