So that there will be something to diagnose when such failures occur during
stability tests.
Bug: 18092655
Change-Id: I9a9d8d33b34273a477f2a9dbcf092887dcbc91c0
When no stroke width is set, use 0.5 instead of 0.25 to make
sure the resulting rectangle spans at least one pixel.
Bug: 15455111
Change-Id: Id0a4b6d014c542ffc98b13a032f88ae0ce69b3a1
- char16_t is a distinct type, so stay consistent
with it throughout the code base.
- char16_t is defined as minimum size of 16 bits.
Since we mmap and cast data structures onto raw memory,
we need a precise definition (uint16_t), so we cast between
that (and static_assert that they are the same size).
Change-Id: I869c32637543bbcfb39d2643e7d9df10d33acd3c
Bug: 17208461
* Switch Layer to be VirtualLightRefBase instead of
Caches' side-channel ref-counting
* Include active layers in gfxinfo dump
* Run gfxinfo dump on the correct thread
* Dump gfxinfo on Layer creation failure
Change-Id: I28d195699e2334518e215ab28c7a17355aee9678
Bug: 18099195
Don't use EGL_SWAP_BUFFER_PRESERVED on surfaces that will
never benefit. Also clean up some confusing naming
Change-Id: I674ca64e0464a3282cff79e5ecd350d08f47c014
Bug: 16712006
Initial work towards benchmarking HWUI systems
Currently this will just create a screen full of
"cards" to simulate a high load scenario for
shadows and clipping
Change-Id: Ie9f9a9570844e136db8053e8fc62fe06cb922a5f
Previously we would stop at the first match when looking for a type string,
but we should search all packages in case a feature Split added a type
with the same name.
Bug:17924027
Change-Id: I6bc7ef073324db99448538cd8bdf566658f066ff
Graphics memory usually gets trimmed in applications when the
activity goes into the background. We use quite a lot of graphics
memory when the shade/lockscreen is open, and some of them never gets
freed unless the recents activity is closed, because we don't have
these activity-trimming-heuristics for the shade. This change
proactively trims the graphics memory when the shade gets closed or
when the lockscreen is hidden, to emulate the same heuristics as for
activities.
This change also adds trimMemory on RenderThread to systrace to
verify that no jank is introduced with this change.
This change immediately saves around 10-30 MB on an xxhdpi device
after the shade is closed.
Bug: 17581375
Change-Id: I4fb622efb51815fe08187be97ba15d012d4de5d4
This is helping spot shadow for 15%-20% increase.
With the new algorithm, we are less sensitive to the floating point error.
b/16712006
Change-Id: Ie30a6ce01e73d56054a0cf65a84549454339a7fd
Bug: 17765082
DeferredLayerUpdater had fallen behind RT updates. Re-snap to
latest expectations, ensuring to call requireGlContext() prior
to detachSurfaceTexture to avoid leaking SurfaceTextures
Change-Id: Ic65fb9831e5284f658866da8da9ad5af1d227699
+ adjusting spot and ambient shadow opacity constants to achieve desired appearance
+ reducing ambient scale ratio back to 1.0 to address over-lightening at higher elevations
+ partially revert ag/546290
Change-Id: I9d7f664f73a7b9b83df73b739103c97054bd4f6e
The attribute name resource IDs were never fixed up with
the runtime package ID so we weren't finding attributes
whenever the runtime package ID was different than the build
time one, which happened to be when a shared lib referenced itself
(0x00 vs 0x02).
Bug:17666947
Change-Id: Icf3e874bcea0e27eebe42d60fbed626a34bf9266
bug:17600162
Transparent draws are not safe to reject for all xfermodes other than
clear. Now, to be safe, only perform the rejection for SrcOver draws
since other modes are fairly uncommon.
We could specifically determine whether the xfermode could change the
output given a transparent input, but there's little to be gained from
the additional complexity.
Change-Id: Ia699ac4bdc4da3353955840b53f1922d3cb1d85d
bug:17463894
Fixes the setViewport method to immediately affect the return values
of getViewportWidth/Height methods.
Also works around tiling extension issues observed on first frame
after window resize by disabling tiling for that frame.
Change-Id: Ie172d572d20d74a1be9cc58ad389af2cffa0e4b6
AAPT has traditionally assigned resource IDs to public attributes,
and then followed those public definitions with private attributes.
--- PUBLIC ---
| 0x01010234 | attr/color
| 0x01010235 | attr/background
--- PRIVATE ---
| 0x01010236 | attr/secret
| 0x01010237 | attr/shhh
Each release, when attributes are added, they take the place of the private
attributes and the private attributes are shifted down again.
--- PUBLIC ---
| 0x01010234 | attr/color
| 0x01010235 | attr/background
| 0x01010236 | attr/shinyNewAttr
| 0x01010237 | attr/highlyValuedFeature
--- PRIVATE ---
| 0x01010238 | attr/secret
| 0x01010239 | attr/shhh
Platform code may look for private attributes set in a theme. If an app
compiled against a newer version of the platform uses a new public
attribute that happens to have the same ID as the private attribute
the older platform is expecting, then the behavior is undefined.
We get around this by detecting any newly defined attributes (in L),
copy the resource into a -v21 qualified resource, and delete the
attribute from the original resource. This ensures that older platforms
don't see the new attribute, but when running on L+ platforms, the
attribute will be respected.
We still need to address this problem in the platform moving forward,
as this will only help us in the transition from pre L to L.
Bug:17520380
Change-Id: Ia2a985798b50006c21c7c3431d30d9598f27cd91