History log of /frameworks/base/libs/hwui/DisplayListRenderer.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
7c25aab491707f7324f9941b8cfa9bd2b4b97e76 19-Oct-2012 Romain Guy <romainguy@google.com> Defer layer rendering to avoid stalls
Bug #7326824

When a layer is taken out of the cache and initialized it gets cleared
to prepare it for future rendering. This triggers the following sequence
of operations:

attach texture storage to FBO

The clear forces a resolve on tilers which stalls the CPU for a little
while, thus producing jank during animations. This change moves the
clear to the next frame when we know we will have to execute a resolve

Change-Id: Ic1939c25df20ed65a4c48dc81ee549b2cd8b6ec3
6a2d17f71342f981c9df1dc5beff33e30eb3ae2b 30-Sep-2012 Chet Haase <chet@google.com> Fix texture corruption

When memory gets low on a device, activities flush everything they can.
Hardware-accelerated activites, such as Launcher, flush GL resources and destroy
the GL context. However, some resources were still hanging around, due to deferred
destruction policies (we don't delete layers until the DisplayLists they are in
are finalized, to ensure we don't deref deleted objects). This meant that we were
referring to obsolete GL data in these objects. in particular, it meant that we might
come around later, after a new GL context was created, and delete a texture object
that was incorrect. We use the layer's "texture id" to refer to the texture underlying the
layer. But if there's a new GL context, then this texture ID is no longer valid, and
we may be deleting the texture that a different object (layer, icon, whatever) is referring
to, because the driver may return that same ID under the new GL context.

The fix is to more aggressively delete things that we know will not be used again
when the GL context is destroyed. In particular, we delete all resources being used
by all DisplayLists at GL context destruction time.

Issue #7195815 Textures corruption on all devices, in many apps

Change-Id: I52d2d208173690dbb794a83402d38f14ea4c6c22
54c1a64d5441a964890b44280e4457e11f4f924a 28-Sep-2012 Romain Guy <romainguy@google.com> Don't use the QCOM_tiled_rendering extension with functors
Bug #7247880

Change-Id: I4f6c38e37b953c58e6107097c613891a49dac766
603f6de35f21d74ae242d52d501f4f5c25ff4f4c 15-Sep-2012 Chet Haase <chet@google.com> Fix occasional crash bug with layers

Launcher occasionally crashes with a stack trace indicating that the memory
of a Layer object is corrupt. It is possible for us to delete a Layer
structure and then, briefly, use it to draw a DisplayList again before
that DisplayList gets recreated (without the layer that got deleted).

When this happens, if the memory got corrupted, it's possible to crash.

The fix is to add Layer to the other objects which we currently refcount
(bitmaps, shaders, etc.). Then instead of deleting a Layer, we decrement the
refcount. We increment when creating it, then increment it again when it's
referenced from a DisplayList. Then we decrement the refcount instead of
deleting it, and decrement when we clear a DisplayList that refers to it.
Then when the refcount reaches 0, we delete it.

Issue #6994632 Native crash in launcher when trying to launch all apps screen

Change-Id: I0627be8d49bb2f9ba8d158a84b764bb4e7df934c
58ecc204fbcacef34806290492384677a330d4d4 07-Sep-2012 Romain Guy <romainguy@google.com> Reduce the number of locks acquired by display lists

Change-Id: I1123aae0355de84db705bb75042c7083fc69c9f2
e816baea651476aca4407200d4a5e629b9ab8dfa 09-Aug-2012 Chet Haase <chet@google.com> Optimize interactions with glyph cache

There are two fixes here:
- precaching: instead of caching-then-drawing whenever there is a new
glyph, we cache at DisplayList record time. Then when we finally draw that
DisplayList, we just upload the affected texture(s) once, instead of once
per change. This is a huge savings in upload time, especially when there are
larger glyphs being used by the app.
- packing: Previously, glyphs would line up horizontally on each cache line, leaving
potentially tons of space vertically, especially when smaller glyphs got put into cache
lines intended for large glyphs (which can happen when an app uses lots of unique
glyphs, a common case with, for example, chinese/japanese/korean languages). The new
approach packs glyphs vertically as well as horizontally to use the space more efficiently
and provide space for more glyphs in these situations.

