History log of /frameworks/base/libs/hwui/Caches.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
db009173f800bb0d626c42786b5bd0f57cc6545a 17-Mar-2016 John Reck <jreck@google.com> Fix NPE in clearTexture()

Change-Id: I38d261968506ab8b312584c7e688e2b148fadd1f
Fixes: 25928378
6b50780363d3bb8db600c770183fa07677509ae8 03-Nov-2015 John Reck <jreck@google.com> Remove almost-all android::Singleton users

Bug: 25426213
Change-Id: I88e6206e8915cce95c3a8a8a82a4bb8fbf668141
c08820f587ad94698691a6657e87712de07e484c 22-Sep-2015 Chris Craik <ccraik@google.com> Remove lookup3 gamma code

Also clean up gamma / glyph cache properties

Change-Id: I75b1ac0cb55638bf787ffd3cf457483ae314f03b
b9ce116dac378b4cf4490f265dcbd5704a1dd43c 21-Aug-2015 Chris Craik <ccraik@google.com> Switch several enums to enum classes

Change-Id: I00ecd0b61657196b51704f70ca31a9d1c1ac254e
149173d28c0843aba86b0810ce75b34be6a0d08f 10-Aug-2015 John Reck <jreck@google.com> Support new EGL extensions

Bug: 21753739

Includes a revert of 13d1b4ab10fbee5e81a2ba1ac59cfae1e51d3ef0
as that only supported EGL_EXT_buffer_age

Change-Id: Ia86a47d19e3355c067934d7764c330b640c6958d
272a685f17cc4828257e521a6f62b7b17870f75e 30-Jul-2015 John Reck <jreck@google.com> Replace most usages of utils/Vector.h

Change-Id: I540d1b3523244d6c71fc52d6fb30555271c25644
5a4690bf26932c0d6940e4af8516d920e09ae81a 14-Jul-2015 Chris Craik <ccraik@google.com> Clean up unncessary defines

LOG_TAG and TRACE_TAG are already defined in the makefile

Change-Id: I9e53e3dacbe018441edd74cb7c8c90846defee74
2507c34d91bb0d722b6012e85cb47387b2aa6873 04-May-2015 Chris Craik <ccraik@google.com> Cleanup properties


Separate properties from Caches, into static, RenderThread-only class.

Also rewrites the means for java to set properties to correctly handle
threading, and adds an override for profile bars so that SysUi doesn't clutter
the screen with them.

Change-Id: I6e21a96065f52b9ecc49d1a126244804ba106fa9
fb10ffe484b04a77c3aaf8a78ed87d018a6edcda 26-Feb-2015 John Reck <jreck@google.com> Merge "Add null egl/gles stub support"
041b985dbb2f75aa492236d46ab47dbda8c2c74e 25-Feb-2015 John Reck <jreck@google.com> Add null egl/gles stub support

Change-Id: I41372585202f69ef31a4ef95efc75fb7a1ff7289
62aa44c5eef2b1e888f0eee8841dc87074eaa0e8 20-Feb-2015 ztenghui <ztenghui@google.com> Correctly name the lightRadius


Change-Id: I5b6edcb37b710464c6ff0f5c05583bb7da720ff3
117bdbcfa3e8306dad21e7e01fa71b00cdfa7265 05-Feb-2015 Chris Craik <ccraik@google.com> Glop ColorFilter & VertexBuffer support, initial enable

Enables Glop rendering for supported Rects and VertexBuffers
Also removes unused Query object

Change-Id: Ibe227bc362685a153159f75077664f0947764e06
6c15ffa196fc9b7724c189d833c3435d8db12266 02-Feb-2015 Chris Craik <ccraik@google.com> Refactoring of Program ownership/lifecycle, and WIP Glop rendering path

Change-Id: I2549032790bddbc048b0bccc224ed8f386b4517c
44eb2c00861098dd3e2950d923646814b4cc57c2 29-Jan-2015 Chris Craik <ccraik@google.com> Refactor blending and texture gl state

Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
96a5c4c7bab6718524de7253da8309143ab48bef 28-Jan-2015 Chris Craik <ccraik@google.com> Move more GL state management to RenderState and its directory

Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
65fe5eeb19e2e15c8b1ee91e8a2dcf0c25e48ca6 27-Jan-2015 Chris Craik <ccraik@google.com> Move scissor state to RenderState

Change-Id: I1227a3886fb24e4d9fad79fca469794f06cfb15e
51d6a3db97bdd5315f1a17a4b447d10a92217b98 23-Dec-2014 Chris Craik <ccraik@google.com> Cleanup various clang warnings, use unique_ptrs in several places

Change-Id: I347904b25e51fcc7de14b1e72f1acd0f6ba26f3f
59cf734f9ee8fa0154d199f0f36779a6ffe0dfb5 11-Dec-2014 Yohann Roussel <yroussel@google.com> resolved conflicts for merge of d67bb501 to master

