0e40462e11d27eb859b829b112cecb8c6f0d7afb |
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13-May-2015 |
John Reck <jreck@google.com> |
Revert "DO NOT MERGE Backport of limited jank-tracking metrics" This reverts commit 2614bd225f84f7a23e6b30fc6b47bede153e5f4c. Change-Id: I344b4cbaa0bb0caf50bceb806d1446ee27ea52d8
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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d5a4a1aac980c304d6f46f07f15bfc5c94d8f9d0 |
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19-Feb-2015 |
John Reck <jreck@google.com> |
DO NOT MERGE Backport of limited jank-tracking metrics Bug: 19821830 Cherry-pick of ba6adf66d3c44c0aa2fd8a224862ff1901d64300 Cherry-pick of e70c5754d01f2ab0ff47ea3eabaa88aca5ed2a36 Change-Id: Id342fa0ab345f204bec58acf45ce72f6de950cfb
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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a22c9b2cd171a656fa684d57a915dbe636da5f6a |
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14-Jan-2015 |
John Reck <jreck@google.com> |
Vsyncs are hard Bug: 18866485 Change-Id: I7d304df0f20a3296956cb6887a72adba9243f117
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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a733f89c05567c97359169832f41389b939baaad |
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19-Dec-2014 |
John Reck <jreck@google.com> |
Tweak RT-animator scheduling Bug: 18226391 The issue occurs as a result of a dispatchFrame itself taking longer than 12ms, the alloted budget. The result is that a vsync request (which occured at the end) would miss the vsync that occured 1ms prior to the end of the frame. As a result it would end up waiting for the following vsync, essentially dropping to 30fps even though 60 could have been sustained. Fix this with a few tweaks. First, adjust the UI thread's delay bias from (now + 4ms) to (vsync + 4ms), this prevents RT animators from slowly drifting if the vsync occurs mid-task. Second, request a vsync preemptively prior to running callbacks. This way if any callbacks needs the next vsync and it takes "too long", we will catch that vsync. Finally, fix an issue where the display event queue was always drained & rejected at the end of a task loop. Instead, drain and reject all stale vsyncs. This still prevents the issue of both UI thread & RT thread trying to drive 2 frames in a single pulse, but also allows RT to notice that it missed a vsync pulse it needed and that it should speed-up a bit in response Change-Id: I9d6be037737e9283297898cac2e3563453e797cd
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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01a5ea35fbba4c5bb1d7790ae1677a2fa752e042 |
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03-Dec-2014 |
John Reck <jreck@google.com> |
Resume RT-animations after a pauseSurface Bug: 18203577 The issue occurs as a result of performTraversals() both doing a window relayout call *and* early-returning because it's not dirty. To fix this pauseSurface() returns whether or not the RT-side is "dirty" to force ViewRootImpl to do a draw even if mDirty is otherwise empty. Change-Id: I534f367e75d18d273ebf14df3927f5c464ef6bef
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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0e89e2b7bcb2c035e8cee77f93120e7c5617f8d2 |
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31-Oct-2014 |
John Reck <jreck@google.com> |
Layer changes Bug: 17208461 * Switch Layer to be VirtualLightRefBase instead of Caches' side-channel ref-counting * Include active layers in gfxinfo dump * Run gfxinfo dump on the correct thread * Dump gfxinfo on Layer creation failure Change-Id: I28d195699e2334518e215ab28c7a17355aee9678
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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69e5adffb19135d51bde8e458f4907d7265f3e23 |
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14-Aug-2014 |
Chris Craik <ccraik@google.com> |
Define shadow casting behavior within layers bug:15860114 Savelayers and HW layers both now support shadow casting. For save layers, the light source should always be correct, for HW layers, the light source position is set when the layer is created, and updated when it is resized. Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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21be43e142a6fcb3283d7b2da14eb39b690cf643 |
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14-Aug-2014 |
John Reck <jreck@google.com> |
Fix hwuitask & RT priorities Bug: 15993695 Change-Id: Ib6f07237cb834e8d10f3074f8fb206d27f91859a
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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738ec3aace180018560998d1c2cdeb9ddde5fbfa |
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25-Jul-2014 |
Chris Craik <ccraik@google.com> |
Revert "Dump RenderThread stack on unresponsive" bug:16563871 bug:16565900 bug:16555847 bug:16551643 This reverts commit ca66e06b9db6e6c921662886e4b7ddd02ac92280. Change-Id: I23e8d4eaf828b1b298126ba5f36e4e8e7451706a
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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73b7a4db4116774156fda3a510cc3afa14be9ffd |
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23-Jul-2014 |
John Reck <jreck@google.com> |
Dump RenderThread stack on unresponsive Bug: 16408405 Change-Id: I4ba4836fd1451fb8ba77c34cdb843d3cb4217bb8
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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3b20251a355c88193c439f928a84ae69483fb488 |
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23-Jun-2014 |
John Reck <jreck@google.com> |
No-fail invokeFunctor Bug: 15513308 Bug: 15449247 Change-Id: I13a29f9c8d4975cdda6dcb33b6332c2555ff0f7c
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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a5dda645da738da7b4ae15e28fa7d93d3b04b94f |
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23-May-2014 |
John Reck <jreck@google.com> |
Bag of scheduling tweaks Bug: 15118640 * Prevent over-stuffing the queue by dropping frames * Prevent double-drawing in one pulse by RT by deferring vsync registration until post-draw so that it catches the next vsync pulse instead of the current one * Bias vsync race condition towards the UI thread * Fix queueDelay to actually work Change-Id: Ibf584258bd93ebcbba058bd976dc8b307f1c6155
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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18f16e6fba74eda173e1e7c869e6e2e2acc073ff |
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03-May-2014 |
John Reck <jreck@google.com> |
TIME LORD! Bug: 14444180 Change-Id: I68bec3807c4d1c88d5af1aec2fe6907d60b5f2f3
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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e45b1fd03b524d2b57cc6c222d89076a31a08bea |
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15-Apr-2014 |
John Reck <jreck@google.com> |
RenderThread animator support Change-Id: Icf29098edfdaf7ed550bbe9d49e9eaefb4167084
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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a6260b83da52b80438074a9fd207327d9e6e6d03 |
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30-Jan-2014 |
John Reck <jreck@google.com> |
Fix nano vs. millis Change-Id: I54f752bb7faab5fa66c36252c9f7cf8f5c9939c9
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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4f02bf4eef6af47f35c70c4dda5b7b9523d89ca0 |
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04-Jan-2014 |
John Reck <jreck@google.com> |
Native-side proxy Remove RemoteGLRenderer Remove reflection-based control Change-Id: If17c2bbb61c7141986d88c4763def77ed1074985
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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69d251383f3656a580c3878045de235d70a12000 |
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19-Dec-2013 |
Brian Carlstrom <bdc@google.com> |
Track Looper decoupling from ALooper Change-Id: I83d1f5f6600019268c53706b7bf6d94b84931e18
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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cec24ae16e9a0a7c3075f1a8d9149bb7fb3813fc |
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05-Nov-2013 |
John Reck <jreck@google.com> |
RenderThread work Hacky prototype needs a private API to enable Change-Id: I21e0ddf3cdbd38a4036354b5d6012449e1a34849
/frameworks/base/libs/hwui/renderthread/RenderThread.cpp
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