Change-Id: I84338aa25db208c7bf13f3f92b4d05ed40c33527
c25259519f1b74bb62a2b051b74537f073436b5c 28-Jul-2012 Romain Guy <romainguy@google.com> Rename drawGeneralText to drawText

Change-Id: I5062ea5b0605fc7af27f410fafc930d10f38e926
996e57c84368058be793897ebc355b917a59abc2 24-Jul-2012 Raph Levien <raph@google.com> Hardware implementation of glyph positioning (bug 5443796)

This implementation adds a drawGeneralText() method to the OpenGL
Renderer, which supports both a global x, y position, an array of
individual glyph positions, and also a length parameter (which enables
drawing of underline and strikethrough. It also adds the method to the
display list (with marshalling and unmarshalling).

With this change, the existing drawText() method is removed entirely, as
it's subsumed by the new method. It's easy enough to revert to the old
functionality if needed by passing in a NULL positions array.

Change-Id: I8c9e6ce4309fd51cc5511db85df99f6de8f4f6f5
44b2fe3fc114ee5f7273c6b0fee2cc999bf244a2 07-Jun-2012 Chet Haase <chet@google.com> Track canvas clearing for swap buffers logic.

A previous fix made it necessary for a frame to render something to GL
in order to cause a call to eglSwapBuffers(). Besides the calls being
tracked as part of issuing a DisplayList, there is also a potential call
to clear the canvas (via glClear()) on non-opaque surfaces. This call is also
good to track, since a surface that gets cleared without any other drawing operations
is worth flipping to the screen (to erase old contents on that surface).

This fix tracks the status of the pre-draw operations to find out whether
glClear() was called and then sets the drawing status appropriately.

Issue #6606422 QuickContact dismissal is janky again (Tracking)

Change-Id: I5fcaccfdc9293dd46b83f2fc279730a5d2740ebf
486590963e2207d68eebd6944fec70d50d41116a 01-Jun-2012 Chet Haase <chet@google.com> Skip eglSwapBuffers() call when we do not draw to GL

The fix is to track when we issue GL drawing commands, and to skip the
call to eglSwapBuffers() when a DisplayList does not result in
any actual rendering calls to GL.

Issue #6364143 QuickMuni list items and buttons flicker instead of fade

Change-Id: I60a02c61a58c32d92481a1e814b4c8a49c6a37a3
f26c8be01bb218619e073a209c9d57fe9d26c517 18-May-2012 Romain Guy <romainguy@google.com> Sanitize display list properties

The comparisons used in the various properties setters could fail badly
in some specific conditions. The scale properties in particular did not
use the same comparisons.

This change also clamps alpha to the 0..1 range which avoids overflow
issues with lowp registers in GLSL computations.

Change-Id: I3e73b584e907a14e2c33d0865ca0d2d4d5bff31d
49c5fc0b9e850497233e189ff9dcc71a78ebe6e7 15-May-2012 Romain Guy <romainguy@google.com> Avoid unnecessary copy when invoking drawBitmap(int[])
Bug #6483390

Change-Id: I4d2d725ef50c9401b4bd998b6160128102b40745
e651cc6239616a202f6e96ebc2ed93b4b8b3627c 15-May-2012 Romain Guy <romainguy@google.com> Remove all Dalvik allocations from Cavnas.drawBitmap(int[], ...)

Change-Id: Ie28538a2104d21154fdc78a56525e7403f08287d
4bbcae7eb80704d919d8115d523196798e208439 07-May-2012 Chet Haase <chet@google.com> Merge "Fix issue where scale-animating text would jump temporarily a few pixels" into jb-dev
d3efd6920e64d0207a0655640297d87d4937ee27 07-May-2012 Chet Haase <chet@google.com> Fix issue where scale-animating text would jump temporarily a few pixels

Some logic in the native matrix code would determine that a matrix was
'pureTranslate' based on the scale values of a matrix being close-enough to 1,
which was within a very small epsilon. This works in general, because screen space
coordinates make that epsilon value irrelevant, so close-enough really is close-enough.

However, TextView, when centering text, works in a coordinate system that is quite
huge, with left/right values about 500,000. These numbers multiplied times that small
epsilon value would give a result that was significant, and would cause a miscalculation
of up to 4-5 pixels, causing the snap that we'd see for a couple of frames as the
scale got "close enough" to 1.

The fix is to remove the optimization of "close enough". What we really need the matrix to
do is to identify itself as being translate-only when no scale as been set (which is the
default). For the purposes of that check, it is good enough to simply check the values against
1 directly. Similarly, the bounds-check logic needs to check against 0 and 1 directly.

