2dc236b2bae13b9a0ed9b3f7320502aecd7983b3 |
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15-Oct-2014 |
Tom Hudson <tomhudson@google.com> |
Clean up physical coupling Narrow the use of #include directives in hwui, replacing with forward declarations where straightforward. Speeds compiles; doesn't do any restructuring of code. Change-Id: Icac2baffb5896f55d8c6718e9bd9d4bfa02d3ca0
/frameworks/base/libs/hwui/AmbientShadow.h
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d5e8ade498b41b42874273cbfa375aed7b4d6a08 |
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14-Aug-2014 |
ztenghui <ztenghui@google.com> |
Ambient shadow tessellation improvement. Using the vertices, instead of ray casting for the triangulation. This request a dynamic index buffer associated with vertex buffer, so we update the VertexBuffer to support it. The ambient shadow could be 3x-6x times faster for circle and rect now. b/16712006 b/14257173 Change-Id: I2f22a8fe19bc59acee5c18e4a3a395acd5042a66
/frameworks/base/libs/hwui/AmbientShadow.h
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05f3d6e5111fd08df5cd9aae2c3d28399dc0e7f5 |
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03-Jun-2014 |
Chris Craik <ccraik@google.com> |
Tessellate on worker threads Tessellate and cache (where possible) shadow and round rect tessellation tasks. Change-Id: I2cfda8e11d83d51ea74af871235cf26e8f831d40
/frameworks/base/libs/hwui/AmbientShadow.h
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7940dc57e3ffcf9c4a33375215f3a42250fa896c |
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22-Apr-2014 |
ztenghui <ztenghui@google.com> |
Shoot the rays to the vertices of the incoming polygon. bug:13553955 Change-Id: I4825a49e8eaab969c40f2ee4086f7669c9c6fd29
/frameworks/base/libs/hwui/AmbientShadow.h
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50ecf849cb7ccc3482517b74d2214b347927791e |
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12-Mar-2014 |
ztenghui <ztenghui@google.com> |
Create one hole inside the umbra area to avoid overdraw. bug:13439450 Change-Id: I859575196bd5a3029f447883025a6ec3a1f1face
/frameworks/base/libs/hwui/AmbientShadow.h
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63d41abb40b3ce40d8b9bccb1cf186e8158a3687 |
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14-Feb-2014 |
ztenghui <ztenghui@google.com> |
Use pre-computed index to draw the shadow. Also draw the umbra part as triangle fans instead of zig zag fashion. b/12840179 Change-Id: Iaa5d15e77351acdd71f076bd8f9bb2d4d2b92faf
/frameworks/base/libs/hwui/AmbientShadow.h
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55bfb4e728fe1db619af5d2c287f4abe711b3343 |
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03-Dec-2013 |
ztenghui <ztenghui@google.com> |
Calculate and show Ambient shadow. Basically we compute the shadow as a strip of triangles, whose alpha value is the strength of the shadow. We use the normal to extend the geometry. And we use static function and try to avoid new/malloc in the computation. Change-Id: I382286f1cad351bd5ff983f76f446c075819dcaf
/frameworks/base/libs/hwui/AmbientShadow.h
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