am: b2e36d7939
* commit 'b2e36d7939610de538a6ec95a821b61b365b3073':
Use LUT for computing final shadow alpha
Change-Id: Ia17e3b93e9ade0633aee5a1e9edd60b92dd1e062
Bug: 28519669
This trace tag makes shadows look way more expensive
than they actually are, particularly troublesome
when tracing things with large number of shadows.
Change-Id: Ib6558b1388edd4b006ec15127470cb9ab563f954
There are two parts to VD's native allocation:
1) VD's internal data structure (i.e. groups, paths, etc that make
up of the VD tree). This structure can change, when a VD is used
to load a different drawable resource.
2) Two bitmap caches, not both of which will necessarily be allocated
The size of the bitmap cache depends on canvas matrix and drawable
bounds, and therefore can often change.
We need to count the native allocation from the above against Java heap.
Bug: 26269056
Change-Id: If833aedcf7f3efe00ea73a41ddccb1b48066ffd8
"tm_mon" format should align with "ZipEntry::setModWhen" in aapt.
"tm_isdst" should be initialized, or it will because random value
and cause error in function mktime().
BUG:28021145
(cherry picked from commit bb0eb3f4cb33c077b296a18555a9a1a966ff696b)
Change-Id: Ia39cf63fcd4bb39c24af080562960279106f526c
"tm_mon" format should align with "ZipEntry::setModWhen" in aapt.
"tm_isdst" should be initialized, or it will because random value
and cause error in function mktime().
BUG:28021145
Change-Id: I1e8d5c14e5d7b875bf9cd940cb7f4c5b93a1bcd6
am: 7f209d3
* commit '7f209d37f17d4df09475137c38b84a3338c84023':
API tweaks to PixelCopy and make it public
Change-Id: I1aac8afacfd054fe10fc26a73552608c51dfa9f5
Bug: 27708453
Fixes some issues with camera sources. Previously
it was using GL_TEXTURE_2D target which doesn't
work properly if the source is YUV. It is critical
to ensure GL_TEXTURE_EXTERNAL_OES is used throughout
so the right sampler is used.
Change-Id: I0dcd8941ba08331f24809467b0e828663a38e93b
am: b53e8a7a8a
* commit 'b53e8a7a8aa495289ab2872032f80501edd472ef':
Fix order of operation issue with ResStringPool
Change-Id: Idaca4dee242389680b82b9d58728d281a65f9116
am: 924d8227c4
* commit '924d8227c4c790f05fb90d6140de15fa8abb704b':
Fix shadow radius too large for RS
Change-Id: I14e606d89f456bedb240f564acc7867b629bf8ed
Due to ! taking precedence over bitwise &, the condition for
checking non-null terminated string blocks is incorrect.
Adds parentheses for the correct behavior.
Bug:28288210
Change-Id: Ie31fa239e5f869e6bb28deb6ae190f41f1aa4d92
Fixes: 28218991
If a draw() happens while we are stopped, don't report
that the surface is lost because this will prompt
a tear-down of the surface which isn't desired. It can
result in ViewRootImpl ending up in an internally-bad state
in this case.
Change-Id: If3eb8c6bc8702299e5330bc0917952624dce3b7e
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