with this change DimLayers will behave just like any other layer,
in particular they'll respect the layer transformations.
Change-Id: Icb4a1275e8bca9e3deb5f57c9f9219aaa69f9877
Generally we never want to lock a buffer for write access if it is at
the "head" on the surfaceflinger side. The only exception (1) is when
the buffer is not currently in use AND there is at least one queued
buffer -- in which case, SurfaceFlinger will never use said buffer
anymore, because on the next composition around, it will be able to
retire the first queued buffer.
The logic above relies on SurfaceFlinger always retiring
and locking a buffer before composition -- unfortunately this
didn't happen during a screenshot.
This could leave us in a situation where a buffer is locked by the
application for write, and used by SurfaceFlinger for texturing,
causing a hang.
Here, we fix this issue by never assuming the exception (1), it was
intended as an optimization allowing ANativeWindow::lockBuffer() to
return sooner and was justified when most of SF composition was
done in software. The actual buffer locking is now ensured by
gralloc. We could have handled screenshots in a similar way to
a regular composition, but it could have caused glitches on screen,
essentially, taking a screenshot could cause to skip a frame.
now that we removed the notion of a "inUse" buffer in surfaceflinger
a lot of code can be simplified / removed.
noteworthy, the whole concept of "unlockClient" wrt. "compositionComplete"
is also gone.
We used to guarantee that a layer in SurfaceFlinger would never be
destroyed before all references (to its ISurface) on the client
side would be released. At some point, this guarantee got
relaxed to allow to free gralloc resources sooner. This last
change was incorrect, because:
- in implementations with reference-counting the gralloc resources
wouldn't be released anyways, until all the mapping were gone
- in implementations without ref counting, the client side
would most likely crash or do something bad
- it also caused the SharedBufferStack slot to be reallocated
to another surface, which could be problematic if the client
continued to use the surface after the window manager destroyed it.
So, we essentially reinstate the guarantee that layers won't be
destroyed until after all references to their ISurface are
released.
NOTE: This doesn't entirely fix 3306150 because there is another
problem there where the Browser continues to use a surface after it
has been destroyed.
also improve SurfaceFlinger 'dumpsys' log
list the purgatory, which shows windows that have been closed,
but for which the client still has references.
we were not clearing the screen entirely, which caused garbage when
the screen wasn't entirely covered by windows.
Change-Id: Ia7aa13c36a8a314e0e8427d419b16b9aa2165ddf
we make sure to call compositionComplete after everytime we do
composition with the GPU (even for the screenshot case), which is
where the buffer locks are released.
Change-Id: I450430d1e4d1ee9ce1023970642378c42cdcfa4c
now that we removed the notion of a "inUse" buffer in surfaceflinger
a lot of code can be simplified / removed.
noteworthy, the whole concept of "unlockClient" wrt. "compositionComplete"
is also gone.
Change-Id: I210413d4c8c0998dae05c8620ebfc895d3e6233d
list the purgatory, which shows windows that have been closed,
but for which the client still has references.
Change-Id: I5168bb88cb328d5d77d71d0871deb9190f493126
We used to guarantee that a layer in SurfaceFlinger would never be
destroyed before all references (to its ISurface) on the client
side would be released. At some point, this guarantee got
relaxed to allow to free gralloc resources sooner. This last
change was incorrect, because:
- in implementations with reference-counting the gralloc resources
wouldn't be released anyways, until all the mapping were gone
- in implementations without ref counting, the client side
would most likely crash or do something bad
- it also caused the SharedBufferStack slot to be reallocated
to another surface, which could be problematic if the client
continued to use the surface after the window manager destroyed it.
So, we essentially reinstate the guarantee that layers won't be
destroyed until after all references to their ISurface are
released.
NOTE: This doesn't entirely fix 3306150 because there is another
problem there where the Browser continues to use a surface after it
has been destroyed.
Change-Id: I305c830dd722b30a6d53cbf3a9c714fd3cf7eb06
the crop as well as buffer orientation can change at every frame, when that happens
we need to reset the hwc HAL (ie: set the GEOMETRY_CHANGED flag).
currently we achieve this by taking the same code path than an actual geometry change
which is a bit more heavy than necessary.
Change-Id: I751f9ed1eeec0c27db7df2e77d5d17c6bcc17a24
This change fixes a horrible hack that I did to allow application
processes to create GraphicBuffer objects by making a binder call to
SurfaceFlinger. This change introduces a new binder interface
specifically for doing this, and does it in such a way that
SurfaceFlinger will maintain a reference to the buffers until the app is
done with them.
