History log of /frameworks/base/libs/hwui/Properties.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
627c6fd91377ead85f74a365438e25610ef1e2ee 21-Aug-2013 Romain Guy <romainguy@google.com> Add overdraw debugging that accounts for Deuteranomaly

Change-Id: I31f68a07aa7cf0490d2572e24e4c5ac2066a1151
/frameworks/base/libs/hwui/Properties.h
31e08e953fe7bdb1b1cbc247156cb6a19917a2f1 19-Jun-2013 Romain Guy <romainguy@google.com> Share Caches' index buffer with FontRenderer

This reduces state changes when we draw 9patches and text together,
which happens *a lot*. Also disable the NV profiling extension by
default since it doesn't play nice with display lists deferrals.
To enable it set debug.hwui.nv_profiling to true.

Change-Id: I518b44b7d294e5def10c78911ceb9f01ae401609
/frameworks/base/libs/hwui/Properties.h
f9f0016b1ff816eb2c7561eed482c056189005f8 09-May-2013 Romain Guy <romainguy@google.com> Enable GPU pixel buffers on OpenGL ES 3.0 devices

Change-Id: I164d72ccd7a9bf6ae0e3f79dfef50083558937ba
/frameworks/base/libs/hwui/Properties.h
78dd96d5af20f489f0e8b288617d57774ec284f7 03-May-2013 Romain Guy <romainguy@google.com> Add an on-screen overdraw counter

The counter can be enabled by setting the system property called
debug.hwui.overdraw to the string "count". If the string is set
to "show", overdraw will be highlighted on screen instead of
printing out a simple counter.

Change-Id: I9a9c970d54bffab43138bbb7682f6c04bc2c40bd
/frameworks/base/libs/hwui/Properties.h
3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9 18-Apr-2013 Romain Guy <romainguy@google.com> Pack preloaded framework assets in a texture atlas

When the Android runtime starts, the system preloads a series of assets
in the Zygote process. These assets are shared across all processes.
Unfortunately, each one of these assets is later uploaded in its own
OpenGL texture, once per process. This wastes memory and generates
unnecessary OpenGL state changes.

This CL introduces an asset server that provides an atlas to all processes.

Note: bitmaps used by skia shaders are *not* sampled from the atlas.
It's an uncommon use case and would require extra texture transforms
in the GL shaders.

WHAT IS THE ASSETS ATLAS

The "assets atlas" is a single, shareable graphic buffer that contains
all the system's preloaded bitmap drawables (this includes 9-patches.)
The atlas is made of two distinct objects: the graphic buffer that
contains the actual pixels and the map which indicates where each
preloaded bitmap can be found in the atlas (essentially a pair of
x and y coordinates.)

HOW IS THE ASSETS ATLAS GENERATED

Because we need to support a wide variety of devices and because it
is easy to change the list of preloaded drawables, the atlas is
generated at runtime, during the startup phase of the system process.

There are several steps that lead to the atlas generation:

1. If the device is booting for the first time, or if the device was
updated, we need to find the best atlas configuration. To do so,
the atlas service tries a number of width, height and algorithm
variations that allows us to pack as many assets as possible while
using as little memory as possible. Once a best configuration is found,
it gets written to disk in /data/system/framework_atlas

2. Given a best configuration (algorithm variant, dimensions and
number of bitmaps that can be packed in the atlas), the atlas service
packs all the preloaded bitmaps into a single graphic buffer object.

3. The packing is done using Skia in a temporary native bitmap. The
Skia bitmap is then copied into the graphic buffer using OpenGL ES
to benefit from texture swizzling.

HOW PROCESSES USE THE ATLAS

Whenever a process' hardware renderer initializes its EGL context,
it queries the atlas service for the graphic buffer and the map.

It is important to remember that both the context and the map will
be valid for the lifetime of the hardware renderer (if the system
process goes down, all apps get killed as well.)

Every time the hardware renderer needs to render a bitmap, it first
checks whether the bitmap can be found in the assets atlas. When
the bitmap is part of the atlas, texture coordinates are remapped
appropriately before rendering.

Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
/frameworks/base/libs/hwui/Properties.h
cf51a4199835e9604aa4c8b3854306f8fbabbf33 09-Apr-2013 Romain Guy <romainguy@google.com> Introduce PixelBuffer API to enable PBOs

PBOs (Pixel Buffer Objects) can be used on OpenGL ES 3.0 to perform
asynchronous texture uploads to free up the CPU. This change does not
enable the use of PBOs unless a specific property is set (Adreno drivers
have issues with PBOs at the moment, Mali drivers work just fine.)