Issue #6452687: Glitch when changing scale of a view containing text

Change-Id: I167fb45d02201fb879deea0e5a7ca95e38128e17
d34dd71800d9a1077e58c3b7f2511c46848da417 03-May-2012 Chet Haase <chet@google.com> Fix hang/crash in native path code

An optimization for paths is to only create a texture for the original native
Path object, and have all copies of that object use that texture. This works in
most cases, but sometimes that original path object may get destroyed (when the
SDK path object is finalized) while we are still referencing and using that object
in the DisplayList code. This causes undefined errors such as crashes and hanging
as we iterate through the operations of a destroyed (and garbage-filled) path object.

The fix is to use the existing ResourceCache to refcount the original path until
we are done with it.

Issue #6414050 Analytics Dogfood App crashes reliably on Jellybean

Change-Id: I5dbec5c069f7d6a1e68c13424f454976a7d188e9
1271e2cc80b01d577e9db339459ef0222bb9320d 20-Apr-2012 Chet Haase <chet@google.com> Remove USE_DISPLAY_LIST_PROPERTIES flag

This flag was still hanging around pending any need to disable
DisplayList properties. But things seem stable, so it's time to clean up
and simplify the code.

At the same time, I reduced redundance in DisplayList dimensions. We
used to call drawDisplayList() with width/height parameters that were
used to do a clip reject. This is redundant with the DisplayList properties
that set the bounds of the DisplayList; the left/right and top/bottom properties
represent the same width/height properties formerly used in drawDisplayList().
The new approach is to not pass dimensions to drawDisplayList(), but to
instead pull those dimensions directly from the DisplayList when needed.

Change-Id: I8871beff03b1d4be95f7c6e079c31a71d31e0c56
db8c9a6a4d9bf8c39f834b25611926caf21380f6 22-Mar-2012 Chet Haase <chet@google.com> Optimization of alpha with DisplayList properties

Some views (such as ImageView and TextView) handle non-opaque alpha
values directly. This was originally an optimization, but we can handle it faster
in many cases without this optimization when DisplayList properties are enabled.
Basically, if a view has non-overlapping rendering, we set the alpha value directly
on the renderer (the equivalent of setting it on the Paint object) and draw each
primitive with that alpha value. Doing it this way avoids re-creating DisplayLists
while getting the same speedup that onSetAlpha() used to get pre-DisplayList properties.

Change-Id: I0f7827f075d3b35093a882d4adbb300a1063c288
8d56b0e1d24f7392314df4be6503af395a843696 03-Apr-2012 Chet Haase <chet@google.com> Enabling DisplayList properties

An earlier commit fixed problems with enabling DisplayList properties.
This CL actually enables the properties.

Change-Id: I5c41d0c64e9241822af53eb367de0fed7d9608e0
9420abd56a2af7ddbeb70562b79d61b2dca8c5a1 30-Mar-2012 Chet Haase <chet@google.com> Re-enable DisplayList properties.

Re-enabling DisplayList properties last week caused some app
errors due to the way that some transforms were being handled (specifically,
those coming from the old Animations and ViewGroup's childStaticTransformation
field). This change pushes *all* transform/alpha data from View.draw() into
the view's DisplayList, making DisplayLists more encapsulated (and correct).

Change-Id: Ia702c6aae050784bb3ed505aa87553113f8a1938
76240dafe8654cc3b858241e76618e5b2db5451c 29-Mar-2012 Chet Haase <chet@google.com> Disable DisplayList properties pending fixes for AlphaAnimation

The new DisplayList properties design has ordering conflicts with the
way that alpha works with old animations (AlphaAnimation). This CL
disables DiksplayList properties while I'm working on a fix and some
more thorough tests for old animations-vs-DL properties in general.

Change-Id: I8f6893138f939171491c2ec3c889214ee55d17b7
b85967b9af76e1e60f7a96603e2567a6449d2e04 26-Mar-2012 Chet Haase <chet@google.com> Re-enabling DisplayList properties

Several issues came up after DisplayList properties were enabled,
so they were disabled pending fixes. Those issues have been fixed, so
DisplayList properties are once again being enabled by default. This
CL both re-enables these properties (in View.java and DisplayListRenderer.h)
and fixes the various issues that enabling them caused the first time around.

Related issues (all currently marked as Fixed, though that was simply because
DL properties were disabled - this CL provides the real fixes now that
DL properties are enabled by default):
Issue #6198276 Text input broken
Issue #6198472 Native crash at pc 00076428 in many different apps in JRM80
Issue #6204173 Date/time picker isn't rendering all parts of UI
Issue #6203941 All Apps overscroll effect is rendered weirdly/has flickering
Issue #6200058 CAB rendering issue - not drawing items?
Issue #6198578 Front camera shows black screen after taking picture.
Issue #6232010 Layers not recreated when children change (DisplayList properties)

Change-Id: I8b5f9ec342208ecb20d3e6a60d26cf7c6112ec8b
6554943a1dd6854c0f4976900956e556767b49e1 27-Mar-2012 Romain Guy <romainguy@google.com> Use a status_t return type for GL functors

WebView needs more fine-grained control over the behavior of the
framework upon execution of the display lists. The new status_t
allows WebView to requests its functor to be re-executed directly
without causing a redraw of the entire hierarchy.