Change-Id: Icb240397c6c206d7f69124c1497a829f051cb49b
This change adds a new binder method to the ISurfaceComposer interface.
This IPC is intended to allow SurfaceFlinger clients to allocate gralloc
buffers using SurfaceFlinger as a proxy to gralloc.
Change-Id: Ide9fc283aec5da6268ba62cfed0c3319a50b640d
we were not clearing the screen entirely, which caused garbage when
the screen wasn't entirely covered by windows.
Change-Id: Ie9ab9b94eabfa6cafddf45bb14bc733bdc8d35c0
while we're waiting for the real fix in the gralloc/gpu driver,
this workaround should resolve the issue.
we make sure to call compositionComplete after everytime we do
composition with the GPU (even for the screenshot case), which is
where the buffer locks are released.
Change-Id: I3cb5ad67d48c81a23100172bab77e86a70e29152
For multiple reason, this effect is not maintainable and was never
used due to its abysmal performance. it'll be resurected when it can be
implemented efficiently.
Change-Id: Id4222c9b86c629275cdec18873ef07be8723b6d2
This is a poor's man precursor to the h/w composer HAL.
Basically we detect when a window is full screen and in
that case we bypass surfaceflinger's composition step, which
yields to much improved performance.
Change-Id: Ie03796ae81a1c951949b771c9323044b980cb347
This change removes an optimization from SurfaceFlinger that skipped
composition when it got window updates that had an empty dirty region.
This optimization caused problems because it would skip the hwcomposer
set call, which could leave the window's previous frame buffer bound to
an overlay plane. When the application subsequently dequeued and tried
to lock its next buffer (which would be the buffer currently bound to
the overlay), the lock call would block until the next hwcomposer set
call (which may never happen).
Change-Id: I563b626a1d52c1f30eb82489eae0ceb4edc79936
Bug: 3138752
Merge commit '9f6d18cadf9ac50062063f5f5ff5de7f6895696a'
* commit '9f6d18cadf9ac50062063f5f5ff5de7f6895696a':
[3095807] screen takes a long time to turn on
Merge commit 'a8faf91fa558be1235d508e776eb24be4429585c'
* commit 'a8faf91fa558be1235d508e776eb24be4429585c':
fix [3095607] Gingerbread screen turn-on animation does not show the last frame
Merge commit '3d4a9774ced0c704da455c5bd9989127e90ba133'
* commit '3d4a9774ced0c704da455c5bd9989127e90ba133':
may fix 3097381 and 3097482. don't abort on/off if the animation fails
Merge commit '5bfa3a34eaef759c3ec4def76f646eb1c0bf997f'
* commit '5bfa3a34eaef759c3ec4def76f646eb1c0bf997f':
implement part of [3094280] New animation for screen on and screen off
3097475: Animation setting should control the screen on animation
3096779: CRT power-on animation can briefly show the top app instead of lockscreen
There is now a parameter that controls wether the ON and/or OFF animation are
performed. we also always clear the screen to black on power off, to make
sure it won't briefly appear on power on.
HOWEVER, 3096779 is not 100% fixed in the case where we're doing the animation
because there is a race, where SF doesn't wait (b/c it doesn't know) for the
framework to have redrawn the lockscreen.
Change-Id: Ie0f02c9225fcdf24b1e8907e268eb7da2c5b0a03
always redraw the screen entirely after the power-on animation, because:
- the animation may not run (ie: on the emu)
- the animation may not contain the video planes
- the interpolation may not be perfect and not land exactly on the last frame
Change-Id: I9ba40f537b1e94464f8a3ed6f81e7c2f552df51d
now that sf handles more of the screen on/off state, we don't want to abort
because/if the animation fails for some reason (which will be the case on the
emulator).
Change-Id: I239e0a39cf8aff3074647e82db92de4a0bf0e494
Merge commit '9a12a3c8d4bb20042cf69e07d268e3a04ac71f96'
* commit '9a12a3c8d4bb20042cf69e07d268e3a04ac71f96':
Remove dead code, and make the animation a setting.
turn off the electron beam
the core screenshot function now can capture the screen at any lower resolution
performing bilinear filtering.
we also now have some client code to interface with the screenshot service.
it's now possible to request a screenshot at a lower resolution.