This change also cleans up Font/FontRenderer a little bit and improves
performance of drop shadows generations by using memcpy() instead of
a manual byte-by-byte copy.

On GL ES 2.0 devices, or when PBOs are disabled, a PixelBuffer instance
behaves like a simple byte array. The extra APIs introduced for PBOs
(map/unmap and bind/unbind) are pretty much no-ops for CPU pixel
buffers and won't introduce any significant overhead.

This change also fixes a bug with text drop shadows: if the drop
shadow is larger than the max texture size, the renderer would leave
the GL context in a bad state and generate 0x501 errors. This change
simply skips drop shadows if they are too large.

Change-Id: I2700aadb0c6093431dc5dee3d587d689190c4e23
/frameworks/base/libs/hwui/Properties.h
115096f50a560e64a7f95d37686d4861042c7aeb 19-Mar-2013 Romain Guy <romainguy@google.com> Minimize texture binds when drawing text

When several CacheTextures are used to draw text, sort the
draw batches by texture ID to minimize state changes in the
driver.

This change also tweaks the font cache size and renames
a property that was too long to be set using setprop.

Change-Id: I0a36dfffe58c9e75dd7384592d3343c192d042b1
/frameworks/base/libs/hwui/Properties.h
c46d07a29e94807e768f8b162ce9f77a88ba6f46 16-Mar-2013 Romain Guy <romainguy@google.com> Merge all shapes/paths caches to PathCache

This change will greatly simplify the multi-threading of all
shape types.

This change also uses PathTessellator to render convex paths.

Change-Id: I4e65bc95c9d24ecae2183b72204de5c2dfb6ada4
/frameworks/base/libs/hwui/Properties.h
08bca88b272f0006e1581e9c28bc6312490f634e 26-Feb-2013 Romain Guy <romainguy@google.com> Rename debug property and expose it in HardwareRenderer

Change-Id: If46a9bc14a50f6c9a202d901881b36bbac32cba3
/frameworks/base/libs/hwui/Properties.h
3ff0bfdd144bba3b023eda8c49b25fb0d0de8653 25-Feb-2013 Romain Guy <romainguy@google.com> Add new property to debug non-rectangular clip operations

This change adds a new property called "debug.hwui.show_stencil_clip"
that accepts the following values:

- "highlight", colorizes in green any drawing command that's tested
against a non-rectangular clip region
- "region", shows the non-rectangular clip region in blue every time
it is used
- "hide", default value, nothing is shown

Change-Id: I83c8602310edc4aaeb8b905371cdd185b17d32b5
/frameworks/base/libs/hwui/Properties.h
c3566d06421c8acc0aafb18f7e307e5725ce87e1 05-Feb-2013 Chris Craik <ccraik@google.com> DisplayList draw operation reordering

bug:8037003

The reordering enables similar operations to draw together, minimizing the
OpenGL state change operations that go inbetween draws. Eventually, multiple
complete canvas draw operations will be merged (into a single glDrawArrays call,
for example)

Reorders DisplayList draw operations when:

-They can move backwards in the command stream to be after similar
operations without violating draw ordering

-The OpenGLRenderer is in a simple, replayable state (no complex clip,
or filter/shadow etc)

Also adds two system properties to control the deferral/reordering:
"debug.hwui.disable_draw_defer"
"debug.hwui.disable_draw_reorder"
which can be set to "true" to control the display list manipulation

Change-Id: I5e89f3cb0ea2d2afd3e15c64d7f32b8406777a32
/frameworks/base/libs/hwui/Properties.h
8d4aeb7111afac0c3c7e56d4ad5d92f9cfce2ffd 13-Feb-2013 Romain Guy <romainguy@google.com> Add a render buffer cache to reuse stencil buffers
Bug #7146141

This new cache is used in a similar way to LayerCache. It helps
reuse already allocated stencil buffers and thus avoid churning
memory on every frame.

Change-Id: I19551d72da52c40039e65904563600e492c8b193
/frameworks/base/libs/hwui/Properties.h
87e2f757be9b24d369bab354e37c276e851b1fc7 24-Sep-2012 Romain Guy <romainguy@google.com> Add a property to disable libhwui's scissor optimization
Bug #7158326

When scissor optimization is enabled, OpenGLRenderer will attempt to
minimize the use of scissor by selectively enabling and disabling the
GL scissor test.
When the optimization is disabled, OpenGLRenderer will keep the GL
scissor test enabled and change the scissor rect as needed.
Some GPUs (for instance the SGX 540) perform better when changing
the scissor rect often than when enabling/disabling the scissor test
often.