Change-Id: I40698ce1e382cb41eec7af5ea49ac0e2f997d555
d67bb5015f716c094beff02b2c5e77c9bb7d11a0 11-Dec-2014 John Reck <jreck@google.com> am eb2dcc79: Merge "Don\'t preload textures for AssetAtlas" into lmp-mr1-dev
automerge: e4a6ed9

* commit 'e4a6ed9d6d8721c9fad018b0d43dfe7daf4b24e7':
Don't preload textures for AssetAtlas
ebd52610cfeff6e557fde284a7e1efc5e6438285 11-Dec-2014 John Reck <jreck@google.com> Don't preload textures for AssetAtlas

Bug: 18317479

RenderNode::prepareSubTree calls prefetchAndMarkInUse
on every bitmapResoruce in the DisplayList. However,
this resulted in textures being uploaded for bitmaps
that would be drawn from the AssetAtlas instead.

To fix this we teach TextureCache about the AssetAtlas
so that calls to TextureCache return the Texture from
AssetAtlas if it exists. Thus usage of AssetAtlas
is now purely to allow for further optimizations via
draw merging instead of a requirement to get
any benefit at all.

Change-Id: I65282fa05bac46f4e93822b3467ffa0261ccf200
64bb413a664001c95c8439cf097dc3033f4ed733 22-Nov-2014 Andreas Gampe <agampe@google.com> Revert "resolved conflicts for merge of 220c3f4f to master"

Reverted as hwui doesn't agree.

This reverts commit 8a902d9f24e83c87b054adb5836b4a5b8a257be9.

Change-Id: I109e7b02bee2921e2155ded6df36f52e6f574b5a
8a902d9f24e83c87b054adb5836b4a5b8a257be9 22-Nov-2014 Andreas Gampe <agampe@google.com> resolved conflicts for merge of 220c3f4f to master

Change-Id: I37ecce8fddecdff82b0eace16f1ee75152f7171e
2ab8298dc37851aab4623ba3f98d71055d653a73 21-Nov-2014 Andreas Gampe <agampe@google.com> resolved conflicts for merge of 99377df1 to lmp-mr1-dev-plus-aosp

Change-Id: I3a98f55832ac447b1ed0dd129c7a93d088025943
42ddc18d108f789705ad4eb697ce9599ad322507 21-Nov-2014 Andreas Gampe <agampe@google.com> Frameworks/base: Unused parameters in hwui

Remove Clang cutout for unused parameters. Fix warnings.

Remove Clang cutout for deprecated Skia function usage. Has been
fixed in the L push.

Change-Id: I7ea073ff67127cc1e14e798b655e2c50615fe8e7
088c514cb13f3b8f8683588c2f398f18df1547c9 06-Nov-2014 John Reck <jreck@google.com> resolved conflicts for merge of be70c771 to master

Change-Id: I469905bef7361c18aab725778694567d1987c06d
a35778c799e8073a42b9e22191bde9d838327ab7 06-Nov-2014 John Reck <jreck@google.com> Yank ResourceCache out of Caches

Bug: 17947547

Pull the ResourceCache (aka, ref-counting side channel) out of
Caches so that DisplayListRenderer doesn't use Caches, avoiding
the risk of instantiating Caches on the wrong thread or
without a GL context

Change-Id: I7d63b70b3b0a0163308c5dedd6ef255eadebe8fd
2dc236b2bae13b9a0ed9b3f7320502aecd7983b3 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
70735bd5ddd6ba3063d5537f510324cb2515aba6 29-Aug-2014 Fred Fettinger <fred.fettinger@motorola.com> hwui: Caches: use mBoundTextures only for GL_TEXTURE_2D


GLConsumer uses glBindTexture() directly instead of going through
Caches::bindTexture(). This can cause libhwui to draw with the wrong
texture bound in the following case which involves 2 TextureViews:

Frame 1:
GLConsumer::updateTexImage() calls glBindTexture(GL_TEXTURE_EXTERNAL_OES, 1)
HWUI renders TextureView A:
calls Caches::bindTexture(GL_TEXTURE_EXTERNAL_OES, 1) and draws

Frame 2:
GLConsumer::updateTexImage() calls glBindTexture(GL_TEXTURE_EXTERNAL_OES, 1)
GLConsumer::updateTexImage() calls glBindTexture(GL_TEXTURE_EXTERNAL_OES, 2)
HWUI renders TextureView A:
calls Caches::bindTexture(GL_TEXTURE_EXTERNAL_OES, 1) and draws
HWUI renders TextureView B:
calls Caches::bindTexture(GL_TEXTURE_EXTERNAL_OES, 2) and draws

In this case, HWUI will incorrectly draw TextureView A using texture 2 on
frame 2, because mBoundTextures[0]=1, even though the texture currently

Since GLConsumer is always used with a target of GL_TEXTURE_EXTERNAL_OES,
work around this problem by having mBoundTextures[] store only the
textures bound to the target GL_TEXTURE_2D. This is the common case
where the extra performance is needed. Since it's legal to have
different textures bound to GL_TEXTURE_2D and GL_TEXTURE_EXTERNAL_OES
on one texture unit, Caches::bindTexture() does not need to clear
mBoundTextures[mTextureUnit] when target != GL_TEXTURE_2D.

