- When dozing, the first motion event triggers a wake up.
- Fade the backgrounds to ease the transition out of doze.
Bug:17167296
Change-Id: I5615ca0839dfa3ed2cf3001baf407c707f0676d5
bug:17441218
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
bound to GL_TEXTURE_EXTERNAL_OES is 2.
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>
(Noticed the difference in a javadoc diff between Notification and
NotificationCompat)
Bug: 17424399
Change-Id: I639a46c429ffebf8ca47118b2ea80f40ccdc1286
Also adds some padding for the type and the signal strength icon in
LTE, 3G, 4G and 1x case.
Bug: 17421452
Change-Id: Ib3e6d2983397833958bca1fd33eb8b8c69e7c7fd
This fixes a lot of jank when showing all cards by tapping the more
card, because this lead to layer trashing in every frame (the
background was updated as well as the overall alpha for the card).
Bug: 17419967
Change-Id: Ib39af6eaab26409eedff72c921e9aa1ede31b830
This is another follow up CL for Ic8c6fab58c01206872a34e7e.
Ib2371849d32bb44da9ef59f05e648a476e03699a didn't cover
following renamings. This CL fixes them.
- #getCharacterRect -> #getCharacterBounds
- #getCharacterRectFlags -> #getCharacterBoundsFlags
BUG: 17365414
Change-Id: I120795da3f25f1e2fa71f455f92e3cd1c036c1d5
Android wear emulators have never had support for enabling both gpu
emulation and also having a round clip overlay present. Fix this by
supporting a drawable overlay when the ro.emulator.circular system
property is set.
Bug: 13415409
Change-Id: I6e0840ebe5c77adb786a7ba7ec6af348308ca46a