History log of /frameworks/base/libs/hwui/ResourceCache.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
7953745dd565167113f8cbfc461bc0521d32d870 12-Oct-2011 Romain Guy <romainguy@google.com> Reduce the size of libhwui by 50%

This change removes unnessary symbols. All symbols are hidden by
default, public APIs with exported symbols are explicitly marked
with ANDROID_API.

Change-Id: I692fde432a86c12108de1cfd1f6504919a7d5f3f
/frameworks/base/libs/hwui/ResourceCache.h
5a7e828842c26f64bb6e0ef3e0019e1949b245ee 04-Feb-2011 Chet Haase <chet@google.com> Fix crash when Paths are GCd in hw accelerated apps

A recent change to optimize path rendering didn't account for
the destruction of native objects by the VM finalizer. We may be
done with the Java level version before we're done with the native
structure that's used by the display list. For example, a drawing
method on a View that creates a temporary path to render into the
canvas will implicitly create a native structure that is put onto
the GL display list. That temporary path may go away, but the native
version should stick around as long as the display list does.

The fix is to refcount the original native version of the path
and only delete it when the refcoutn reaches zero (which means that
it is no longer needed by any display list). This is a similar mechanism
used for bitmaps and shaders.

Change-Id: I4de1047415066d425d1c689aa60827f97729b470
/frameworks/base/libs/hwui/ResourceCache.h
5cafc52fb10bd05c587a7dec41c953c0722f302a 23-Nov-2010 Chet Haase <chet@google.com> Fix hang in native bitmap recycling due to nested mutex locks

Change-Id: Ic37d5408ddb3f68aba6520fb0c78ffde91dfbe62
/frameworks/base/libs/hwui/ResourceCache.h
e7d2295c06ef9b9df6336cbff23007a13fb3f6e4 12-Nov-2010 Chet Haase <chet@google.com> make ResourceCache for display lists thread-safe

Change-Id: I41885b4ae249d7d7c000bab17bf32340ba85ab3a
/frameworks/base/libs/hwui/ResourceCache.h
5b3b35296e8b2c8d3f07d32bb645d5414db41a1d 28-Oct-2010 Romain Guy <romainguy@google.com> Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
/frameworks/base/libs/hwui/ResourceCache.h
ad93c2bb63dfc813b2eefa1043aa63afbddce655 23-Oct-2010 Chet Haase <chet@google.com> Optimizing ColorFilter in display lists

Change-Id: Ie4d5e5b0bc45e0ce47bba144049303c270762e54
/frameworks/base/libs/hwui/ResourceCache.h
d98aa2de9ab18e09c2be1997f41212740f51f6e6 26-Oct-2010 Chet Haase <chet@google.com> DisplayList optimizations and fixes.

We now use a copy of SkPaint objects to avoid having it changed from under us.
We reuse copies that have not changed. We also copy the SkMatrix every time to
avoid the same problem.

Change-Id: If3fd80698f2d43ea16d23302063e0fd8d0549027
/frameworks/base/libs/hwui/ResourceCache.h
5c13d89c1332fcc499379b9064b891187b75ca32 08-Oct-2010 Chet Haase <chet@google.com> Optimizing display lists by referencing pointers to resources instead of copying them

Change-Id: I81ad3551d74aa1e5bb64d69e33d2eb29a6c1eb6a
/frameworks/base/libs/hwui/ResourceCache.h