This should hopefully improve power consumption and make us act closer to the
system scrollbars.
--HG--
extra : commitid : HibXXfEknav
extra : rebase_source : 6b4df1252df1c4e7fe4fb718214565289c001657
Refactor the dynamic toolbar code so that the ownership of various properties
is clearer, and the page is offset by the toolbar instead of being overlapped.
This fixes problems with the scroll origin of the page not corresponding to
the visible origin on the screen.
Refactor the dynamic toolbar code so that the ownership of various properties
is clearer, and the page is offset by the toolbar instead of being overlapped.
This fixes problems with the scroll origin of the page not corresponding to
the visible origin on the screen.
Our C++ code was binding a buffer and leaving it bound. This
avoids that problem by making sure we unbind it before
calling VertexPointerAttrib.
--HG--
extra : rebase_source : ec39fcf4a6a74c2f96765752b0ffb6e38b44f5de
- 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.
Rather than re-render the scrollbar texture and re-upload it when the opacity
changes, just render/upload it once and use a shader to modify the opacity.
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.
Scrollbars now have rounded endcaps, are a little smaller, and there
is a 1-pixel gap between the bar and the edge of the viewport. Just
generally making them look nicer.