Age | Commit message (Collapse) | Author |
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Remove Webview overlays when Webview node is set to invisible
Bug: 187292989
Test: play a video in a Webview, toggle visibility for the view, check
existence of a surface control named as "Webview Overlay
SurfaceControl#0"
Change-Id: If47a78a8ae1f7b65b9e7ab983ec72f580d78191a
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syncProperties()." am: b22ef02f1f am: 56f018b1e4 am: f1ec514926
Original change: https://android-review.googlesource.com/c/platform/frameworks/base/+/1550595
MUST ONLY BE SUBMITTED BY AUTOMERGER
Change-Id: Icca967b1c9d5738be115e9db44ce55be58f3fd15
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Children's ProjectBackwards is not applied. So it's skipped so far.
This fix a problem that first ripple bg is not shown properly.
:It uses ProjectBackwards&ProjectReceiver concept.
For deeper understanding, refer to
https://partnerissuetracker.corp.google.com/issues/173476923
Test: aosp build , Full test on samsung mobile device
Change-Id: I36a1bc95673093ba2c886703974bf672c53c2cf3
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Make DisplayList its own type instead of an alias,
pushing the Skia aspect behind it mostly. Removes a bunch
of manual memory management and opens the door to DisplayList
being a union type with multiple implementations
Test: builds (somehow), boots, hwuiunit passes, CtsUiRendering passes
Change-Id: I1d7806aa3afc5d9ece08b06959920078a5814c59
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Also some minor other tweaks
Test: this
Change-Id: Idb8a5955839893ff000de87d4899fd130ede061c
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Poking around in a few apps it doesn't appear that
the VectorDrawableAtlas is achieving sufficient
utilization to justify its existence. The potential for
draw call merging doesn't seem warranted for the
RAM cost of the atlas.
Bug: 137853925
Test: builds
Change-Id: Id2419bc6dccb6316636d50c568f8fac75a2d563f
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Update additional headers to include-what-you-use to resolve
compiler errors related to moving include paths.
Test: CtsUiRenderingTestCases
Change-Id: I230408a53610ad1926f9e46d5aff66f52fec4a3a
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Bug: 117921091
Test: all tests should pass
Change-Id: I574b12a5f7a6a54cbbcb17c35a3884368fd404e6
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Test: Build
Change-Id: I60df096bf3720968039f7e4c5eac86682b2fc684
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Bug: 128805564
Test: Manual + systrace; hwui_unit_tests; CtsUiRenderingTestCases
Only update a VectorDrawable's cache if it is onscreen. This fixes a
Twitter use case where the app has a ProgressBar that is exactly one
pixel offscreen. Prior to this CL, we repeatedly drew the ProgressBar's
AVD to a GPU surface, even though we clip it out later and never draw
that GPU surface. Now, we recognize that the AVD is outside of the
bounds of the screen, so we never draw to the GPU surface.
TreeInfo:
- store the size of the screen, retrieved from
CanvasContext::getNextFrameSize.
SkiaDisplayList:
- Store the matrix at the time of recording a VectorDrawable. Concat
that with the current matrix to determine whether the VD is on screen,
based on the TreeInfo. If it is offscreen, do not add it to the list
of AVDs that need to be updated ahead of rendering.
- In addition, if it is offscreen (or not dirty), do not call
setPropertyChangeWillBeConsumed(true). This prevents triggering
dispatchFrameCallbacks to update on the RenderThread when there is no
need to. This also mimics what would happen if the View/RenderNode had
been completely offscreen.
- Add a method to append an AVD to mVectorDrawables. Now that the vector
is of Pairs, this simplifies the call sites. Add a second helper to
just add an AVD without a matrix, for use in tests.
SkiaRecordingCanvas:
- get the current matrix and store it in the display list along with the
AVD.