Change-Id: I97a8141dc5c6eeb6805b6024cc1e76fce07d24cc
ad13c81371cb0b7e49b4c33159a346ce08ac5d69 22-Mar-2012 Chet Haase <chet@google.com> Disable DisplayList properties

DisplayList properties are (again) disabled by default, via flags in
View.java and DisplayListRenderer.h. There are various artifacts to
chase down before enabling by default.

Issue #6198472 Native crash at pc 00076428 in many different apps in JRM80
Issue #6204173 Date/time picker isn't rendering all parts of UI
Issue #6203941 All Apps overscroll effect is rendered weirdly/has flickering
Issue #6200058 CAB rendering issue - not drawing items?
Issue #6198578 Front camera shows black screen after taking picture.

Change-Id: I045dc82ce1d85fedbae3bb88eb2a2dfb6891d41f
bdd896c26453ffc56831b0cd167e8780068cee53 19-Mar-2012 Chet Haase <chet@google.com> Enable DisplayList properties

This CL simply enables DisplayList property functionality. The code for
this feature is already there, but it's been disabled by default pending further
testing and analysis. This change sets these build-type flags to true
so that all hw-accelerated apps will now use DisplayList properties by default.

In particular, this feature enables a fast-path for changes that affect the
handful of View properties involved in animations (alpha, translationX, etc.).
Setting these properties now gets propagated to the native DisplayList associated
with the View, avoiding costly recreation of the SDK-level DisplayList and
also enabling faster invalidation of the view hierarchy.

Change-Id: Ic99c8f28fa9183f2e54e9e4860b333eb9c540f7c
acdd4b9c4b03bc6660274ab878731383adb5bca5 15-Mar-2012 Romain Guy <romainguy@google.com> Set the default text length to -1, not 1

Change-Id: Iccf6f8366c0b659ba7c90df99ae05ebc5d81fcbb
390f882f8905e8d1ac0d4b7f2e01aa04dccc3c16 14-Mar-2012 Romain Guy <romainguy@google.com> Correctly compute the number of bytes written by each op.
Bug #6157792

Previously, DisplayListRenderer would compute the number of bytes
written after a drawing op by looking at the difference between
the start pointer of the command stream and the end pointer of
the command stream. The SkWriter class used to record the commands
stream allocates blocks of storage which would cause a crash when
a command spanned two blocks.

Change-Id: I4d79d3feeb6d72d9d4e6ab05ecebd72d004be56c
a1cff5043d0fbd78fcf9c48e7658e56a5b0c2de3 21-Feb-2012 Chet Haase <chet@google.com> Handle view properties at the native level

Basic functionality of handling View properties (transforms,
left/right/top/bottom, and alpha) at the native DisplayList level.
This logic is disabled for now (via compile-time flags in View.java and
DisplayListRenderer.h) as we continue work on it (there is no advantage
to the new approach until we optimize invalidation and rendering paths
to use the new code path).

Change-Id: I370c8d21fbd291be415f55515ab8dced6f6d51a3
bb0acdf9e1d862a7cf0e2533321fc1105c29b5e3 05-Mar-2012 Romain Guy <romainguy@google.com> Delete display list objects and resources on the UI thread
Bug #6073717
Bug #6065504
Bug #6026515
Bug #5971725

Prior to this patch, the destructor of DisplayList would always run
on the finalizer thread. This could cause a race condition if the UI
thread was busy rendering display lists at the same time leading to
various random native crashes.

Change-Id: Ie11108e3b1538d4b358a1a8b4cce1b2d33152d0c
ad1daaa87b793af30f3dd67a0f3cd5c0fd6ac0c1 02-Mar-2012 Romain Guy <romainguy@google.com> Remove stray log

Change-Id: I0c1979aab395098651c8a63d0bae0198ebc3746b
325740fb444af8fc7fb0119b2e30ce322c2ae134 25-Feb-2012 Romain Guy <romainguy@google.com> Add hooks to implement Canvas.drawTextOnPath() in GL

Change-Id: I165c9e05facf5365aa6850605688e538640c7fcc
4bcb7467a174ed03a67b0c62950c555813ddf00d 24-Feb-2012 Romain Guy <romainguy@google.com> Only recreate path textures when necessary

When a drawPath command is recorded in a display list, a copy of the
source path is made to preserve against possible modifications of the
said source path. Copies are discarded when a display list is cleared,
which usually happens on invalidate(). This means that even if a path
is never modified, the texture generated to draw it on screen is
destroyed every time an invalidate() is issued. This change fixes this
problem by introducing a reference to the source path in the copy.
If both the copy and the source path have the same genID, they are
the same path and can share the same texture.