Change-Id: Idb68862e287a23358f9188d577ae0f86161902fd
/frameworks/base/libs/hwui/Properties.h
7c450aaa3caac2a05fcb20a177483d0e92378426 22-Sep-2012 Romain Guy <romainguy@google.com> Add support for a new developer setting: overdraw debugging

Change-Id: I350ba4486577c3289f82c20938f7a35138778727
/frameworks/base/libs/hwui/Properties.h
eb32a499194119b3783b86c925172df02e5d2685 31-Aug-2012 Chet Haase <chet@google.com> Paramaterize and adjust the glyph cache sizes

Add new parameters for the texture size used for the larger, fallback caches.
Bump up the defaults in some situations.

Issue #7045164 Adjust cache sizes for manta

Change-Id: I562118ce785d7f8b6e445178878672e9709d25f2
/frameworks/base/libs/hwui/Properties.h
4ff0cf4b83605bff630c4e6f1fabe4f72a3f93a1 06-Aug-2012 Romain Guy <romainguy@google.com> Add new debug tool to track hardware layers updates

You can setprop debug.hwui.show_layers_updates true to flash
hw layers in green when they update. This is also a setting
in the Dev. section of the settings app.

Change-Id: Ibe1d63a4f81567dc1d590c9b088d2e7505df8abf
/frameworks/base/libs/hwui/Properties.h
dfab50d8b97a90dca279b119ebe439f595616ffa 19-Jul-2012 Romain Guy <romainguy@google.com> Tweak text gamma correction

Change-Id: Icd3326e6a054d6020c3ed61c8459394bc87401dd
/frameworks/base/libs/hwui/Properties.h
6e25e38e43f9e7f71397dfab7ed32c81c7bf7d46 19-Jul-2012 Romain Guy <romainguy@google.com> Add a new method for text gamma correction

To select the gamma correction method, adb shell setprop hwui.text_gamma_correction
with one of the following values:

lookup3
lookup
shader3
shader

See Properties.h for more information about these different methods.
You can also control gamma correction using the following properties:

hwui.text_gamma
hwui.text_gamma.black_threshold
hwui.text_gamma.white_threshold

Change-Id: I47970b804d2c590c37d3da5008db094241579e25
/frameworks/base/libs/hwui/Properties.h
b1d0a4ed21168fefcb82232c8f22cb95d60acb85 14-Jul-2012 Romain Guy <romainguy@google.com> Refactor GammaFontRenderer

This change is the first step to a shader-based text antialias
gamma correction.

Change-Id: I9eb02d4c56cb95d05219f712290c865b46141954
/frameworks/base/libs/hwui/Properties.h
f877308f77f7c6f3edd91618a092207dd3be9077 13-Jul-2012 Romain Guy <romainguy@google.com> Remove obsolete optimization

Change-Id: I2d43c009c62a7f4a4a2e0a6303bdfa692c4b8c8c
/frameworks/base/libs/hwui/Properties.h
ada4d53d50dc869b8278573ad640dc44118d3bcf 03-Feb-2012 Romain Guy <romainguy@google.com> Separate interface definition and implementation of Snapshot

The Snapshot class is getting complicated enough that its implementation
should now live in a separate .cpp file. This will become particularly
useful when support for clip regions and paths will be added later on.

Change-Id: I050fac5683a9f7a0ff2f7a6beec3dd28aa5eb0d8
/frameworks/base/libs/hwui/Properties.h
530041d3191ce817832a0108514617768e43cda6 26-Jan-2012 Romain Guy <romainguy@google.com> Add stencil buffer to the EGL config

Change-Id: If76c0cd6127534d90f9526b75c0f8e56259c6722
/frameworks/base/libs/hwui/Properties.h
24edca8b526515979778e577191089a57f5277d7 09-Dec-2011 Romain Guy <romainguy@google.com> Code cleanup

Change-Id: If92e3addfc4d8546a60edcdea60a1fc89c27b680
/frameworks/base/libs/hwui/Properties.h
05bbde70fd2a3af737656b9f8c5a25b56429632e 09-Dec-2011 Romain Guy <romainguy@google.com> Free up resources by deleting shaders early on

Change-Id: I29a39775732c0a48d3e6823f7afa3e741cae8541
/frameworks/base/libs/hwui/Properties.h
eca0ca2424afc1e98912405906edfc32f7733e16 04-Nov-2011 Romain Guy <romainguy@google.com> Memory optimizations for libhwui
Bug #5566149

