Bug: 29628138
1: Make windowPositionLost synchronous as that's
what the Java side was expecting
2: Make the listener ref counted as otherwise
there's a race condition with the GC, which could
end up with use-after-frees
3: Ensure that all position updates are invoked
prior to frame completion
Change-Id: Iedbc017f611ba2878a49b4586612f79249ca2fe3
This CL changes the target of VD specific animators to VectorDrawable,
instead of RenderNode. The benefit of doing so is that animators can
now detect whether the animation is meaningful by checking whether
their VD target is in the display list. If not, that means the VD is
not drawing for the current frame, in which case we can be smarter
and more power efficient by removing the animator from the list and
posting a delayed onFinished listener callback.
By setting VD as the animation target, when an ImageView decides to
update its drawable from one AVD to something else, we'll be able
to detect that the previous AVD is no longer in the display list,
and stop providing animation pulse to the stale AVD, which is
something we couldn't do previously. This change also
handles the case where one AVD instance could be drawn in two
different views.
Bug: 27441375
Change-Id: Iaad1ed09cfd526276b95db0dd695275c28e074e8
Fixes: 28125010
Restructures 'scene defer', to implement window backdrop overdraw
avoidance in new render pipeline, and disable clipping to content draw
bounds.
Also restructures FrameBuilder's constructors, to separate out into
multiple defer methods.
Change-Id: I53facb904c1a4a4acc493d8a489921a79a50494e
Bug: 27286867
WindowManager has committed to stopped state
controlling the lifecycle of the Surface, so
make that a first-class thing in HWUI as well.
This makes it more resistent to things like
a rogue updateSurface() happening while mStopped=true,
leading to bad things down the line. Instead let
the surface be changed/updated as often as desired,
and just block any attempt to draw on that surface.
Also removes some unnecessary makeCurrent()s, as
EglManager ensures that we *always* have a valid
GL context now (using a pbuffer surface if there is
no window surface set)
Change-Id: Iead78ddebc7997e8fdb0c9534836352f5e54b9bd
Bug: 27709981
This desperately needs a refactor, but to keep
the current (really needed & nice) behavior of
dispatching after sync finishes would be difficult
to handle cleanly without lots of ripping so... #yolo
Change-Id: I831a06c6ae7412a062720d68ecbe3085190f0258
- Rename to FrameMetrics to avoid collision with existing
android.view.FrameStats class
- Make FrameMetricsObserver implementation detail,
exposing FrameMetricsListener interface as public API
and wrapping in FrameStatsObserver to maintain state
- Remove dropped frame count call, in favor of passing as
parameter to callback method.
- Move away from raw timestamp access in favor of Metric IDs
which represent higher-level, more stable stages in a frame
lifecycle and match the categories exposed in the onscreen
bars.
- Support many-to-many Window<->FrameMetricsListener relationship
Change-Id: I00e741d664d4c868b1b6d0131a23f8316bd8c5c2
Full GLES error checking layer via -include
trickery. Change DEBUG_OPENGL to a level system.
HIGH = every GL call is error checked
MODERATE = checkpointing at interesting spots
LOW = only asserts there are no errors at the end of a frame
or when the FBO changes
NONE = AIN'T GOT NO TIME FOR ERRORS GOTTA GO FAST!
Change-Id: Ibe81aae93d942059c4ddf1cbb11c828b7ce4c10b
Skia's SkCanvas::SaveFlags are being deprecated. This CL introduces
the equivalent android::SaveFlags, converts all internal clients to
the new enum, and switches the saveLayer glue to the
SaveLayerRec-based API.
Change-Id: Icb1785f4e7c0f652b1f04b34a1e3ccb063c408f3
am: 099bd9ca8f
* commit '099bd9ca8fea02795424d62c05c723290d68ae14':
In CanvasContext::doFrame, make a separate call to computeFrameTimeNanos and save the result. Then pass that value to UiFrameInfoBuilder::setVsync as both arguments.
am: 6222bb0f6a
* commit '6222bb0f6a772c8fa1dc402740399b0ad1017520':
In CanvasContext::doFrame, make a separate call to computeFrameTimeNanos and save the result. Then pass that value to UiFrameInfoBuilder::setVsync as both arguments.
and save the result. Then pass that value to
UiFrameInfoBuilder::setVsync as both arguments.
The order of function argument evaluation is undefined in C++. Because
the value returned from TimeLord::latestVsync may be changed by
the preceding call to TimeLord::computeFrameTimeNanos the values of the
arguments passed to UiFrameInfoBuilder::setVsync is also undefined. This
change removes any ambiguity.
Change-Id: Ie71ee453f9ccc725edfe5f7cc9b277f2a809dfdc
On the critical path of the cold launch of applications
the main thread of the started application tells the RenderThread
to create a surface. This process is synchronous and blocks
the main thread of the application until the creation
of the EGLContext is complete.
As a consequence the launch time of the application is delayed
by time spent allocating the EGL Context in the RenderThread.
With this optimization the launch time of any application
is improved (for example settings by 20 to 40 ms).
Change-Id: Ibf47aaa0abb8dedf7aa00693073db3785d9d6b08
Signed-off-by: Thomas Buhot <thomas.buhot@intel.com>
Signed-off-by: Zhiquan Liu <zhiquan.liu@intel.com>