Change-Id: I8bc54ab8adcfacad7f3ed17a31236dc7a86c967a
Signed-off-by: Fred Fettinger <fred.fettinger@motorola.com>
17035b0211a3c9d45ea46a99217a6acbe76e8fbe 03-Sep-2014 John Reck <jreck@google.com> Have destroy call freePrefetchedLayers

Bug: 17208461

There's a potential race condition between HardwareRenderer.destroy()
being called (which calls destroyCanvasAndSurface()) and the renderer
being finalized (which is what calls freePrefetchedLayers), during which
time it's possible we get a TRIM_MEMORY_COMPLETE and destroy the EGL

Fix this race condition by moving stopDrawing() and freePrefetchedLayers()
into destroyCanvasAndSurface() where they should have been in the first

Also, if we hit the assertion failure, dump the current state of
Caches to try and provide more context for the failure.

Change-Id: Ife0ba3562041e8b08e87e3e13640472b3004eed6
14a4e35208b7e97bbfa38f36130827c86bfafc2b 13-Aug-2014 ztenghui <ztenghui@google.com> Bring back the shadow strength tweak


Change-Id: Ifc0ecca139d58140b45d7d227536a53069e1d480
a736cd9d3587a120e5233d627cd8bf06353be107 04-Aug-2014 Chris Craik <ccraik@google.com> Remove scaling bucket hack


Fixes glyph cache pressure and double scaling artifacts.

Change-Id: I06cde720db646531b45943283cb4ecb48af8ff5b
59744b79ec302000802cd56d30a1bf70f0183c80 02-Jul-2014 Chris Craik <ccraik@google.com> Add hack for custom re-rasterization buckets


Moves all of the font transform management into
OpenGLRenderer::findBestFontTransform(), and now simply passes down
final rasterization transforms into the FontRenderer.

Change-Id: Ie02752e6af863347b142367c7d628db5f9fc2998
0732ba5756296f1ae3da48a39e4d498aba366386 17-Jun-2014 Chris Craik <ccraik@android.com> am 88b1c9ad: am e709d53f: am 0d28bb47: Merge "Fix the texture ID reuse issue in HWUI."

* commit '88b1c9ad87ca6d6faaf824bff4ee9d3c799362e5':
Fix the texture ID reuse issue in HWUI.
4a473c7d9406a2d6f6792f0f48d933424740ec5c 10-Jun-2014 jiayuanr <jiayuanr@codeaurora.org> Fix the texture ID reuse issue in HWUI.

Issue: When the layer of previous frame is destroyed, it doesn't clear the
texture id in mBoundTextures[mTextureUnit], so in the next frame, if
glGenTexture returns same texture ID of the previous frame,
the new texture is not bound.

CRs-fixed: 671736

Change-Id: Ifc5fd2115fb1863b3c006ab14b0faabeaeb4eab4
05f3d6e5111fd08df5cd9aae2c3d28399dc0e7f5 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
0fa2bd699ab5539c0ce6b79eb6b4b681734b8bb5 05-May-2014 Leon Scroggins III <scroggo@google.com> DO NOT MERGE Inspect SkShader to determine hw shader.

cherry-pick of Iaa7189178bda1c55f96da044d2a9fa602ba36034

Instead of duplicating internal info about SkShader, inspect the
SkShader installed on the SkPaint.

Remove setupModifiers, nResetModifiers, and nSetupShader.

Remove calls to create/destroy the (previously) attached SkiaShader.

Remove native code for setupShader and resetModifiers.

Remove code keeping track of native SkiaShader.

Include Extensions.h.

Compare shaders on the paint, instead of on DrawModifiers.

Remove vector of SkiaShaders.

Access the SkShader on mPaint.
Remove SetupShaderOp and ResetShaderOp.

Remove resetShader, setupShader, refShader, and mShaderMap.

Pass SkShader to setupDrawShader and setupDrawShaderUniforms.

Add LayerShader, a class inheriting from SkShader, to mimic the
behavior of SkiaLayerShader. Unlike SkiaLayerShader, it can be set on
the SkPaint so it can be inspected later.
Set a LayerShader instead of a SkiaLayerShader.
setupDrawShader and setupDrawShaderUniforms now inspect an SkShader
passed in.
Inspect SkShader instead of mDrawModifiers.mShader.
Remove resetShader and setupShader.
setupDrawColorUniforms now takes a boolean indicating whether there is
a shader.
Add an inline function for accessing the SkShader on an SkPaint.
In setupDrawBlending(Layer*, bool), do not check the shader (which will
never be set), but do check whether the color filter may change the
alpha (newly fixed behavior).
In setupDrawBlending(SkPaint, ...), check the SkShader and whether the
color filter affects alpha (the latter is new behavior).

Remove pure virtual functions setupShader and resetShader.

Remove functions for refing/unrefing shaders.

Much of this code was redundant and has been removed.
Convert structs into class with nothing but static functions for
calling describe/setupProgram.

