Not only does this reduce the amount of cruft needed while getting and setting these properties, it
makes the code more consistent because we don't have half of this stored in the Layer base class and
the other half provided by an abstract method implementation in subclasses. Furthermore, this
allows the VirtualLayer size to be updated based on the area painted by gecko rather than remaining
fixed at the view size when the virtual layer was created.
Only update tiles that intersect with the screen, and asynchronously update
invisible tiles over multiple subsequent frames. This has the effect of
spreading out non-critical texture-upload over time and removes some juddering
on devices that don't support gralloc.
This backs out changes d8fc13006aa4, ddde7a49f6f7, 34b1cc9454d2 and
8919c54229e1, leaving in some initialisation fixes that were introduced when
rebasing.
This work may be re-applied at a later date.
This adds checkerboard profiling to LayerRenderer, that can be enabled either
by enabling debug logging of the "GeckoLayerRendererProf" tag, or via
reflection using PanningPerfAPI.
Instead of tying the tile-buffer in MultiTileLayer directly to the back-buffer
of the page, make sure rendering is always aligned to the tile grid and use
tiles on-demand. This makes better use of tiles when panning/zooming, and opens
up the route for further optimisations.
Instead of tying the tile-buffer in MultiTileLayer directly to the back-buffer
of the page, make sure rendering is always aligned to the tile grid and use
tiles on-demand. This makes better use of tiles when panning/zooming, and opens
up the route for further optimisations.
Instead of tying the tile-buffer in MultiTileLayer directly to the back-buffer
of the page, make sure rendering is always aligned to the tile grid and use
tiles on-demand. This makes better use of tiles when panning/zooming, and opens
up the route for further optimisations.
The missing blend function was causing the default of GL_ONE,
GL_ZERO to take effect, making it look like alpha blending wasn't
working. It would start working once the 9-patch shadow was rendered
since that code sets the correct blend function. Fix this by
ensuring we set the blend function wherever we use blending.
This removes the hard-coded limit of 1024x2048 tile sizes, and allows for
arbitrary tile-sizes. It will still only allocate texture sizes in powers of
two, however. It replaces the tile size with a buffered-area size, which can be
re-allocated as the screen dimensions change.
This removes the hard-coded limit of 1024x2048 tile sizes, and allows for
arbitrary tile-sizes. It will still only allocate texture sizes in powers of
two, however. It replaces the tile size with a buffered-area size, which can be
re-allocated as the screen dimensions change.