CanvasContext:
- add getNextFrameSize, for reporting the size of the next frame without
dequeuing it
VectorDrawable.cpp:
- call quickReject to potentially short circuit drawing. This is for a
hypothetical use case (verified in a test app) where the containing
RenderNode is partially onscreen, but the AVD itself is not. Even
without the change to VectorDrawable.cpp, we skip uploading to the GPU
cache, the SkiaDisplayList still attempts to draw it. This change
keeps us from drawing it at all.
SkiaDisplayListTests.cpp:
- Now that I've hidden mVectorDrawables, call the new public APIs.
- prepareListAndChildren test
- for the clean VD, assert that getPropertyChangeWillBeConsumed
returns FALSE. This is due to the behavior change that we do not
set it unless the VD is dirty.
- set the bounds, so our onscreen check works.
- Add another test for prepareListAndChildren, which puts VDs offscreen.
Change-Id: Iae0a07adcf58e7884e0854720de644e7b2faf2bf
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Put WebViews in a HW layer, if the clip is a non-rect.
This CL reuses logic implemented by ag/705975. This used
to be the way GL WebViews were drawn in Android M.
Implement complex clip detection at recording
time, which was not previously supported by the canvas.
Vulkan WebViews using GL interop are already drawn
in a layer, but this CL will be useful when WebView
supports new Vulkan interop.
Test: WebView CTS pass for Vulkan and GL
Bug: 115613038
Change-Id: I9b02c6f4de8efd504a7507633f3d849004215a16
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Should function alongside existing functor API.
Bug: 120997728
Test: hwuiunit passes
Change-Id: I8f6143d0be1111431b55016f34de319f6b8c8910
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When closing a namespace a } is sufficient. It doesn't need to be };
like closing a class or enum.
Within frameworks/base/libs/hwui there is a mix between } and }; when
closing a namespace. There are even mixes between a .h and the
corresponding .cpp files.
In a separate CL I was asked to not close with };. That was a good
comment. I adopted the style from nearby code. This CL cleans up the
nearby code.
Test: I made sure the code still built as expected.
Change-Id: Ieb314a4f48d6e33752463f3be4361fdc9be97482
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Handles transform of basic bitmaps
Tweak to always treat text as foreground
Test: builds, poked around with force_dark
Change-Id: I733d39e05067438335da5a7eac06111f66f1228d
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Draw WebView in an offscreen GL buffer, then import and draw the
buffer with Vulkan.
Bug: 115610873
Test: Passed WebView CTS tests that are part of UiRendering.
Change-Id: Ida137fe9b8652d2a936ec2798b909be7e77b3462
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Bug: 78866720
Test: Manual + systrace; existing CTS
Previously, we set hasAnimations to true when the AnimatedImageDrawable,
so that we would get a call to redraw. But if the image does not need to
show its next frame yet, the redraw was unnecessary.
Instead, add a new field to TreeInfo::Out, representing the delay time
until the image will need to be redrawn - i.e. when the duration of the
current frame has passed. Each call to prepareTree will post at most one
message to redraw, in time for the earliest animated image to be
redrawn. Post the message for one rendered frame ahead of time, so that
when it is time to show the next frame, the image has already gotten the
message to update.
On a screen with a single animated image, this drops the number of calls
to dispatchFrameCallbacks to as infrequent as possible. It is called
only when we need to draw a new frame of the image. On a screen with
multiple animated images, the calls may be redundant, but they will not
be more frequent than they would be without this change.
Switch to nsecs_t and systemTime internally, matching the rest of HWUI.
Remove mDidDraw and related. Its purpose was to prevent advancing the
animation while the image is not being drawn. But it isn't really
necessary. If it's not drawn, onDraw is not called, which is where we
trigger decoding. And onDraw already has a defense against getting too
far ahead - if its timer indicates that it should skip a frame or show
it very briefly, it will back up its timer. More importantly, mDidDraw
caused a bug, when combined with less frequent redraws. If the display
list containing the drawable doesn't need to be redrawn for other
reasons, the drawable's timer never advanced, so its animation stopped.
