Move sparkle animation to RenderThread
The sparkle loop animation was happening on the UI thread and is poses
some interesting challengers:
- Animations freezes when UI thread is busy, for example when
startActivity is called.
- onDraw calls add unnecessary work to the UI thread, leading to jank
in some cases, like PIP
Test: manual
Fixes: 184760248
Change-Id: Ie2840c767da61476678839eaac215dc3aff95b5c
diff --git a/libs/hwui/SkiaCanvas.h b/libs/hwui/SkiaCanvas.h
index e0a0be5..995f00c 100644
--- a/libs/hwui/SkiaCanvas.h
+++ b/libs/hwui/SkiaCanvas.h
@@ -153,6 +153,7 @@
uirenderer::CanvasPropertyPrimitive* radius,
uirenderer::CanvasPropertyPaint* paint,
uirenderer::CanvasPropertyPrimitive* progress,
+ uirenderer::CanvasPropertyPrimitive* turbulencePhase,
const SkRuntimeShaderBuilder& effectBuilder) override;
virtual void drawLayer(uirenderer::DeferredLayerUpdater* layerHandle) override;