Use the SkPixelRef as the key to the bitmap Lru cache, since shader
inspection will provide a different SkBitmap pointer (though it will
hold the correct SkPixelRef with the correct generation ID).

Update manual test to have more shaders: radial, sweep, compose,
invalid compose.

Change-Id: I2e7182b3fc28268e7ca82fac6780540b6b45365c
f5be3ca5cc5b3a10747b577f60059a99862bb9a8 01-May-2014 Chris Craik <ccraik@google.com> Add more shadow control knobs

Change-Id: I1ff500bf429029a97b681ced9df652f4ee9f1332
087bc0c14bdccf7c258dce0cdef46a69a839b427 05-Apr-2014 John Reck <jreck@google.com> Refcount RenderNode

Change-Id: I7a86db8acc2b78ef33d987a43a119f5933d7d752
e18264b079481a244b30e3f71012c53bbd861f92 12-Mar-2014 John Reck <jreck@google.com> Rename DisplayList->RenderNode

Change-Id: Id42e23c9a1a6eb6eaeafef707ced7fa6887b03d0
e361ad7ab15fcf4919a56a6293689d968ee8dcff 11-Mar-2014 Chris Craik <ccraik@google.com> Remove experimental perspective projection

Change-Id: Iad688c8395ccd4673cc129973802b5f01dfb45ba
63d41abb40b3ce40d8b9bccb1cf186e8158a3687 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.


Change-Id: Iaa5d15e77351acdd71f076bd8f9bb2d4d2b92faf
ef94c6f88fbb1deb095b1494378befcdb9722839 14-Feb-2014 ztenghui <ztenghui@google.com> Separate spot and ambient shadow strength setting

Change-Id: I4530e618b09a7f44b5382f8a40646c0ebf5f214c
cc3c25622c731d14a6f01bce684330eccba7db5a 17-Jan-2014 ztenghui <ztenghui@google.com> Property support for light positioning.

Tune up the light size to make it look better.

Change-Id: I139a05f3dd53dacbe55759b91188f0e1cc2c7f80
ba9b613437c34873fa95800a25fc51720638267c 16-Dec-2013 Chris Craik <ccraik@google.com> Create private properties on GLCanvas for experimentation with 3d

Change-Id: I17772f61efce727cb4c1111f4d97f58c741786b8
55bfb4e728fe1db619af5d2c287f4abe711b3343 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
2f7c6f04cc0593c449da3334653e6d0c20016c2b 21-Aug-2013 Romain Guy <romainguy@google.com> am dfb79408: am 5b8efc47: Merge "Add overdraw debugging that accounts for Deuteranomaly" into klp-dev

* commit 'dfb79408892b3f168204c54a9b81d813921fb0f9':
Add overdraw debugging that accounts for Deuteranomaly
627c6fd91377ead85f74a365438e25610ef1e2ee 21-Aug-2013 Romain Guy <romainguy@google.com> Add overdraw debugging that accounts for Deuteranomaly

Change-Id: I31f68a07aa7cf0490d2572e24e4c5ac2066a1151
3380cfdc77100e87aa8390386ccf390834dea171 16-Aug-2013 Romain Guy <romainguy@google.com> Replace float arrays with readable names

Change-Id: I32a8be560b60a4ac5cbee2fec4574b2c5df9f825
9ab2d1847552aa4169b4325aae1b1368d6947a9f 23-Jul-2013 Chris Craik <ccraik@google.com> Ensure glActiveTexture is cleaned up correctly on functor resume

Change-Id: I103d7d63b17289d599c2c08dcc442cfba9b8e51d
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
be1b127c7bec252e0c6ab0e06ed6babed07d496f 06-Jun-2013 Romain Guy <romainguy@google.com> Assume a texture is unbound after deleting it
Bug #9316260

The GL specification indicates that deleting a bound texture has
the side effect of binding the default texture (name=0). This change
replaces all calls to glDeleteTextures() by Caches::deleteTexture()
to properly keep track of texture bindings.

Change-Id: Ifbc60ef433e0f9776a668dd5bd5f0adbc65a77a0
8aa195d7081b889f3a7b1f426cbd8556377aae5e 05-Jun-2013 Romain Guy <romainguy@google.com> Introduce Caches::bindTexture() to reduce glBindTexture calls

Change-Id: Ic345422567c020c0a9035ff51dcf2ae2a1fc59f4
f9f0016b1ff816eb2c7561eed482c056189005f8 09-May-2013 Romain Guy <romainguy@google.com> Enable GPU pixel buffers on OpenGL ES 3.0 devices

Change-Id: I164d72ccd7a9bf6ae0e3f79dfef50083558937ba
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.


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.)


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.


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
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
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
5dc7fa709646799a5207a5d217f70aa02bf4a3aa 12-Mar-2013 Romain Guy <romainguy@google.com> Add TaskManager API

This API can be used to run arbitrary tasks on a pool of worker
threads. The number of threads is calculated based on the number
of CPU cores available.

The API is made of 3 classes:

Creates and manages the worker threads.