Change-Id: I33689bba98507ab928d0898b21596d0d2fe4b953
the core screenshot function now can capture the screen at any lower resolution
performing bilinear filtering.
we also now have some client code to interface with the screenshot service.
it's now possible to request a screenshot at a lower resolution.
Change-Id: I5a3b0e431421800e3aad601d9af8f94adffbc71f
Merge commit '495ad4f22096aa172d025c16c25497e7dad8f2bd'
* commit '495ad4f22096aa172d025c16c25497e7dad8f2bd':
simple test app for screen capture API
add support for [1974164] Be able to take a screen shot on the device
screenshots are taken using ISurfaceComposer::captureScreen() which returns
the size of the screenshot and an IMemoryHeap containing the data.
screenshots have limitations:
- they will always fail if a secure window is up on screen
- require GL_OES_framebuffer_object extension
- in some situation, video planes won't been captured
Change-Id: I741c68a2d2984fb139039301c3349e6780e2cd58
to DISABLE the h/w composer:
adb shell service call SurfaceFlinger 1008 i32 1
to ENABLE the h/w composer:
adb shell service call SurfaceFlinger 1008 i32 0
the state is dumped in "dumpsys SurfaceFlinger"
Change-Id: I23e2242d42c6e3fd5261a83332dd900b189e38ce
Add correct enumerants for OES_EGL_image_external to glext.h.
SurfaceFlinger now checks for the correct extension name.
Change-Id: I2ba2728a01fa2260bd086d2df4316c68f694a9b1
There are 16 events logged in the event log:
SF_APP_DEQUEUE_BEFORE
SF_APP_DEQUEUE_AFTER
SF_APP_LOCK_BEFORE
SF_APP_LOCK_AFTER
SF_APP_QUEUE
SF_REPAINT
SF_COMPOSITION_COMPLETE
SF_UNLOCK_CLIENTS
SF_SWAP_BUFFERS
SF_REPAINT_DONE
SF_FB_POST_BEFORE
SF_FB_POST_AFTER
SF_FB_DEQUEUE_BEFORE
SF_FB_DEQUEUE_AFTER
SF_FB_LOCK_BEFORE
SF_FB_LOCK_AFTER
all events log the buffer conserned and a timestamp in microseconds.
by default the logging is not enabled, to turn it on:
adb shell service call SurfaceFlinger 1006 i31 1
adb shell setprop debug.graphic_log 1
The effect is immediate in SurfaceFlinger, but applications need to be
restarted.
Change-Id: Ifc2e31f7aed072d9a7dede20ff2ce59231edbec1
This change makes the camera HAL interface take an ANativeWindow interface from
which all the camera preview buffers will be allocated. The framework code
running in application processes now passes a Surface object rather than an
ISurface to the camera server via Binder when setting the preview surface. The
camera server then forwards that Surface object (which implements the
ANativeWindow interface) to the camera HAL, which uses it to communicate with
SurfaceFlinger to allocate the camera preview buffers.
Change-Id: Ie438f721559cd7de5e4f848a26d96360dda07b5f
commit 35cc68814a9537c31fde146e171e7b0bbdfe211e
Author: Andreas Huber <andih@google.com>
Date: Mon Aug 16 08:48:42 2010 -0700
Only enable support for yuv to yuv conversion on passion, where it's available, use the slower yuv->rgb565 path everywhere else.
commit d8ac5a8814103e60d11d2acf61997fc31a1dc58d
Author: Andreas Huber <andih@google.com>
Date: Fri Aug 13 13:56:44 2010 -0700
The software renderer takes over all rendering, converting from yuv to yuv if possible and rgb565 otherwise.
commit 684972074b74318bdcb826ed9b5b0864d2d2e273
Author: Andreas Huber <andih@google.com>
Date: Fri Aug 13 09:34:35 2010 -0700
A first shot at supporting the new rendering APIs.
Change-Id: Iea9b32856da46950501f1a700f616b5feac710fd
- we now clear the framebuffer upon request from the HAL
- the HAL list size could get out of sync with reality
- there was also an issue where sometime we could run past the list
Change-Id: Ic3a34314aed24181f2d8cc787096af83c046ef27
moved surfaceflinger, audioflinger, cameraservice
all native services should now reside in this location.
Change-Id: Iee42b83dd2a94c3bf5107ab0895fe2dfcd5337a8