5bab13b465fa8c9ac2b7782ee0d20def86568f37 |
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17-Jul-2012 |
Chris Craik <ccraik@google.com> |
Cache gl operations to avoid redundancy Change-Id: I1e8f607a94685f3aa8f63e40fe2a265bca8a084e
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
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750f81c3eb609bfd132182bbbb9b467455175498 |
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06-Jun-2012 |
Teng-Hui Zhu <ztenghui@google.com> |
Add fast drawing path for repeat background image. In the slow draw path, we are drawing the small background image one by one. Now in the fast path, we can use the GL shader to repeat the iamges. bug:6579681 Change-Id: I8ab413bdd073cb867002b77b36d4a1361290ecb2
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
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9e3ead124cc10fcc888a8be7df9949d3d4ba1bb7 |
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03-May-2012 |
Teng-Hui Zhu <ztenghui@google.com> |
Unify the naming of rectangles used for draw. The rects are referring to the same rect under different coordinates, so we just prefix the coordinates' name to differentiate the rects. This is pure refactor, no functional change. bug:6338456 Change-Id: Ic072a4f5aa56a25751e0151a697c0e31bca94ef5
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
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485445e9a624fe92ca04a1d0e92c1f71aaf8cd8f |
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26-Apr-2012 |
Teng-Hui Zhu <ztenghui@google.com> |
Support partial draw in terms of a rect. In this way, we can cover any internal rect area of the tiles. bug:6338952 Change-Id: If236a7f6ad82a3f9126a692ca5b08240a3631f88
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
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32ce41e0241790f20e63cafea4d3c1db87423eec |
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20-Apr-2012 |
Chris Craik <ccraik@google.com> |
Don't overdraw TileGrids Given the visible area info, we can just tune the shader and matrix to draw partial tile at the edge of TileGrids. This could save a lot of GPU time. Change-Id: I1a45aa9a3a76ab5894096828bfff83057b1c9272
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
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2ac76fe4e18c3325c8b3bb8f9435fdc7b96c0aca |
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19-Apr-2012 |
Teng-Hui Zhu <ztenghui@google.com> |
Better handle the EGL context lost situation. Unless framework provide a better message, we can't avoid this EGL context issue totally if mis-match happen again. Clean up some obsolete code. Change-Id: Ica03daecd58f9757c8cad41e0f40d5d51b041748
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
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3efc67e0caf0b63fe0350d6896d2cbc08661f5d7 |
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17-Apr-2012 |
Teng-Hui Zhu <ztenghui@google.com> |
Enable point sample when the texel and pixel is 1:1 mapping. Change-Id: I532ad6b038d3b141bd212c8c408533fec0e9616e
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
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8fef2be984d1ec0e21a2efb0228702ea44993ed4 |
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16-Apr-2012 |
Teng-Hui Zhu <ztenghui@google.com> |
Move the common matrix computation to higher level Now we don't need to compute the same thing for each tile any more. bug:6338456 Change-Id: I68e744ab7af2bb55a67047bc16aeb8659b26daf2
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
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868c42d56aae84ed4cd33f9de0d93132e1483ddc |
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10-Apr-2012 |
Teng-Hui Zhu <ztenghui@google.com> |
Move the matrix support to rely on the new framework clip info In this new way, we don't need to worry about the animation offset, b/c it is in the clip rect. Also add the matrix support for video layer. bug:5684832 Change-Id: I08e22ca042e425f8f7af935b60e04f2a4dbc52df
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
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2e510fd5b5a30f1315c272d44ae3aa4cba355498 |
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06-Apr-2012 |
Nicolas Roard <nicolasroard@google.com> |
Reorganize platform/graphics/android Change-Id: Idc67155cfa99784dcd931e705336bfa063ecae46
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
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