Describes the work to be done and the type of the output.
A task contains a future used to wait for the worker thread
to be done computing the result of the task.

The processor dispatches tasks to the TaskManager and is
responsible for performing the computation required by
each task. A processor will only be asked to process tasks
sent to the manager through the processor.

A typical use case:

class MyTask: Task<MyType>

class MyProcessor: TaskProcessor<MyType>

TaskManager m = new TaskManager();
MyProcessor p = new MyProcessor(m);
MyTask t = new MyTask();

// Waits until the result is available
MyType result = t->getResult();

Change-Id: I1fe845ba4c49bb0e1b0627ab147f9a861c8e0749
0f6675332c04c74909425d1d328f02b32c0ff40e 01-Mar-2013 Romain Guy <romainguy@google.com> Precache glyphs at final raster size

The deferred display lists model now allows us to precache glyphs
at their exact size on screen.

This change also removes debug markers when the renderer defers
and reorders display lists. It also adds a flush event marker.

Change-Id: I66ec5216dc12b93ecfdad52a7146b1cfb31fbeb4
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
ff316ec7a76e52572a2e89b691e6b3bba0cafba3 14-Feb-2013 Romain Guy <romainguy@google.com> Implement support for drawBitmapMesh's colors array

Change-Id: I3d901f6267c2918771ac30ff55c8d80c3ab5b725
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
da8d8b9699fe8e9557389465007e333d3f03dcc1 07-Feb-2013 Romain Guy <romainguy@google.com> Merge "Add a RenderBuffer object to store stencil buffers. Bug #7146141"
3bbacf27c0be1bae4e4483577fc89ae3113abe5d 07-Feb-2013 Romain Guy <romainguy@google.com> Add a RenderBuffer object to store stencil buffers.
Bug #7146141

This change is needed to add a render buffer cache to avoid
creating and destroying stencil buffers on every frame.

This change also allows the renderer to use a 1 bit or 4 bit
stencil buffer whenever possible.

Finally this change fixes a bug introduced by a previous CL
which causes the stencil buffer to not be updated in certain
conditions. The fix relies on a new optional parameter in
drawColorRects() that can be used to avoid performing a
quickReject on rectangles generated by the clip region.

Change-Id: I2f55a8e807009887b276a83cde9f53fd5c01199f
1ba0289d18f16e190a3bc7cf9226d061016dc355 07-Feb-2013 Chris Craik <ccraik@google.com> Merge "Add cap tessellation support"
65cd612face362d054a85d0f7e5881c59cd523be 11-Dec-2012 Chris Craik <ccraik@google.com> Add cap tessellation support


Currently used for lines (with and without AA) and arcs with useCenter=false

Also removes 0.375, 0.375 offset for AA lines

Change-Id: Ic8ace418739344db1e2814edf65253fe7448b0b0
ef35927abcd089652f87a985dd6dde7afde58b92 01-Feb-2013 Romain Guy <romainguy@google.com> Tag HardwareRenderers with a name to help debugging

The name of the renderer is the same as the window it belongs to.

Change-Id: Ie9adc0a1978afa026923ea41f5540eda6ba65a92
f735c8e5cb59d6e1d1aa152fed7a6480a08d1c2a 01-Feb-2013 Romain Guy <romainguy@google.com> Fix tiling on QCOM GPU

Rename Caches::startTiling parameter from opaque to discard to
make it clearer what its role is. Tweak calls to startTiling
to preserve the buffer when needed and discard it when possible.

Change-Id: If7f8ff19003f79f36885a0a7207cc61901f637d2
8ce00301a023eecaeb8891ce906f67b513ebb42a 16-Jan-2013 Romain Guy <romainguy@google.com> Implement clipRect with a transform, clipRegion & clipPath
Bug #7146141

When non-rectangular clipping occurs in a layer the render buffer
used as the stencil buffer is not cached. If this happens on a
View's hardware layer the render buffer will live for as long
as the layer is bound to the view. When a stencil buffer is
required because of a call to Canvas.saveLayer() it will be allocated
on every frame. A future change will address this problem.

If "show GPU overdraw" is enabled, non-rectangular clips are not
supported anymore and we fall back to rectangular clips instead.
This is a limitation imposed by OpenGL ES that cannot be worked
around at this time.

This change also improves the Matrix4 implementation to easily
detect when a rect remains a rect after transform.