Change-Id: I34849311c183e06336a1391d2d1568a087f973f6
96ebc6b5097ab73eef45e094241e444f4c21bfcc 22-Feb-2012 Romain Guy <romainguy@google.com> Only copy paths, paints and shaders when we need to.

Change-Id: Iba7a9c92c865f698821b6ff7bc4f502659642ac1
33f6beb10f98e8ba96250e284876d607055d278d 17-Feb-2012 Romain Guy <romainguy@google.com> Record possible clip rejects when recording display lists

This optimization allows us to quickly skip operations that lie
entirely outside of the known bounds of a display list. Because
of ViewGroup.setClipChildren, we must keep the operations recorded
in the display list. setClipChildren(false) is however a very
uncommon operation and we will therefore often benefit from this
new optimization.

Change-Id: I0942c864e55298e6dccd9977d15adefbce3ba3ad
13631f3da855f200a151e7837ed9f6b079622b58 31-Jan-2012 Romain Guy <romainguy@google.com> Add debug markers to OpenGLRenderer

These markers will be used to group the GL commands by View in the
OpenGL ES debugging tool. This will help correlate individual GL
calls to higher level components like Views.

Change-Id: I73607ba2e7224a80ac32527968261ee008f049c6
5ff9df658230d49e42c43586997a02d8e4dd417e 24-Jan-2012 Romain Guy <romainguy@google.com> Add full support for Canvas.setDrawFilter()

Change-Id: I0ad35d0603c4eeda469014803be14c1dcdde918c
22d418437e44587cb0fba4353515719453269189 20-Jan-2012 Romain Guy <romainguy@google.com> Fix the build, for real

Change-Id: I6263f7e5e3ae2f7efe045f8b464c0ed1b87fc793
eb9a5367e8f0e970db8509ffb2584f5376bc62ed 18-Jan-2012 Romain Guy <romainguy@google.com> First pass at implementing Canvas.drawPosText() in GL

Change-Id: Ia3ac347e95d57eb86c63045156c8dbc0572b03cb
5baa3a62a97544669fba6d65a11c07f252e654dd 20-Dec-2011 Steve Block <steveblock@google.com> Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGE

See https://android-git.corp.google.com/g/156016

Bug: 5449033
Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
8f9a9f61ab793d9387a5942b307e74324704893b 05-Dec-2011 Romain Guy <romainguy@google.com> Clip text correctly
Bug #5706056

A newly introduced optimization relied on the display list renderer
to properly measure text to perform fast clipping. The paint used
to measure text needs to have AA and glyph id encoding set to return
the correct results. Unfortunately these properties were set by
the GL renderer and not by the display list renderer. This change
simply sets the properties in the display list renderer instead.

This change also improves the error message printed out when the
application attempts to use a bitmap larger than the max texture

Change-Id: I4d84e1c7d194aed9ad476f69434eaa2c8f3836a8
cac5fd3e09e9dc918753d4aff624bf29a367ade3 02-Dec-2011 Romain Guy <romainguy@google.com> Faster text clipping

Change-Id: I03a00c4261d81a416b1ad7b86ce2d432c71908b4
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

Change-Id: I692fde432a86c12108de1cfd1f6504919a7d5f3f
04c9d8c2ffd028c35c750bac0a4a7b79e48059b5 25-Aug-2011 Romain Guy <romainguy@google.com> Optimize display lists

Remove redundant or useless operations

Change-Id: If989b4eaa9143eef4254c38b39959aeed1f2b9ab
65b345fa22b878e141b8fd8ece9c208df00fa40f 28-Jul-2011 Romain Guy <romainguy@google.com> Reclaim more memory, more often.


Change-Id: I04557ad575c307a55088549f48f0e9ad994b7275
6d7475d666baefaa3ba9f0dcee25238739454241 28-Jul-2011 Romain Guy <romainguy@google.com> Destroy layers and flush layers cache when a window is destroyed.

