History log of /external/webkit/Source/WebCore/platform/graphics/android/rendering/ShaderProgram.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
5bab13b465fa8c9ac2b7782ee0d20def86568f37 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
750f81c3eb609bfd132182bbbb9b467455175498 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
9e3ead124cc10fcc888a8be7df9949d3d4ba1bb7 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
485445e9a624fe92ca04a1d0e92c1f71aaf8cd8f 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
32ce41e0241790f20e63cafea4d3c1db87423eec 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
2ac76fe4e18c3325c8b3bb8f9435fdc7b96c0aca 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
3efc67e0caf0b63fe0350d6896d2cbc08661f5d7 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
8fef2be984d1ec0e21a2efb0228702ea44993ed4 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
868c42d56aae84ed4cd33f9de0d93132e1483ddc 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
2e510fd5b5a30f1315c272d44ae3aa4cba355498 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