Change-Id: I0e69fb901792d38bc0c4ca1bf9fdb02d7db415b9
5bb3c730f5ebd2a0db1b02a8981c6fdbea6c1a2e 30-Nov-2012 Romain Guy <romainguy@google.com> Apply dev. settings at runtime
Bug #7434649

Change-Id: I16f00eaa8a5eefd9f9849e196cf2cb1659215390
a852ff3a4b637e8101c2f54e110467586fe604cf 28-Sep-2012 Romain Guy <romainguy@google.com> Merge changes I9873540e,I4f6c38e3 into jb-mr1-dev

* changes:
Skia's ColorMatrix vector is in the 0..255 range not 0..1 Bug #7248980
Don't use the QCOM_tiled_rendering extension with functors Bug #7247880
54c1a64d5441a964890b44280e4457e11f4f924a 28-Sep-2012 Romain Guy <romainguy@google.com> Don't use the QCOM_tiled_rendering extension with functors
Bug #7247880

Change-Id: I4f6c38e37b953c58e6107097c613891a49dac766
16b897c488a740e004bfce7d50b0d7602277fc0b 27-Sep-2012 Chris Craik <ccraik@google.com> Fix rectangle AA offset calculation


Fixes compiler warning
Handle bezier thresholds with large stroke widths better
Fix sub-hairlines (for scaleX == scaleY)

Change-Id: Ida387483348ee61424b7fba729abca2a88bd68b3
cb4d6009576cf08195dc23f341a3f4939c0878bb 25-Sep-2012 Chris Craik <ccraik@google.com> Add stroke support to polygonal shape rendering


- Adds support for stroke/strokeAndFill for shapes without joins
- Fixes path-polygonization threshold calculation
- Fixes rendering offset (now only used for points)
- Several formatting fixes

Change-Id: If72473dc881e45752e2ec212d0dcd1e3f97979ea
7c450aaa3caac2a05fcb20a177483d0e92378426 22-Sep-2012 Romain Guy <romainguy@google.com> Add support for a new developer setting: overdraw debugging

Change-Id: I350ba4486577c3289f82c20938f7a35138778727
85ef80d8902afe8d26cb75fa7837fd9e6d019620 14-Sep-2012 Romain Guy <romainguy@google.com> Foundation for tiling optimization

Change-Id: I4db32a4749f196472ba0dde7e102439d2ba4a3a7
378d131e65348d199db36c21ba7156542bbf0045 06-Sep-2012 Chris Craik <ccraik@google.com> Merge "Varying-based AA rect drawing" into jb-mr1-dev
6ebdc114e0d72137394f02bc8ffe9d7a782a65c4 01-Sep-2012 Chris Craik <ccraik@google.com> Varying-based AA rect drawing

Instead of calculating opacity from relative position in the shader, use a
shader varying to do this computation for us.


Also adds a test to HwAccelerationTest to show incorrect antialiasing in
scaled drawAARect / boundarySize calculation.

Change-Id: Icdc41acb01dc10ce354834f8389a5aed2f439162
0baaac5e9adf3ee280ae1239e2e58754a9d2b099 01-Sep-2012 Romain Guy <romainguy@google.com> Revert "Revert "Add more support for transformed clip rects and paths""

This reverts commit a8557d2169e14997637f57bc897640c8882d4a46.

Change-Id: I36d4883d548fc47ba6c0b4a42012107d0d2f85a6
a8557d2169e14997637f57bc897640c8882d4a46 01-Sep-2012 Mathias Agopian <mathias@google.com> Revert "Add more support for transformed clip rects and paths"

this introduced a dead lock in GradientCache's ctor.

This reverts commit dfe082f63e94cde9aee271c94d13de5e7217e036.

Bug: 7096001
Change-Id: I57b8bbab11fb7cb502fa58e3bbf5d19864db874f
dfe082f63e94cde9aee271c94d13de5e7217e036 01-Sep-2012 Romain Guy <romainguy@google.com> Add more support for transformed clip rects and paths

Change-Id: I41791b1e1bffef77d503dc9e52428395d2309688
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
211efea7376371ee755edd2ad03e83ef6eea464e 01-Aug-2012 Romain Guy <romainguy@google.com> Add dithering to gradients

Change-Id: Ic1208855bde3a254eca2fd7cef43e0f1318ce419
8a4ac610e1aaf04931ac1af54b146a7fc8e66114 18-Jul-2012 Romain Guy <romainguy@google.com> Don't clear the dirty clip flag if it's not applied
Bug #6833979

Change-Id: I0ea78b7f31a557a335de10d910d03b0520029080
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
586cae3ac69c0c667fbf8a954edbd399f620a717 14-Jul-2012 Romain Guy <romainguy@google.com> Improve rendering speed by disabling scissor tests

This change improves execution of display lists, particularly on
tiled renderers. The goal is to disable the scissor test as
often as possible. Drawing commands are rarely clipped by View
bounds so most of them can be drawn without doing a scissor test.

The speed improvements scale with the number of views and drawing

Change-Id: Ibd9b5e051a3e4300562463805acc4fd744ba6266
dfa1046ecab165eb0daf5caa8475e993350f4a2b 13-May-2012 Romain Guy <romainguy@google.com> Add call sites for OpenGL's debug label extension

Change-Id: I9c689127e8166cbef92c935f8aa07217ab806dda
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
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
82bc7a772747fcf8a6fe7097f70bf2981429ffe9 03-Jan-2012 Romain Guy <romainguy@google.com> Properly restore the GL scissor after a GL draw functor
Bug #5781254

Change-Id: I1dc4809563a793b6b579814951d4d73b4c34bf32
8f85e80b64b89fd38cc23b129f61ec36ddde7f15 15-Dec-2011 Romain Guy <romainguy@google.com> Generate even fewer GL commands