Change-Id: I3fa1bc3ff50fb99e3d2e490925bd6b0a0f809fff
162a0217563f4665da6eb183dfce0fef740f641f 22-Jul-2011 Jeff Brown <jeffbrown@google.com> Decouple GLES20RecordingCanvas lifetime from GLES20DisplayList.
Bug: 5062011

Previously, each GLES20DisplayList would hold onto an instance of
GLES20RecordingCanvas. In turn, each GLES20RecordingCanvas
held onto an SkWriter with a 16Kb buffer along with several other
objects. With one display list per view and hundreds of views,
the overhead could add up to a few megabytes.

Ensured that the GLES20RecordingCanvas is reset as soon as
the display list has been constructed, thereby promptly freeing
the 16Kb buffer.

Changed GLES20DisplayList so that it acquires a GLES20RecordingCanvas
from a pool as needed and recycles it when done.

Removed some dead code and cruft related to the construction of
GLES20Canvas objects in general. Some code was written with the
assumption that the underlying renderer object could change
behind the scenes or might be lazily constructed, but that isn't
actually the case so we can simplify things.

Removed an unnecessary weak reference from GLES20DisplayList
to the View. It isn't actually used anywhere.

Fixed a bug in GLES20DisplayList where isValid() would return
true while the display list was being recorded. This is incorrect
because the native display list might not actually exist. Worse,
even if the native display list does exist, it is stale and
potentially refers to old Bitmaps that have been GC'd (because the
mBitmaps list was cleared when recording started).

Change-Id: Ib12d5483688cb253478edeb0156d34c476c2566b
d586ad9c9fec80aa1d24d6b53cd2c8d5b47fe868 23-Jun-2011 Romain Guy <romainguy@google.com> Fix another memory leak in OpenGLRenderer

Change-Id: I23ed56891452a05cf3ca13f6919c4fef90d5ff4e
f6a63ae3a7004a8eca87fca5a66cfb6aef4e86b5 23-Jun-2011 Romain Guy <romainguy@google.com> Fix memory leak in OpenGLRenderer.

When creating a display list, matrices are duplicated locally. They
were however never deleted, thus causing apps to slowly leak memory
(a matrix is about 40 bytes.)

Change-Id: Iac465b720d4c4c9b5ca3fce870c0c912c14a74ab
ed30fd8e9a2d65ee5c8520de55b0089c219f390c 23-Apr-2011 Chet Haase <chet@google.com> Add ability for hierarchyviewer to output displaylist info

Clicking on a node in hierarchyviewer1 and hierarchyviewer2 and then
clicking the new "Dump DisplayList" button will cause the display
list for the selected node (including its children) to be output into

Change-Id: Iad05f5f6cca0f8b465dccd962b501dc18fe6e053
a17de9b493123f0d6e6d0b842150bf29322b7a88 05-May-2011 Chet Haase <chet@google.com> Revert "Add ability for hierarchyviewer to output displaylist info"

This reverts commit b2a4b52e8d5e499d33e2765e8c47851bf0266299.
b2a4b52e8d5e499d33e2765e8c47851bf0266299 23-Apr-2011 Chet Haase <chet@google.com> Add ability for hierarchyviewer to output displaylist info

Clicking on a node in hierarchyviewer1 and hierarchyviewer2 and then
clicking the new "Dump DisplayList" button will cause the display
list for the selected node (including its children) to be output into

Change-Id: Id32f62569ad1ab4d533bc62987f3a7390c1bb4e6
9c1e23baf5bfbebd1aebbd6d9a18c225325567ce 24-Mar-2011 Chet Haase <chet@google.com> Add logging of graphics acceleration info to bugreports

Change-Id: I9fa4cda6ccf92df9d1c644ccdc0e7274a30106e0
ed6fcb034b44d9a6ac2fc72fee6030417811f234 21-Mar-2011 Romain Guy <romainguy@google.com> Add support for drawPoint() and drawPoints().

Change-Id: I01bef50c08ec3160f8d40dc060b2cf6c2e4d7639
b29cfbf768eab959b31410aafc0a99e20249e9d7 19-Mar-2011 Romain Guy <romainguy@google.com> Fix paths rendering issues.

See ApiDemos, PathEffect and PathFillTypes.

Change-Id: I9f9593c1da33d0d013b5b89c86bc5bd71128a192
7b5b6abf852c039983eded25ebe43a70fef5a4ab 15-Mar-2011 Romain Guy <romainguy@google.com> Fix rendering artifact in edge fades.
Bug #4092053

The problem always existed but was made visible by partial invalidation.
When saving a layer, the renderer would try to postpone glClear()
operations until the next drawing command. This however does not work
since the clip might have changed. The fix is rather simple and
simply gets rid of this "optimization" (that turned out to be
usless anyway given how View issues saveLayer() calls.)