Lazily initialize font renderers
Keep 60% of the texture cache when an app goes to the background
Delete least used font renderer when going to the background
Delete all font renderers on full memory trim

Change-Id: I3c2454d46dc1107ec0f0f72a9ce69cbbcc8825e7
/frameworks/base/libs/hwui/Properties.h
28d8ff6dbcc1b137131c70b72b4dbd211db7fbd9 22-Aug-2011 Romain Guy <romainguy@google.com> Move constants to the correct header

Change-Id: Id4bd14f72487bd7156cd2e1930eaf97b47896273
/frameworks/base/libs/hwui/Properties.h
65b345fa22b878e141b8fd8ece9c208df00fa40f 28-Jul-2011 Romain Guy <romainguy@google.com> Reclaim more memory, more often.

Yay.

Change-Id: I04557ad575c307a55088549f48f0e9ad994b7275
/frameworks/base/libs/hwui/Properties.h
042f7d64b5ccd7b5b73e7e9814a84576f04fb7d4 13-Jul-2011 Kenny Root <kroot@google.com> Fix debugging for hwui caches

Debugging code attempted to delete a stack item.

Also, the flag fields weren't exactly clear, so rewrite it so it's
clear that kDebugMoreCaches is a combined flag.

Change-Id: If42b7f0f754919343301da5656aee5943cc9bd4a
/frameworks/base/libs/hwui/Properties.h
726aeba80ffc6778a9bc3e0ee957b8d644183505 01-Jun-2011 Romain Guy <romainguy@google.com> Add support to OpenGLRendere to draw BiDi text.
Bug #4350336

Change-Id: I1cf31693f7ca9653fa3a41b5b91c27ef288d680f
/frameworks/base/libs/hwui/Properties.h
40667676e542a9daeafeac9904c30004e8706fd3 18-Mar-2011 Romain Guy <romainguy@google.com> Optimize rect-shaped layers.

This brings back an optimization disabled in HC-MR1. This time the
correct geometry is generated to avoid unnecessary blending.

Change-Id: Id56404dc46bb84c75facc25c18488a690741b592
/frameworks/base/libs/hwui/Properties.h
6217a71cd281003a376d998269d577d26a61c206 16-Mar-2011 Romain Guy <romainguy@google.com> Fix performance issue in Launcher
Bug #3515248

The problem is caused by the fast path when compositing layers on screen.
The fast path draws a single quad using glDrawArrays() whereas the general
path draws an arbitrary mesh using glDrawElements(). It looks like there's
an issue in the driver since glDrawArrays() is significantly slower than
glDrawElements() for a quad (6 vertices!)

This change just gets rid of the fast path.

Change-Id: Ib2361253ec67f44a988270f76c183422f12ce537
/frameworks/base/libs/hwui/Properties.h
09b7c91de73b59aa3f679b3ae3ba299f82ec9f8a 03-Feb-2011 Romain Guy <romainguy@google.com> Allocate layers from the layers pool.
Bug #3413433

This change will be beneficial to Launcher to avoid hiccups when
swiping pages of icons. When a layer is discarded, it is kept
in the layers pool instead of being destroyed right away. This
favors memory reuse over allocations.

Change-Id: Ifb6944ba83d6ceb67c331527c0827b26ce648eb1
/frameworks/base/libs/hwui/Properties.h
01d58e43ede5ca98cbebdd166f9b0c545032c01b 20-Jan-2011 Romain Guy <romainguy@google.com> Add rounded rects and circles support to OpenGLRenderer.

Change-Id: I6cedf2b495d58de7c0437096809fa9e4518a1b8c
/frameworks/base/libs/hwui/Properties.h
c038ea358aadca082198f3effc550d33135bf426 13-Jan-2011 Romain Guy <romainguy@google.com> Reenable region composition pipeline for layers
Bug #3341848

It works this time!

Change-Id: I0d371d8b2c75c67d4ce5009ddb990fe5e55a0a27
/frameworks/base/libs/hwui/Properties.h
35f24545e56caaff067f7dcd550ad4073efcface 12-Jan-2011 Romain Guy <romainguy@google.com> Disable the region compositing pipeline for layers.

This composition mode is affecting Gmail in a bad way. Disabling until
I can figure out the problem.

Change-Id: I00e657ea2d05fc7b4a606242d19dc84dd88c1e35
/frameworks/base/libs/hwui/Properties.h
7230a74e9a36dfc6c4346c14e325bf07cd05b380 11-Jan-2011 Romain Guy <romainguy@google.com> Composite layers as regions.