Change-Id: I0f4dcacb03ef5ee7f6ebd501df98bfead5f0a7f8
a1d3c91afbd52c7e8b01f4a9060c5459f02ae7a5 13-Dec-2011 Romain Guy <romainguy@google.com> Further reduce the number of GL commands sent to the driver

Change-Id: Id922b2a166ea4573b767c27d3195e11c70320b23
15bc6437f8b4cf10dba55c7638d349e7b9563f4f 13-Dec-2011 Romain Guy <romainguy@google.com> Reduce the number of GL commands generated by the UI

This optimization along with the previous one lets us render an
application like Gmail using only 30% of the number of GL commands
previously required

Change-Id: Ifee63edaf495e04490b5abd5433bb9a07bc327a8
f3a910b423db7ad79cf61518bdd9278c048ad0d8 13-Dec-2011 Romain Guy <romainguy@google.com> Optimize state changes

Change-Id: Iae59bc8dfd6427d0967472462cc1994987092827
8ff6b9ebeeb24a6161ec6098e6bfdf8790ee5695 10-Nov-2011 Romain Guy <romainguy@google.com> Terminate EGL when an app goes in the background

This does not happen on high end gfx devices. This happens
only if only one EGL context is initialized in the current

Change-Id: Ibd1737efdf84eef8a84108b05795440d1ae9964e
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
6d7475d666baefaa3ba9f0dcee25238739454241 28-Jul-2011 Romain Guy <romainguy@google.com> Destroy layers and flush layers cache when a window is destroyed.

Change-Id: I3fa1bc3ff50fb99e3d2e490925bd6b0a0f809fff
bdf7609867a3f886455c51dba91623a86cceb6e2 19-Jul-2011 Romain Guy <romainguy@google.com> Trim OpenGLRenderer's memory usage whenever possible

Change-Id: I9225077184f374b1a43300add15cc1d5b6869d1c
d6b2a00dd43257d1498b09175bff63663f6cb861 18-Jun-2011 Romain Guy <romainguy@google.com> Add error checking to LayerRenderer::copyLayer

This method is invoked by TextureView.getBitmap() and failures must be
caught to avoid leaving the GL context in a potentially bad state.

Change-Id: I620de395ba1bc20154de58c81963223dc55cac78
99585adeb4167ca357a72eb866f34c1af944f4b9 03-May-2011 Chet Haase <chet@google.com> Line endcaps for AA lines are now antialiased.

Also fixed other minor issues with AA and line rendering.

Change-Id: Icd4638d27c70e2ee0f28b5d9a2b97d8b29e8ac4d
5b0200bd47e8a9a4dc8d2e6c3a110d522b30bf82 14-Apr-2011 Chet Haase <chet@google.com> Enable anti-aliasing for hw-accelerated lines

Draw anti-aliased lines with OpenGL by constructing a quad with
a border that fades out (to mimic fragment coverage).

Change-Id: Ib81a3e62d663acdf1b46b401ac4aa7ee9855cc7e
9c1e23baf5bfbebd1aebbd6d9a18c225325567ce 24-Mar-2011 Chet Haase <chet@google.com> Add logging of graphics acceleration info to bugreports

Change-Id: I9fa4cda6ccf92df9d1c644ccdc0e7274a30106e0
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
c9855a53edfac818dc68714557185977556f849d 22-Jan-2011 Romain Guy <romainguy@google.com> Log only 1 line per process when using OpenGLRenderer.

Change-Id: Idbdd6b84f31301e58ed53e0d50fd61fece192dfa
ff26a0c1c905dc1ec53b1bab860b80f2976d59be 20-Jan-2011 Romain Guy <romainguy@google.com> Remove unnecessary code.

Change-Id: I83eba3406c26a4028af08b4d4c95ecd02803e75a
01d58e43ede5ca98cbebdd166f9b0c545032c01b 20-Jan-2011 Romain Guy <romainguy@google.com> Add rounded rects and circles support to OpenGLRenderer.

Change-Id: I6cedf2b495d58de7c0437096809fa9e4518a1b8c
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
57066eb64c9a190d1afc87bb060bbb2d31e5b86c 12-Jan-2011 Romain Guy <romainguy@google.com> Cleanup GL objects on the correct thread.

Change-Id: Iddfea6e08a6591a4fab147151098ef27005f373d
a957eea78557cb47a91d44d9e6ee641c58cf1c07 09-Dec-2010 Romain Guy <romainguy@google.com> New, better line drawing implementation.
Bug #3207544
Bug #3225875

Change-Id: Ibdd1dfc64e01625d5c441f39eb0aa3ee647f6ff5
fe48f65922d4a3cc4aefe058cee5acec51504a20 12-Nov-2010 Romain Guy <romainguy@google.com> Free resources only from the GL context thread.
Bug #3179882

Resources were freed following garbage collections on a worker thread.
This worker thread had no EGL context, which would cause the renderer
to incorrectly assume that the memory was liberated.