This change also fixes an issue with gradients (color stops where
not properly computed when using a null stops array) and optimizes
display lists rendering (quickly rejects larger portions of the
tree to avoid executing unnecessary code.)

Change-Id: I0f5b5f6e1220d41a09cc2fa84c212b0b4afd9c46
cabfcc1364eb7e4de0b15b3574fba45027b45cfc 08-Mar-2011 Romain Guy <romainguy@google.com> Add support for partial invalidates in WebView
Bug #3461349

This change also fixes two bugs that prevented partial invalidates
from working with other views. Both bugs were in our EGL implementation:
they were preventing the caller from comparing the current context/surface
with another context/surface. This was causing HardwareRenderer to always
redraw the entire screen.

Change-Id: I33e096b304d4a0b7e6c8f92930f71d2ece9bebf5
6062c5912dc79704b489fc8c289b78a400ed05ee 22-Feb-2011 Derek Sollenberger <djsollen@google.com> Skia Merge (revision 808)

This is a companion CL to the one found in /external/skia

Change-Id: If81748545435cab20a5d8479329ab333cb973e16
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
d63cbd10765e8f48e39b07b15f0a4b70bf853ec8 04-Feb-2011 Chet Haase <chet@google.com> Fix leak in reused display lists

Change-Id: I32a9c41abf8f8cbcaaaa6fcc82d296800014a1b2
2fc941e4650d618ff6e122f28b616d9032ffa134 04-Feb-2011 Romain Guy <romainguy@google.com> Fixes cache misses and extra allocations.
Bug #3421454

Change-Id: If4d5c960a7e4c581a9d213073e658284b4e1c497
2b1847ea60650a9f68372abe860415f18b55081d 26-Jan-2011 Romain Guy <romainguy@google.com> Remove unused API

Change-Id: I1714fd82a64b752f0350ef4ef9179ce19e089c6a
7d7b5490a0b0763e831b31bc11f17d8159b5914a 25-Jan-2011 Romain Guy <romainguy@google.com> Enable partial invalidates when rendering with OpenGL.

Change-Id: Ie8be06c4776b815e8737753eb8003b4fd8936130
daf98e941e140e8739458126640183b9f296a2ab 10-Jan-2011 Chet Haase <chet@google.com> Use optimized display lists for all hwaccelerated rendering

Previously, display lists were used only if hardware acceleration
was enabled for an application (hardwareAccelerated=true) *and* if
setDrawingCacheEnabled(true) was called. This change makes the framework
use display lists for all views in an application if hardware acceleration
is enabled.

In addition, display list renderering has been optimized so that
any view's recreation of its own display list (which is necessary whenever
the visuals of that view change) will not cause any other display list
in its parent hierarchy to change. Instead, when there are any visual
changes in the hierarchy, only those views which need to have new
display list content will recreate their display lists.

This optimization works by caching display list references in each
parent display list (so the container of some child will refer to its
child's display list by a reference to the child's display list). Then when
a view needs to recreate its display list, it will do so inside the same
display list object. This will cause the content to get refreshed, but not
the reference to that content. Then when the view hierarchy is redrawn,
it will automatically pick up the new content from the old reference.

This optimization will not necessarily improve performance when applications
need to update the entire view hierarchy or redraw the entire screen, but it does
show significant improvements when redrawing only a portion of the screen,
especially when the regions that are not refreshed are complex and time-
consuming to redraw.

Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
8b2f5267f16c295f12faab810527cd6311997e34 24-Jan-2011 Romain Guy <romainguy@google.com> Add support for arcs.

Change-Id: I96c057ff4eb1b464b03f132da0b85333777bee4f
c1cd9ba335b293f11e1082447ef08e474710a05f 23-Jan-2011 Romain Guy <romainguy@google.com> Add support for ovals and stroked rectangles.

Change-Id: I1292e241386763c82e6622c8f7ed90b0f5b7bd4f
27454a42de8b3c54cdd3b2b2a12446c2c10c8cb9 23-Jan-2011 Romain Guy <romainguy@google.com> Collapse sucessive calls to restoreToCount() in display lists.

Change-Id: Icb3d3dc2c579436d375269a9cb0b821a931c5a79
5a7b466a2b4b7ced739bd5c31e022de61650545a 21-Jan-2011 Romain Guy <romainguy@google.com> Add support for drawBitmapMesh().

Change-Id: Ic77f9c534bb90dc7b9458299544bd50b8b6ae6a5
01d58e43ede5ca98cbebdd166f9b0c545032c01b 20-Jan-2011 Romain Guy <romainguy@google.com> Add rounded rects and circles support to OpenGLRenderer.