Fix software drawing. Compute the milliseconds in the future to draw the
next frame, and add that to SystemClock.uptimeMillis() to compute the
time to pass to scheduleSelf.
Change-Id: I13aab49922fa300f73b327be25561d7120c09ec4
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Bug: 63908092
Test: Manual: Ie18811ba29a1db163aca08472b04ae185e9344f0
Depends on https://skia-review.googlesource.com/#/c/skia/+/101544. That
change removes the Skia class's time checks, and leaving it up to the
client to keep track of the time. In this case, the client wants to keep
track of the time because it only wants to update while it is being
drawn. If it goes off screen (for example), it will just resume where it
left off when it returns on screen. This allows for smooth animations.
If an AnimatedImageDrawable is being drawn to a SkiaRecordingCanvas,
decode on the new (lazily-created) AnimatedImageThread.
When running, always decode one frame ahead on the AnimatedImageThread
so that it will be ready when it is time to display.
During prepareTree, update the time and check whether there is a new
frame ready to draw or the next frame needs to be decoded. In either
case, return true. The next frame to be decoded will be triggered by
onDraw.
Change-Id: If447976e9df417060a950f658dbca9cf7980dd02
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The current implementation schedules the next frame of the images
to be decoded after the current frame completes but potentially
schedules tasks that will result in a no-op execution if a new
frame is not yet needed.
Test: HwAccelerationTest
Change-Id: I0510cb5a1b801abd651327e924deb586af0306d6
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Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
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Draw VectorDrawables in GPU backed surface. Render VD cache
at the beginning of the frame to avoid context switching.
Test: CTS graphics tests pass.
Change-Id: Ia14e0ec4049c3fa87f03547fbda44043bf8dd793
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SkLiteDL is no longer refcounted or a subclass of SkDrawable.
Test: on device testing in SkiaGL mode
Change-Id: I9ad53d764a26ab382d80d54908325962f2075802
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Implement "dump displaylist" button in hierarchyviewer for skia
pipelines.
Test: ran hierarchyviewer for all pipelines.
bug: 34819877
Change-Id: Ifeb578260f636cb67268f9f9259e7318bf7de453
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* Move mValid to native
* Have destroyHardwareResources destroy everything
* Remove flaky mParentCount checks in setStaging
* All tree updates have an internal observer to
ensure onRemovedFromTree() is a reliable signal
* onRemovedFromTree() immediately releases resources
to avoid displaylist "leaks"
Test: Unit tests for validity added & pass, manually
verified that b/34072929 doesn't repro
Bug: 34072929
Change-Id: I856534b4ed1b7f009fc4b7cd13209b97fa42a71c
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Fix Skia render node projection to match HWUI. Port
FrameBuilderTests_projectionReorder test for Skia pipeline.
Add new tests in both HWUI and Skia to cover more projection
use cases.
Test: built and run on angler-eng
Change-Id: Ibf27af211452ae95d595aca7723ea63f48b0b282
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Bug: 32691999
Test: proposed CTS test (ag/1500396) and existing UiRendering tests
Change-Id: I190f888ae5499ac048569af8256fdd31d19d1285
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Test: existing CTS tests still pass
Change-Id: Ib2607e9853396bad42f298829b5c5da0d210af32
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Implement SkiaRecordingCanvas, RenderNodeDrawable, GLFunctorDrawable,
LayerDrawable, StartReorderBarrierDrawable, EndReorderBarrierDrawable.
Move AnimatedRoundRect and AnimatedCircle in a separate file.
All Skia pipeline files are moved in hwui/pipeline/skia folder.
Add unit tests for RenderNodeDrawable, StartReorderBarrierDrawable,
EndReorderBarrierDrawable and SkiaRecordingCanvas.
Test: I tested manually on 6P devices and did run the unit tests.
Change-Id: If2a347bd1fc4689953822294ce5bf98c7f3f57c7
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