Age | Commit message (Collapse) | Author |
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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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Change-Id: I001832fc444b6d532f4a382e0a31cc1d8956dbd8
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Bug: 18203577
The issue occurs as a result of performTraversals() both doing
a window relayout call *and* early-returning because it's not dirty.
To fix this pauseSurface() returns whether or not the RT-side is
"dirty" to force ViewRootImpl to do a draw even if mDirty is
otherwise empty.
Change-Id: I534f367e75d18d273ebf14df3927f5c464ef6bef
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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
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Bug: 18099195
Don't use EGL_SWAP_BUFFER_PRESERVED on surfaces that will
never benefit. Also clean up some confusing naming
Change-Id: I674ca64e0464a3282cff79e5ecd350d08f47c014
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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
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Bug: 17208461
There's a potential race condition between HardwareRenderer.destroy()
being called (which calls destroyCanvasAndSurface()) and the renderer
being finalized (which is what calls freePrefetchedLayers), during which
time it's possible we get a TRIM_MEMORY_COMPLETE and destroy the EGL
context.
Fix this race condition by moving stopDrawing() and freePrefetchedLayers()
into destroyCanvasAndSurface() where they should have been in the first
place.
Also, if we hit the assertion failure, dump the current state of
Caches to try and provide more context for the failure.
Change-Id: Ife0ba3562041e8b08e87e3e13640472b3004eed6
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Bug: 17228458
Change-Id: Id884a429a512f9cd2be0ed16dbd0f10e92b4440d
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Bug: 17152292
Change-Id: Ia3cc2aadf72fe14517f50762fc634794df51ad5a
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bug:15859361
Moves lighting info out of StatefulBaseRenderer, since it's not useful
at record time, and only used by OGLR.
Change-Id: I7ab065d02d9304afad1dc4c48597a7a621366f8e
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Also fixes detachFunctor possibly drawing after return
Bug: 15189843
Bug: 15990672
Change-Id: I64c48cb674c461a8eeaba407b697e09f72c98ce3
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Change-Id: Id5967944b949a2aec57e4fe9fdcdc04c11b8c35a
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Bug: 15513308
Bug: 15449247
Change-Id: I13a29f9c8d4975cdda6dcb33b6332c2555ff0f7c
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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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Change-Id: Id05429e98ffe0858275b32c41fb215c1d8d930b2
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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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Also updates the relative shadow strengths.
Change-Id: I6cac7275d38df98aea9f0dda463cd7207102986a
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Bug: 14277445
Change-Id: Id52d6f7fcc023000adcc440bd4da67d9a673536b
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Bug: 14087580
Change-Id: I7153f38c70b554a78c56a0e794da929fc401ee7a
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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: 14052927
destroyCanvasAndSurface() needs a fence as when it returns the
underlying BufferQueue is going to be released from under
the render thread.
Change-Id: I0147a1d5ec5adf0239c761ef22f65cd8c8a137df
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Bug: 13930200
Change-Id: I9b0cf92fd16bb30baa09b6f8d7ae22a8b2a7fd80
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Bug: 13912977
Change-Id: I5b2f664e797be22a58300964f57ceb4fab60528c
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Bug: 13914116
Fixes lifecycle issues around setEnabled where ThreadedRenderer
was reporting as being enabled before it had a Surface. This is
incorrect.
Also fix some EGL lifecycle issues
Change-Id: I12ebb279707f9b533a570b61d68735d858b560bf
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Change-Id: I50067dba630b75aa539e4406cfc15f66949684b3
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Change-Id: Ib2ec16cbda40f40df1710bdc868869ea8301f17e
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Change-Id: I09e675d3e02e3e528642175ada00b2b17fab7652
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Change-Id: I7e728356f58af88174328a8c0b90d27b128bfe01
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Change-Id: Id42e23c9a1a6eb6eaeafef707ced7fa6887b03d0
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Bug: 13360343
Change DisplayList to be more forgiving with weaker lifecycle
requirements. Is more self-managed with a strong reference
to the renderer it needs
Also fix naming mismatch
Change-Id: I5c89453a72a52954f6f959f0846199705dbb6476
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Change-Id: I53418d580c98f706e971545cff81b9921c12cc5f
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Also has a few HardwareLayer lifecycle fixes
Change-Id: I6308cb05f8f199eed72189ace768013a46815941
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Change-Id: I14b75f37a13fabaa759a51369190dbdc84087c4b
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Remove RemoteGLRenderer
Remove reflection-based control
Change-Id: If17c2bbb61c7141986d88c4763def77ed1074985
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