Change-Id: I6cedf2b495d58de7c0437096809fa9e4518a1b8c
807daf7df615b60ce6fc41355aabe3aa353cebab 18-Jan-2011 Romain Guy <romainguy@google.com> Add support for skew()

Change-Id: Ia3a9a867f74fd78b61f75179e3788fdc2f0cacd0
43ccf4663c822ddd435b7683cc05221f6169c6c3 15-Jan-2011 Romain Guy <romainguy@google.com> Don't crash Launcher on config change.

Change-Id: Ibbbd7146c5ff69e9639b433f39041053654d808c
1f1fcb70b6e43a6b4df0dbab75a34429d4744624 15-Jan-2011 Romain Guy <romainguy@google.com> Don't delete objects twice...

Change-Id: Ibc67aed098c9300cf45eb46abda1938c418808c3
24c00216687ac87fe531dc4d4168ac0c0ca04ea6 15-Jan-2011 Romain Guy <romainguy@google.com> Copy shaders when recording them in display lists.

Change-Id: I3f22dd35f1e31c9e5102955d76548098b7b0cd8d
ffac7fc5042296a459d0f5a450dbfe20917093dc 14-Jan-2011 Romain Guy <romainguy@google.com> Add debug logs for display lists.

Change-Id: I7bae8fd96e9eccb51f29f73e4069b4d3e6bdbdd7
ada830f639591b99c3e40de22b07296c7932a33f 13-Jan-2011 Romain Guy <romainguy@google.com> Cleanup implementation of hardware layers.

The new implementation relies on OpenGLRenderer's existing layer
code instead of duplicating it. The new code is much cleaner, with
simpler and better APIs and allows tracking of drawn regions inside
layers. Region tracking is not yet enabled but this will be done
in a future CL.

Change-Id: Ie826121a2227de8252c77b992a61218defea5143
6c319ca1275c8db892c39b48fc54864c949f9171 11-Jan-2011 Romain Guy <romainguy@google.com> Better backend for hardware layers.

With this new backend, a hardware layer is only recreated when
its associated view is udpated. This offers fast composition
in GL and fast update of the layer in GL as well.

Change-Id: I97c43a612f5955c6bf1c192c8ca4af10fdf1d076
5977baa1fa24125c148a72699b53e62abaf08960 06-Jan-2011 Chet Haase <chet@google.com> Reuse of native display list objects

Change-Id: Ia4553e23930ad20e56c11faa7809be788a1ad4bb
0fe478ea04720a57ef3919dbc23711bc7eba517f 08-Nov-2010 Romain Guy <romainguy@google.com> Support nested display lists.

Change-Id: I3815a2832fc0f722c668ba8f51c5f177edb77c94
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
ad93c2bb63dfc813b2eefa1043aa63afbddce655 23-Oct-2010 Chet Haase <chet@google.com> Optimizing ColorFilter in display lists

Change-Id: Ie4d5e5b0bc45e0ce47bba144049303c270762e54
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
5c13d89c1332fcc499379b9064b891187b75ca32 08-Oct-2010 Chet Haase <chet@google.com> Optimizing display lists by referencing pointers to resources instead of copying them

Change-Id: I81ad3551d74aa1e5bb64d69e33d2eb29a6c1eb6a
4bb942083a0d4db746adf95349108dd8ef842e32 13-Oct-2010 Romain Guy <romainguy@google.com> Optimize 9patch rendering.

This change detects empty quads in 9patches and removes them from
the mesh to avoid unnecessary blending.

Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704
6b7bd24659fb175fe1f0e97c86c18969918b496a 07-Oct-2010 Romain Guy <romainguy@google.com> Don't clear the framebuffer when not needed.
7975fb6d12cb1eb96b75e3a563627cd4c4081bd6 02-Oct-2010 Romain Guy <romainguy@google.com> Apply bilinear filtering to text.

Change-Id: I2c81ad657ee2a11a2139e0b11ae3749db54c0749
b051e895ccb696604349c6c5efe7c4747e1d1ab6 29-Sep-2010 Romain Guy <romainguy@google.com> Add display lists caching.

Change-Id: Iac3a248a81ed8cb076a83ef9d186b8ebba685b4c
4aa90573bbf86db0d33a3a790c5dbd0d93b95cfe 27-Sep-2010 Romain Guy <romainguy@google.com> Adding display lists to the GL renderer (checkpoint.)

Change-Id: Iaa49757600a53b39369dbb23f8c3feab282518e6