Loading the avatar icons and drawing them into the sized bitmap
turns out to be quite expensive and the cost increases with number
of users. Caching them shaves off several hundred milliseconds from
Keyguard inflation time during user switching on the lockscreen.
For instance, 15ms vs. 750ms with 3 avatars on a certain 7" tablet.
Bug: 7986933
Change-Id: I3e2065bfa25aa263133ba204ca364c3b04d7c0ff
Basic implementation of an undo manager. Supports
multi-level undo/redo, building on the top undo state
as edits occur, managing multiple distinct entities in
the undo state (such as embedded objects in a document),
and saving/restoring the full undo state. Still some
work remaining on correctly dealing with dependencies
between undo states that hold multiple owners.
Also do a simple implementation of undo state in TextView
to see how things actually work. The implementation here
is very primitive: it needs a lot more work to correctly
identify when to merge undo ops, is not trying to do
anything smart with style spans, etc.
Change-Id: Ie30f4e133351e2f569ffb48c6c44a2b19cadee27
1. The scheduling was relying on receiving battery level broadcasts
which however are not sent if the device is asleep. The maintenance
window was not bound and we could miss a frame if the user did
not interact the device longer than the min time between two
maintenance windows.
2. Hide the idle maintenance intents since this will be rewritten
to user services.
bug:8688454
Change-Id: I17b421b09823cb46ec218cabda19e02432d94f8c
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.
WHAT IS THE ASSETS ATLAS
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.)
HOW IS THE ASSETS ATLAS GENERATED
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.
HOW PROCESSES USE THE ATLAS
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
Introduces new DocumentsContract which storage backends must
implement. Backends surface a simple directory-like organizational
structure that enables a document to appear at multiple locations in
that hierarchy. Querying a document or the contents of a directory
will return a Cursor populated with DocumentColumns, which includes
simple metadata.
Adds new OPEN_DOC and CREATE_DOC Intents, and permission to protect
storage backends.
Change-Id: Ib4984bc980182b2cedbe552908e5be94604ef085
By adding these stubs, they will be automatically added to framework.aidl
in sdk builds.
This makes it easier for unbundled apps to pass these objects across
AIDL calls.
ContentValues & CursorWindow are already public Parcelables. It is an
oversight that they were not already in framework.aidl.
There are a lot of other public Parcelables that are missing from
framework.aidl. This just fixes two commonly requested ones.
Change-Id: If61e19b1206da1680413d9ea03de87a90b6d233e
Only allow through changing direction configs for drawables.
Explicitly map layout direction values to an index in the
preload arrays.
Drawables that don't vary by configuration should go in to both
the rtl and ltr preloads.
Change-Id: Ib92dd11738082a795e02d1d4191adb54702d651c
API for querying accounts visible to a specific package.
Improve API and docs for device owner.
Bug: 8657158
Change-Id: I01b8701534f64b383391508a49ae93ed21f22ae0
- populate the preloaded drawable cache with only LTR drawables
when the layout direction during preloading is LTR. Populate
the cache with only RTL drawables when the layout direction during
preloading is RTL
- only preload drawables that dont have a dual LTR/RTL version
Change-Id: I7807bdc031b99102609efda75042a9500d96065c
Use a Bundle for persisting and passing to the application, but use a
list to return data back from an application that's exposing restrictions.
Changed the xml reading/writing code to store the value type in the Bundle
so that it can be reproduced when reading. Earlier we were assuming only
String and String[].
Bug: 8633967
Change-Id: I523d5553728edcf28a1e9d432f490b4956f34215
Anyway they need to request account access and user will be asked to approve access to the account
at runtime.
Bug: 8617168
Change-Id: I31de852b9bb25f496becc3e6470265b5c330e6ad
When granting a Uri permission with new PERSIST_GRANT_URI_PERMISSION
flag, persist that grant across device reboots until explicitly
revoked. Adds new persistedModeFlags dimension to UriPermission,
and moves all flag mutation into UriPermission for clarity. Adds
flag documentation. Only inflate HashSet as needed.
Write persisted grants into XML file, saving based on source and
target package name and user handle. Sanity check grants when
parsing.
Wipe all grants from/to a package when uninstalled, and wipe any
transient grants when a package or user is force stopped.
Persistable grants are always considered "needed."
Change-Id: I3f001571b498fd607456a1257a6383f904d19497
This can be used by apps that won't work without an account of that
type in the limited user environment. This way we can avoid letting
users select these apps when setting up a limited user.
Bug: 8600261
Change-Id: Iaa0dd5ff88e89fa7a1d8a4e70317290268411bdb
...to allow for orientation locking
This doesn't add an API to get the current orientation, since that is
inherantly racy. Instead there is a new "locked" orientation mode that
locks the screen into whatever the current rotation is.
While at it, added a few other useful orientation modes.
Change-Id: I5c369e6511cb72294e9e922ea8acffd770df9440