Age | Commit message (Collapse) | Author |
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Bug: 220074017
Change-Id: Idfdd94e902f656ac65a2a75dfdd199f6f85ba472
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Test: None
Bug: 194204196
Change-Id: I80dfdb5d56921c465406cc4534e82738c668d46d
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Subtract out time spent blocked in dequeueBuffer. Also subtract out any
time UI spents waiting on render thread while render thread is blocked
dequeueBuffer, though this calculation is fairly crude.
Test: Checked bouncyball returns reasonable-ish numbers even when HWUI
is ahead of surface flinger
Bug: 187556381
Change-Id: I368c446d93990ff8b7b645e30509405ba799c79c
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PerformanceHintManager.Session is in java, so add JNI and a HintSessionWrapper
class in HardwareRenderer. Then pass the two calls as two std::functions
into DrawFrameTask.
Note Session is created per HardwareRenderer, not global (per
RenderThread).
Session includes UI thread, render thread, and the thread pool.
Desired duration is from the intended start duration to the frame
deadline. Add an actual frame start time to compute
Add system properties:
debug.hwui.use_hint_manager to enable PerformanceHintManager
debug.hwui.target_cpu_time_percent to control percentage of frame time
to be used for target cpu duration.
Test: Manual test that there are no crashes and values make sense.
Bug: 158791282
Change-Id: I83f25433c10daa20033803fb7c4ae45eab34f1d3
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Bug: 79231206
Test: Repro steps from bug
Change-Id: I4c2810c42a7a4358f64584da3ab0cdf1499e71b6
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This removes the duality of DisplayList, removing a small amount of
overhead
Test: buids & hwuiunit passes
Change-Id: I8bb3a20e9ead1caec4b4a8a3e9f2c08f717a7096
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Test: none yet
Bug: 73810478
Bug: 72041926
Change-Id: I7154ed4b3d2cd820dc8c8ff55eed130be87d1606
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Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
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Test: unit tests & benchmarks pass/faster
Change-Id: I9521432172d6dd6039c5280b1265479a36a86247
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Move content bounds into DrawFrameTask. This ensures
that changes in bounds are synchronized with changes in
rendering commands, avoiding potential underdraw.
Bug: 64200212
Test: Repro steps in bug. Drag up/down on resize handle, verify
no flicker.
Change-Id: I3109acf262e23c2a7d8904f1dcbfc8273aaed65b
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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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Fixes: 28218991
If a draw() happens while we are stopped, don't report
that the surface is lost because this will prompt
a tear-down of the surface which isn't desired. It can
result in ViewRootImpl ending up in an internally-bad state
in this case.
Change-Id: If3eb8c6bc8702299e5330bc0917952624dce3b7e
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Bug: 27709981
This desperately needs a refactor, but to keep
the current (really needed & nice) behavior of
dispatching after sync finishes would be difficult
to handle cleanly without lots of ripping so... #yolo
Change-Id: I831a06c6ae7412a062720d68ecbe3085190f0258
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Change-Id: I25f6bb88ffdf9baf7e8e4e2a294aa8c9d2a4605b
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This is adding the renderer side infrastructure to allow
rendering multiple render nodes with different threads.
This is a pre-step for decoupling a non client decor
resize reder from a content resize render.
Multiple render nodes can be added to be drawn, and to
prevent overdrawing, a content bounds area can be set
Bug: 22527834
Change-Id: Ie7271e20895bf38957e5a84aeefc883e282039ad
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Bug: 20853441
Calculating duration that crosses the UI-RT
sync point will now subtract out the time spent waiting
in queue under the assumption that this time will be
accounted for in the previous frame's metrics
Change-Id: Ia8213f4410638840613f5ae439e98dfb77532a6a
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Change-Id: I5ad5e3b8fe55b1528f2e20c63e5abe51d9e40ff1
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Is a bit naive, perhaps overly aggressive, but sorta works
Change-Id: I01a774e00dbe681439c02557d9728ae43c45ce50
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Adds remaining missing overrides and nullptr usages, missed due to
an extreme failure in tool usage.
Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
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Bug: 17516789
This will force a relayout/reinitialize pass if the Surface
is lost mid-render instead of crashing on the next frame
Change-Id: If08bfa16f740728fa7c05904fa11e26f07b81e2e
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Bug: 15838537
* Fix kSync_UIRedrawRequired constant value (woops)
* Tell CanvasContext that WebView is now rt-safe
Change-Id: Idf15cf21115c2ca24b8ccd00025e8502864cd87c
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* Now with more native!
* Less matrix math thanks to bulk-property-update support!
* Zero JNI on the View.damageInParent() path!
* Fully aware of RT-driven animators!
* Likely full of new and exciting bugs!
* But it also fixes at least 1 existing invalidate bug!
Change-Id: Ie0773f85a60850ff2668370c58defef2e8aa079f
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Bug: 15185239
Bug: 15238382
Make DeferredLayerUpdater ref counted so that
HardwareLayer:finalizer() works non-crashily on
leaked layers
Give DeferredLayerUpdater the ability to have a layer destroyer
set so that leaked layers can still be recycled on the
RenderThread
Order layer updates based off of pushLayerUpdate() calls to fix
issue with nested layers
Change-Id: I4449cee607f7e5126e02fed7464cf48038e3dfdf
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Bug: 14596762
* dumpsys gfxinfo implemented
* profile GPU visual_bars implemented
Change-Id: Icb948a9d5af5989b5615504d0d76ade64b93ef5b
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Bug: 15118640
* Prevent over-stuffing the queue by dropping frames
* Prevent double-drawing in one pulse by RT by deferring
vsync registration until post-draw so that it catches
the next vsync pulse instead of the current one
* Bias vsync race condition towards the UI thread
* Fix queueDelay to actually work
Change-Id: Ibf584258bd93ebcbba058bd976dc8b307f1c6155
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Change-Id: Ifaefcf510b2d377663fc86f60608d6ec9be8329a
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Bug: 14444180
Change-Id: I68bec3807c4d1c88d5af1aec2fe6907d60b5f2f3
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Change-Id: Icf29098edfdaf7ed550bbe9d49e9eaefb4167084
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Bug: 13952590
It was attempting to flush state changes after the canvas was
destroyed, which caused layer updates to crash.
Due to the removal of SetDisplayListData, the sync mode isn't able
to do anything ever, so remove it.
Change-Id: I1e18ce288d81fd47cc6e612afda9476f75ecef2e
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Bug: 13902607
Fixes synchronous mode for WebView in HardwareLayers
Change-Id: I90de1e26dcfd9b75cc2f03bac72705fc23237b68
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Bug: 13912977
Change-Id: I5b2f664e797be22a58300964f57ceb4fab60528c
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Change-Id: I7a86db8acc2b78ef33d987a43a119f5933d7d752
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Change-Id: I7e728356f58af88174328a8c0b90d27b128bfe01
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