)]}'
{
  "log": [
    {
      "commit": "a404e16e4933857464046d763ed7629cd0c86cbf",
      "tree": "fec5bfa47138b29d22b25b9d87dc84ebfea7f1e6",
      "parents": [
        "64770d16b0907a8e1ee81ef6c8fa398a6bdbee79"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Fri May 24 16:19:19 2013 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Fri May 24 16:19:19 2013 -0700"
      },
      "message": "Make sure atlas antries can correctly filter/wrap textures\n\nThe virtual textures would each have their own values for wrapping\nand filtering which could lead to conflict and/or extraneous GL\ncommands being issued.\n\nChange-Id: I64cb59a03e598f46bf645bd1d30fccfa63a07431\n"
    },
    {
      "commit": "d5207b2eb9ba520da822d61ff78b539842fc5255",
      "tree": "f3449605d3384037f9d64f33ada123534dec262b",
      "parents": [
        "2ae118d1077bcec1c407b6ecb9acf14e2152fe93"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Tue May 07 14:46:36 2013 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Tue May 07 14:46:36 2013 -0700"
      },
      "message": "Fix double-free in AssetAtlas\nBug #8833153\n\nIf Atlas::terminate() is called twice without an init() in between\nlibhwui would double-free Atlas::mImage. This lead to a lot of crashes\nwith the monkeys as they can easily trigger memory trims.\n\nChange-Id: I96798414e5e71cd498aaca85a790661ebccdaa91\n"
    },
    {
      "commit": "877cfe0e32a845d5a58252b8a6e1f54f95b4379c",
      "tree": "0204e80d336ac4da7a4b507e950e41e0d1fa390d",
      "parents": [
        "3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Thu May 02 17:36:28 2013 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Thu May 02 17:36:28 2013 -0700"
      },
      "message": "Wrap EGLImage with a C++ API\n\nChange-Id: I0fa3282ea7e2ace3ba2aadd929b32232b3d41628\n"
    },
    {
      "commit": "3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9",
      "tree": "ea104e727beba793c10952f5b328478020859599",
      "parents": [
        "dd424cf079d2677e9333d89466f93166787e61c8"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Wed Apr 17 18:54:38 2013 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Thu May 02 13:32:09 2013 -0700"
      },
      "message": "Pack preloaded framework assets in a texture atlas\n\nWhen the Android runtime starts, the system preloads a series of assets\nin the Zygote process. These assets are shared across all processes.\nUnfortunately, each one of these assets is later uploaded in its own\nOpenGL texture, once per process. This wastes memory and generates\nunnecessary OpenGL state changes.\n\nThis CL introduces an asset server that provides an atlas to all processes.\n\nNote: bitmaps used by skia shaders are *not* sampled from the atlas.\nIt\u0027s an uncommon use case and would require extra texture transforms\nin the GL shaders.\n\nWHAT IS THE ASSETS ATLAS\n\nThe \"assets atlas\" is a single, shareable graphic buffer that contains\nall the system\u0027s preloaded bitmap drawables (this includes 9-patches.)\nThe atlas is made of two distinct objects: the graphic buffer that\ncontains the actual pixels and the map which indicates where each\npreloaded bitmap can be found in the atlas (essentially a pair of\nx and y coordinates.)\n\nHOW IS THE ASSETS ATLAS GENERATED\n\nBecause we need to support a wide variety of devices and because it\nis easy to change the list of preloaded drawables, the atlas is\ngenerated at runtime, during the startup phase of the system process.\n\nThere are several steps that lead to the atlas generation:\n\n1. If the device is booting for the first time, or if the device was\nupdated, we need to find the best atlas configuration. To do so,\nthe atlas service tries a number of width, height and algorithm\nvariations that allows us to pack as many assets as possible while\nusing as little memory as possible. Once a best configuration is found,\nit gets written to disk in /data/system/framework_atlas\n\n2. Given a best configuration (algorithm variant, dimensions and\nnumber of bitmaps that can be packed in the atlas), the atlas service\npacks all the preloaded bitmaps into a single graphic buffer object.\n\n3. The packing is done using Skia in a temporary native bitmap. The\nSkia bitmap is then copied into the graphic buffer using OpenGL ES\nto benefit from texture swizzling.\n\nHOW PROCESSES USE THE ATLAS\n\nWhenever a process\u0027 hardware renderer initializes its EGL context,\nit queries the atlas service for the graphic buffer and the map.\n\nIt is important to remember that both the context and the map will\nbe valid for the lifetime of the hardware renderer (if the system\nprocess goes down, all apps get killed as well.)\n\nEvery time the hardware renderer needs to render a bitmap, it first\nchecks whether the bitmap can be found in the assets atlas. When\nthe bitmap is part of the atlas, texture coordinates are remapped\nappropriately before rendering.\n\nChange-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0\n"
    }
  ]
}
