bug:17478770
This removes a lot of redundant property query code, and puts the
queries all in one place, so defining them automatically will be simpler
in the future.
Change-Id: I0428550e6081f07bc6554ffdf73b22284325abb8
Not using EGL_SWAP_BEHAVIOR_PRESERVED_BIT as config attribute for
eglChooseConfig doesn't automatically mean the swap behavior is buffer
destroyed. This is driver implementation specific and on some hw this
can still be buffer preserved. Make sure it is buffer destroyed by
explicitly setting it for every new surface when requested.
Change-Id: Ie2c7c89b0d20e35832b488c6263bb4d9dd844a75
Signed-off-by: Christian Poetzsch <christian.potzsch@imgtec.com>
Also added API check so that for pre-N we ignore invalid VD animation,
in order to avoid breaking old apps.
Bug: 26975469
Bug: 26949340
Change-Id: I498539ad6a05de3d886e7dcdc8a167e78333ab11
b/26949340 and b/26975469, b/26975079 as well
This reverts commit f276acd98457bcaabc9e79a17a736b3b484f005e.
Change-Id: I4b55177daf0d289bc03604c71fd4bf579f65073a
bug:26524690
Don't intersect the first clip with the viewport. Instead, the first
clip op should always be a replace op.
Additionally, only quick reject nodes that clip to bounds, since some
nodes (like ripples) draw outside their own bounds.
Change-Id: I96a52029f360328aba19af7349888cc0a026b5b1
One SkCanvas save flag reference snuck back in after the last
cleanup. Convert to the new SaveFlags enum.
Change-Id: I9ba4b01a19bbb80276c84d30fd0d7b9513892cf9
This CL runs VectorDrawable animation on RenderThread. The changes in this CL
include:
- Convert all the animators in AnimatorSet for AVD into a set of RenderNodeAnimators.
- Hook up the new animators with RenderThread
- Add drawOp in RecordingCanvas for drawing VD so that during the animation
on RenderThread, all the property changes on VD can be reflected on the screen.
TODO:
- Implement reverse and reset for AVD.
Change-Id: I2df1d754f2db0ad098d9c15dde4bb2bdfafc2315
If eglSwapBuffers is called but the under surface was destroyed,
the EGL_BAD_NATIVE_WINDOW error may also be generated according
to the EGL spec 1.4.
This really shouldn't happen from the upper, but add the graceful
handling of this case also.
Change-Id: Ic0a599808b72f401d2a01c3dc40f9e6ea0e0a564
Signed-off-by: Zhang Dongsheng <dongsheng.zhang@intel.com>
Signed-off-by: Zhiquan Liu <zhiquan.liu@intel.com>
When locale fallback landed, resources which specified an 'English'
locale started to be considered a better match for en-US, even though
traditionally, apps tend to ship US English resources under their
default locale.
This fixes that, and makes en-US requests match default locales.
Bug: 26756573
Bug: 26789680
Bug: 26803868
Change-Id: I460c276bfc6ddba0439dcdf87497a0aece0fa05d
Bug: 26862239
Switch TextDropCacheShadow to use the tracked objectSize()
instead of the optional bitmapSize. A mismatch here
results in ::get() infinite looping trying to free space in
the cache since the LRU removal callback would always
decrement mSize by 0 since bitmapSize was not being set.
Also prevent the infinite loop in the future by crashing if
this scenario happens again.
Change-Id: Ib4e9fbe1c8327af2335ad650fd694a1627d9824f
Add ComplexColor interface for both GradientColor and ColorStateList.
Set up constant state, factory, theme attrs for GradientColor, while
refactoring the ColorStateList's similar code. (Functionality in CSL should
be the same).
Support themeing in both the root and item level in GradientColor.
For example, both startColor in <gradient> tag or color in <item> tag can
have theme color.
Add tests for both simple and complex cases with themeing etc.
Hook up the native VectorDrawable implementation using 2 extra JNI calls for
simplicity. Such calls only happen at inflate and applyTheme call.
b/22564318
Change-Id: Ibdc564ddb4a7ee0133c6141c4784782f0c93ce0e
Disable FrameBuilder.clippedMerging as it relies on
merged bitmap ops which was disabled in b/26793764
Fix Buffer to correctly initialize mRefs count
Change-Id: I87d2fcc690a2ae14eaf751f650f522be5b622edf
Full GLES error checking layer via -include
trickery. Change DEBUG_OPENGL to a level system.
HIGH = every GL call is error checked
MODERATE = checkpointing at interesting spots
LOW = only asserts there are no errors at the end of a frame
or when the FBO changes
NONE = AIN'T GOT NO TIME FOR ERRORS GOTTA GO FAST!
Change-Id: Ibe81aae93d942059c4ddf1cbb11c828b7ce4c10b
Skia's SkCanvas::SaveFlags are being deprecated. This CL introduces
the equivalent android::SaveFlags, converts all internal clients to
the new enum, and switches the saveLayer glue to the
SaveLayerRec-based API.
Change-Id: Icb1785f4e7c0f652b1f04b34a1e3ccb063c408f3