This change detects what area of a layer was drawn into and generates a mesh
to match this area exactly. This can be used to avoid blending empty pixels
when the layer is composited.
This change also adds proper layers support to lines rendering and implements
layers composition in a more readable way.

Change-Id: I4a5588b98b19bd66891ebdc39631b193c5e31999
/frameworks/base/libs/hwui/Properties.h
25dc3a7dbac2f90f5144035e9c8ed99c09cc3132 10-Dec-2010 Romain Guy <romainguy@google.com> Correctly compare strings in UTF-8 instead of UTF-16
Bug #3272858

Change-Id: Idacd5d7c2c052b4834a8ddb5906ab32b3f548f73
/frameworks/base/libs/hwui/Properties.h
a5ef39a21683189e5906c9f252b997f0508e350d 04-Dec-2010 Romain Guy <romainguy@android.com> Don't render degenerate triangles in 9patches.
Bug #3251983

Change-Id: Ib0b38a7b8111542372f4c4c106b6321c26fe4ad4
/frameworks/base/libs/hwui/Properties.h
e190aa69756aecfaffabdd4c6d32cb6b3220d842 11-Nov-2010 Romain Guy <romainguy@google.com> Add new runtime debug flags.

Change-Id: I07955de166a89b5053c6c13f250bb3e2936ca86e
/frameworks/base/libs/hwui/Properties.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/Properties.h
e91080581f467d55913a8c5ab53dedc2dab2e5b6 13-Oct-2010 Romain Guy <romainguy@google.com> Tweak layers caching for better performance in Launcher.

Change-Id: Ia6e67699d98f69c8a93385b3ecbdd814c7b16921
/frameworks/base/libs/hwui/Properties.h
2728f961614a385df1f056fc24803a9f65c90fab 09-Oct-2010 Romain Guy <romainguy@google.com> Don't update 9patches on every frame.

Change-Id: I7ffb2365f83e0453e7d0a0cdcb3fc9308b305238
/frameworks/base/libs/hwui/Properties.h
8550c4c7b5952b7a4e1e0ede95c9492d03099a13 09-Oct-2010 Romain Guy <romainguy@google.com> Better cache for layers, reduce memory usage and increase framerate.

Change-Id: I5ff864a361db4791bd5ff6be716f7ce692ef572d
/frameworks/base/libs/hwui/Properties.h
eb99356a0548684a501766e6a524529ab93304c8 06-Oct-2010 Romain Guy <romainguy@google.com> Optimize saveLayer() when the clip flag is set.

This speeds up applications, especially Launcher.
/frameworks/base/libs/hwui/Properties.h
e2d345ea67e2960b37bfdc0fc8626d1bfa747404 25-Sep-2010 Romain Guy <romainguy@google.com> Add debug mode to measure performance.

Change-Id: I9d4c84034dc200b99c8266165942a7cdbcb5c0c5
/frameworks/base/libs/hwui/Properties.h
b45c0c9774bd19a9dbe77d149abae4e124b08bf6 27-Aug-2010 Romain Guy <romainguy@google.com> Apply gamma correction to font rendering.

Change-Id: I1b05f40e356221b2a5eb9400e67d77ecd98ed6c4
/frameworks/base/libs/hwui/Properties.h
fb8b763f762ae21923c58d64caa729b012f40e05 24-Aug-2010 Romain Guy <romainguy@google.com> Use only one GL context per process, share chaches.

Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
/frameworks/base/libs/hwui/Properties.h
1e45aae5de003657e5d18f74d34998f5de5db5b7 14-Aug-2010 Romain Guy <romainguy@google.com> Add drop shadows.

Change-Id: Ic6a72409d4785968d1fbdff229f17ee5c00b240b
/frameworks/base/libs/hwui/Properties.h
7fbcc0492fca03857e3c45064f4aa040af817d55 05-Aug-2010 Romain Guy <romainguy@google.com> Add support for paths.

Rendering is implementing by rasterizing the paths into A8 textures.
This cna be extremely inefficient if the path changes often.

Change-Id: I609343f304ae38e0d319359403ee73b9b5b3c93a
/frameworks/base/libs/hwui/Properties.h
51769a68a5cb34e9564740c6a854fcb93018789d 23-Jul-2010 Romain Guy <romainguy@android.com> Cleanup, added properties for the FontRenderer.

Change-Id: I909c74815d3ac394438ad8071d17fef5401dbeed
/frameworks/base/libs/hwui/Properties.h