fix(🤖): new WebGPUHardwareBufferView - #482
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…tched surface lifecycle Re-applies the AHardwareBuffer pool backend on top of main's SurfaceInfo refactor (latched attach, detach(), registry ownership split) and wires WebGPUHardwareBufferView into the opaque / android.surfaceType props: auto + non-opaque picks it on API 29+, and "HardwareBufferView" can be requested explicitly. Drops main's unreferenced ImageReader WebGPUAHBView. Adapts GetProperties() to the Dawn chrome-m154 Status return. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
… memory The Android example build was failing in :app:packageDebug with java.lang.OutOfMemoryError: Java heap space. The earlier attempt (#481) raised JAVA_OPTS, but that only sizes the gradlew client JVM. packageDebug runs inside the Gradle daemon, which was still capped at 2g by org.gradle.jvmargs while packaging ~600MB of native libraries across four ABIs. Set the daemon heap to 8g in gradle.properties and drop the ineffective JAVA_OPTS override. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
…TextureView fallback - Cube requests android.surfaceType "HardwareBufferView" explicitly. - TransparencyMode gains a "hardware buffer" option so it can be compared with TextureView on the same scene, and its comments reflect the new non-opaque default on Android 10+. - RenderAfterUnmount pins TextureView so it keeps exercising the SurfaceTexture teardown path it was written for. - The Canvas API page shows how to request HardwareBufferView and how to pin TextureView as a safety fallback. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Restructure the Android rendering options section around SurfaceView, TextureView and HardwareBufferView: what each one is, how it composites, that HardwareBufferView needs API 29+ and is designed to have lower latency than TextureView, a comparison table, and when to pick one explicitly. Point the getting-started page at it. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A non-opaque canvas defaults to TextureView again; HardwareBufferView is selected only through android.surfaceType. It stays opt-in until it falls back to TextureView at runtime when the AHardwareBuffer allocation or import fails on a device (today the canvas silently renders offscreen) and its latency advantage over TextureView is measured. Docs, the Canvas prop comments, the design doc and the example comments describe the three Android backing views with this default. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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