Change-Id: Ifdb51f94ddf42641e8654522787bfac532976c7c
e190aa69756aecfaffabdd4c6d32cb6b3220d842 11-Nov-2010 Romain Guy <romainguy@google.com> Add new runtime debug flags.

Change-Id: I07955de166a89b5053c6c13f250bb3e2936ca86e
c15008e72ec00ca20a271c3006dac649fd07533b 10-Nov-2010 Romain Guy <romainguy@google.com> Move all debug flags in a single place.

This change also adds a new memory usage flag. When turned on, the
following is printed after every frame:

D/OpenGLRenderer( 3723): Current memory usage / total memory usage (bytes):
D/OpenGLRenderer( 3723): TextureCache 3766680 / 20971520
D/OpenGLRenderer( 3723): LayerCache 3538944 / 8388608
D/OpenGLRenderer( 3723): GradientCache 135168 / 524288
D/OpenGLRenderer( 3723): PathCache 41180 / 4194304
D/OpenGLRenderer( 3723): TextDropShadowCache 0 / 2097152
D/OpenGLRenderer( 3723): FontRenderer 0 262144 / 262144
D/OpenGLRenderer( 3723): FontRenderer 1 262144 / 262144
D/OpenGLRenderer( 3723): FontRenderer 2 262144 / 262144
D/OpenGLRenderer( 3723): Other:
D/OpenGLRenderer( 3723): FboCache 2 / 12
D/OpenGLRenderer( 3723): PatchCache 31 / 512
D/OpenGLRenderer( 3723): Total memory usage:
D/OpenGLRenderer( 3723): 8268404 bytes, 7.89 MB

This should help tracking possibe memory issues.

Change-Id: I83f483ca1d2dbef904829bce368e33fe5503e8d6
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
746b7401ceb86b5f2805f8c0d3b39ac739152015 27-Oct-2010 Romain Guy <romainguy@google.com> Remove unnecessary GL calls.

This change batches calls to glScissor() and removes extra GL
queries and glActiveTexture() calls.

Change-Id: I1cd079d314f87cd9c088f95c8d4909c2f860f6aa
9bca4793a33d2714b306d69ceb870925a588fe71 26-Oct-2010 Romain Guy <romainguy@google.com> Small cleanup.

Removes unnecessary forward class declaration, make Caches::currentBuffer
private instead of public.

Change-Id: Idba6325c8c602d89239e667cb8ec87e7943f8e75
dd78ccacff83f0714ad90be98b58ad85f5d08c66 23-Oct-2010 Chet Haase <chet@google.com> Fix Caches singleton to avoid resource leaks

The declaration of Singleton objects must be in CPP files (not header
files) to avoid creating separate instances of what is supposedly a
single object.

Change-Id: Ie903384824a458b5572f3ce5b6cfb359c18a9c44
5c13d89c1332fcc499379b9064b891187b75ca32 08-Oct-2010 Chet Haase <chet@google.com> Optimizing display lists by referencing pointers to resources instead of copying them

Change-Id: I81ad3551d74aa1e5bb64d69e33d2eb29a6c1eb6a
03750a067e818ca7fbd0f590e2ff6a8fded21e6c 18-Oct-2010 Romain Guy <romainguy@google.com> Use VBOs to render most geometries.

Change-Id: I4360dc4fe5693ab425450c107282b2c22db4dca7
11fd654a90359043e17ac78c1a3d6578c38b5c42 05-Oct-2010 Romain Guy <romainguy@google.com> Reorder logs.

Change-Id: I4adbd53662e1f509c860898c8ff9d19eaabd6d5b
e2d345ea67e2960b37bfdc0fc8626d1bfa747404 25-Sep-2010 Romain Guy <romainguy@google.com> Add debug mode to measure performance.

Change-Id: I9d4c84034dc200b99c8266165942a7cdbcb5c0c5
29d8997bd43b7c4ad37fc3d6f91eaafa74913c88 23-Sep-2010 Romain Guy <romainguy@android.com> Fix OpenGL errors in various places.

Change-Id: I3a4e115d8fb13b6c443e65460d92987b16f2524c
a2341a9f6addcd79723965ec5b1a1c5ae0f8bd65 09-Sep-2010 Romain Guy <romainguy@google.com> Purge Skia objects from GL caches as needed.

Change-Id: I754c671cf790ad5ae8bf047ad328034217da4ecc
b45c0c9774bd19a9dbe77d149abae4e124b08bf6 27-Aug-2010 Romain Guy <romainguy@google.com> Apply gamma correction to font rendering.

Change-Id: I1b05f40e356221b2a5eb9400e67d77ecd98ed6c4
f6fcac7ce16a631ca2b101f5bbebe58af5b247a8 25-Aug-2010 Romain Guy <romainguy@google.com> Fix passion build

Change-Id: I93322bd36a004ac5aa9a0409d22dbf36a2da1680
fb8b763f762ae21923c58d64caa729b012f40e05 24-Aug-2010 Romain Guy <romainguy@google.com> Use only one GL context per process, share chaches.

Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11