Wire SKSL based stretch shader to HWUI
--Ported SKSL based stretch shader from OpenGL prototype
--Hooked up the stretch APIs in RenderNode to the stretch
shader.
--Updated RenderNode layer logic to promote the RenderNode to
a layer if there is a stretch to be applied to it in order
to feed the layer as input to the stretch shader
Bug: 179047472
Test: builds + sample overscroll stretches + updated CTS test
Change-Id: I744ff70099fe251ce07f23d067bf13444a468c08
diff --git a/tests/HwAccelerationTest/AndroidManifest.xml b/tests/HwAccelerationTest/AndroidManifest.xml
index 62ccb1a0..6bf4492 100644
--- a/tests/HwAccelerationTest/AndroidManifest.xml
+++ b/tests/HwAccelerationTest/AndroidManifest.xml
@@ -771,6 +771,24 @@
</intent-filter>
</activity>
+ <activity android:name="StretchShaderActivity"
+ android:label="RenderEffect/Stretch"
+ android:exported="true">
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN"/>
+ <category android:name="com.android.test.hwui.TEST"/>
+ </intent-filter>
+ </activity>
+
+ <activity android:name="EdgeEffectStretchActivity"
+ android:label="RenderEffect/EdgeEffect stretch"
+ android:exported="true">
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN"/>
+ <category android:name="com.android.test.hwui.TEST"/>
+ </intent-filter>
+ </activity>
+
<activity android:name="TextActivity"
android:label="Text/Simple Text"
android:theme="@android:style/Theme.NoTitleBar"