Age | Commit message (Collapse) | Author |
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Test: manual build and test
Change-Id: I820670ee7566e1dd5c86cfa473725b91e4eb6154
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Recreate VulkanSurface, if ANativeWindow has been resized. This
new code is hit when wallpaper is resized from 64x64 to real size.
Bug: 119111018
Test: Wallpaper is shawn correctly with Vulkan rendering
Change-Id: I5e43310e5ee8597a7f326d51b1773e2cf68b603a
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SyncFeatures is implemented by quering available EGL extensions.
For Vulkan we assume these features are present. SyncFeatures
is crashing for Vulkan, because EGL is not initialized.
Test: TextureViewCameraTest#testTextureViewActivity is passing
Bug: 116117654
Change-Id: I57e6ce1c0f00c1b073d0a2ab2695d9fbecfd2b33
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Test: manual building and running on pixel 2
Change-Id: I72cc95ad7d11634e8d0627737d699a611e8d1d5f
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Test: manual build and run
Change-Id: I04b0ed0b6c344cc8aac662b1a2a277d1aea0cd2c
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Support rendering into FP16 render targets.
Enforce correct color space for both ARGB and F16
color formats.
Test: About 30 additional CTS tests pass with Vulkan
Bug: 116117654
Change-Id: I61941a2d79a0e69837d20816c90d3e936fd7acb0
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Test: Manual building and testing on walleye device.
Change-Id: I9f5fa259d6457805b546d2b6b11ce4b0800621eb
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The EGLSurface stored in the pipeline can become obsolete if the
EglManager/RenderThread has to destroy the context. This CL enables the
RenderThread to notify all active pipelines that their surface is invalid.
Bug: 115290937
Test: hwui_unit_tests
Change-Id: Ib3054822273bc35406630b7442229a81b39a2c91
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Remove the need for both Vulkan and EGL managers to initialize
it. Also remove unused code paths.
Test: hwui_unit_tests
Change-Id: I33ad881468eddbf91ec63207f0d82bed8d97f5ad
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Fix an issue with incorrect texture matrix, when there is 90/270 rotation.
This happened, because after refactoring SkImage has buffer width/height,
instead of layer width/height.
This reverts commit a683eb3945320f592f58705c3c31b3c044f4bd72.
Bug: 113673613
Test: Ran TextureView CTS and lensblur in camera app
Change-Id: If3bcf9cd5195de09fd67a753708568a8e3ca3a9a
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Create cache identity from GL_VERSION and store in ShaderCache.
In the next time ShaderCache is restored from disk, compare the
cache identity to ensure its validity. If GL_VERSION changes in
between, flush out entire FileBlobCache and start from an empty
one.
Bug: b/71800782
Test: Wrote a new unit test to save and restore ShaderCache
Test: hwui_unit_tests
Change-Id: Ie573dc4f18733eee090725be30445d879765231b
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This reverts commit c8e22a653297837da9a80b0ba65f6854c8986c96.
Reason for revert: broke camera, b/113555199
Bug: 113555199
Change-Id: Iae9b462694d5de0cd99427afead63b567fb4d71d
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Render TextureView as hardware bitmaps, instead of GL textures.
Cache SkImage for each observed GraphicBuffer, which is faster
even for GL.
Implement C++ SurfaceTexture, which allows Java SurfaceTexture
to be used with Vulkan HWUI render thread and application GL.
threads. Delete GLLayer and VkLayer classes and texture code
from old HWUI pipeline.
Test: Ran skiagl and skiavk pipeline with a TextureView app.
Test: TextureView CTS tests pass for GL pipeline.
Test: Ran Android NDK Native codec sample app.
Change-Id: Idc94f864ce2d34fd6ceff4be4fc7d3327e99879c
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Test: manual build and run on phone.
Change-Id: Ib21f4091cf11de5655323337e86a35cb7b845b15
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Test: manual
Change-Id: I5debded1f42cab60bacd3b9b9d2f10ada088c86a
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Previously we were using a helper in Skia but that is being deleted
and we must manage it ourselves in android.
Test: manual building and running.
Change-Id: Ia3455507d7b07a4a2f29fd5453408dd37d9d570b
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Test: manual building and running.
Change-Id: I0c38f4b9817c8e855ecc8f08cb2b297c5fbfc01a
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Test: manual building and testing
Change-Id: I9a97de98d73f25f1c22d275c057c692f5dd3b5dc
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Test: manual testing
Change-Id: I645bcea55f49292309cf0bb5de21891bb5b62dda
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Test: manual testing
Change-Id: Ia0af7526cad2dc4614afc73c31bf07e25890c677
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Test: manual testing
Change-Id: I68d8706ffa7bc7c6622ea0b8c45d7297a131f6bf
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Test: manual local testing
Change-Id: If81db17858354844b96677137cf67449dd91854b
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Implement SkSL cache by reusing code and logic from egl_cache_t.
Test: Improves startup times for gmail by 15ms and 10ms for calc app.
Bug: 66740665
Change-Id: I9ba479c649ba97a2c29a48d40579ba001264c957
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Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
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Test: manual testing
Change-Id: Ide727a39e2c49f226c8d432608e0072214249451
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Test: manual testing
Change-Id: Ia8daebd2e028082a8b3d58f29057648746398735
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So trying to mimic what the EglManager does in the fence call.
Technically there are two logical queues I could wait on for the device,
the graphics queue and the present queue. Waiting on the device waits
for both these queues to finish. It wasn't obvious to me if the EGL was
waiting for just graphics work or both queues, so I went for both (by
waiting on device). However, so far every device we've seen in Vulkan
has the present and graphics queue combined on the physical device so
waiting for one or both should really be different.
Test: Manual ran macrobench in skiavk and more realistic values compared
to not waiting for gpu.
Change-Id: I17cde70c677a9ad1b6bf9bc9ca4fd5f8f3b807e3
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Skia is looking to make SkAutoMalloc private and will be moving it.
Using FatVector instead will make this code both less dependent on Skia
internals and more performant.
Test: refactoring CL. Existing unit tests still pass.
Change-Id: If9de10059775b75e1ab89078eacede2e20e91299
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Test: manual testing
Change-Id: Iaec8c3a34367673c281665ff6c6e97d1ce532265
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Test: manual testing in skiavk mode
Change-Id: I5b9d8af7d9cecf2f022ef104ec33a5b7477e9e0c
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Test: manual testing in skiavk mode
Change-Id: I2fab80bae2787bfdacbc70d0402e98450e59406d
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