Once, GLThread is gone we don't have any need to support both styles of GL
rendering. Merging LayerView and FlexibleGLSurfaceView makes it clearer what's
going on, and I expect we'll also be able to take out some dead code from the
resulting LayerView.
This patch is mostly uninteresting. The interesting bits are that
implementations of requestRender and the constructors are merged. Everything
else is mostly copying over methods and renaming FlexibleGLSurfaceView's
mController to mGLController.
Once, GLThread is gone we don't have any need to support both styles of GL
rendering. Merging LayerView and FlexibleGLSurfaceView makes it clearer what's
going on, and I expect we'll also be able to take out some dead code from the
resulting LayerView.
This patch is mostly uninteresting. The interesting bits are that
implementations of requestRender and the constructors are merged. Everything
else is mostly copying over methods and renaming FlexibleGLSurfaceView's
mController to mGLController.
Previously, we only set the display-port in response to a page scrolling itself,
or when we adjust the viewport. This meant that the display-port could be
incorrect if a viewport adjustment was sent after a page-size changed, but
before a render had completed.
Similarly, we were not updating the display-port when the viewport of a
foreground document that hadn't been displayed yet was changing. This would
cause the first-paint to have an incorrect (and often too small) display port,
which wouldn't be corrected until the page was scrolled.
Fix overdrawing of the checkerboard layer by letting layers have a concept of
a display-port, and keeping the root layer's display port in track with
Gecko's.
Fix overdrawing of the checkerboard layer by letting layers have a concept of
a display-port, and keeping the root layer's display port in track with
Gecko's.
- Disable fps layer.
- Add some comments to FlexibleGLSurfaceView.
- Get rid of getBufferSize and some other related cleanup.
- Add some comments to compositor-invoked functions in GeckoLayerClient.
- Take out unnecessary parameters to Rect constructor.
- Move class variable initialization to constructor.
- Take out kUsingGLLayers.
- Add a comment about changes in background color.
- Fix up convertViewPointToLayerPoint to be more correct.
- Add note in setPositionAndResolution about how it might be wrong.
- Modify provideEGLSurface to not store the surface in mEGLSurface.
- Remove some unneeded, commented out code in GLThread.
This removes the logging, locking and allocations from getViewTransform.
This reduces the time spent from an median of 6.3ms to 0.061ms
We use a new scheme where the view transform is immutable and the member
variable containing it is atomically overwritten. So we may get a slightly old
view transform but this won't be a problem.
Rename and make public the default shaders used in LayerRenderer, and make
loadShader a public, static method. This should make it easier for layers to
implement their own shader programs.