This change fixes how the Android EGL layer overrides the size and
format of an ANativeWindow in eglCreateWindowSurface. The new behavior
is to leave the size untouched when overriding the format. The previous
behavior was to reset the ANativeWindow to use the default size set by
the ANativeWindow implementation.
It also adds two new 'perform' methods to the ANativeWindow interface:
set_buffers_dimensions and set_buffers_format, and redefines the
behavior of set_buffers_geometry to be the combination of these two new
methods.
Additionally, this change adds an error check for the return value of
the new native_window_set_buffers_format call, which required adding a
(stub) handler for to FramebufferNativeWindow.
Change-Id: I805c7ccd8d4730dfb132d10d8bc3fb058a0b9df1
as specified by the EGL specification, terminated objects's
handles become invalid, the objects themselves are destroyed
when they're not current to some thread.
Change-Id: Id3a4a5736a5bbc3926a9ae8385d43772edb88eeb
This change removes the check that disallowed the creation of an
EGLSurface that would send frames to a SurfaceTexture.
Change-Id: I44c6d5df503cc676a88144d72d39b414692ce4c9
CaptureDraw specifies how many glDrawArrays/Elements to glReadPixel
CaptureSwap similarly applies to eglSwapBuffers
Change-Id: Ie7a7e3392b4ecdc0659dcee04f4bab97c35267dc
Signed-off-by: David Li <davidxli@google.com>
setprop debug.egl.debug_forceUseFile 1: always use file
setprop debug.egl.debug_maxFileSize <int MB>: exit when reached
setprop debug.egl.debug_filePath <path>: may need to make the file
writable first.
setprop debug.egl.debug_port <unsigned short>
setprop debug.egl.debug_proc <proc cmdline>: to match debuggee process
Change-Id: I34ca1f3092f3abf17e2ded9d1689d0cdef6e07e8
Signed-off-by: David Li <davidxli@google.com>
To allow auto generate of Debug_glReadPixels function.
Also added AfterGeneratedCall messag type, and client override
of expectResponse for improving protocol.
Also implemented callers for client to get shader/program iv & infolog
Change-Id: I8426de0be4b7ffcb8b2b4f063ad85d19a9d2d72e
Signed-off-by: David Li <davidxli@google.com>
Just use jniThrowException instead. Note that it would be trivial to throw
seemingly more appropriate exceptions (NullPointerException and
OutOfMemoryException in particular), but I'm only attempting to preserve
existing behavior here.
I also found shadowing bugs in some of the special-case functions, which
would previously always have leaked memory.
This also moves an accidental change to a generated file (ActivityThread ->
AppGlobals) into the generator, so it won't be overwritten in future.
Change-Id: Iab570310b568cb406c60dd0e2b8211f8a36ae590
Uses a SurfaceTexture feeding into a OpenGL ES2 GLSurfaceView. Also
uses accelerometer data and SurfaceTexture-provided timestamps for a
simple physics simulation which moves the camera preview oval in
response to device movement.
Change-Id: I275a0c6a4e25829d617e635b25e70e2a9c8455cb
Data format is uint32_t totalDecompressedSize, then repeat:
uint32_t chunkDecompressedSize, chunkCompressedSize, chunk data.
If chunkCompressedSize == 0, then chunk is not compressed.
Also start fixing integer sizes on server.
On client, set endianness to match server.
Change-Id: I0d5afa16976ea6019b91c4e21d284605da7e135e
Signed-off-by: David Li <davidxli@google.com>
Move EGL objects (contexts, surfaces, ...) collection from global
static into EGL display object. Since EGL implementation currently
supports only one display, this doesn't change current logic. This
aims at preparing for next coming changes in eglTerminate() to
support per-display cleanup.
Bug: 4152714
Change-Id: I5e424781b89c3c275f9922f943463d5f6b1f6bc6
Check for initialized display, and set EGL error to EGL_NOT_INITIALIZED
whenever it isn't, for all EGL functions taking an EGLDisplay as argument
and requiring it to have been initialized.
Bug: 3366011
Change-Id: Ib1d8a3a207257995518f4430fe97f8c406c7fc13
caller.cpp Is generated by generate_caller_cpp.py
Hand written functions are in caller.h
Change-Id: I27ed9792df52569159a2d1b8a78207c7a7518537
Signed-off-by: David Li <davidxli@google.com>
to allow "stepping" in functions.
Also fix bug in reference frame.
Change-Id: Ia33620eaf2c5f4e615f7aad2df277b6afc617060
Signed-off-by: David Li <davidxli@google.com>
liblzf is in external/liblzf, it's BSD-type licence (optionally GPL2)
Change-Id: Idc7883fe2155f366cda384e64796a1493335ae4f
Signed-off-by: David Li <davidxli@google.com>
We were leaking all EGLSyncKHR objects, over time the list
would grow and become very slow to operate on.
Bug: 4107131
Change-Id: I6c82daf49fe3189d04550781d64d57c30c95f552
This change makes the ANativeWindow_lock NDK function error out if it is
passed an ANativeWindow with a concrete type that is not Surface. It
also makes eglCreateWindowSurface fail if it is passed a
SurfaceTextureClient as its 'window' argument.
Bug: 4087277
Change-Id: Ie68c50c52d88f72d8a387f6c094908044c83a88c
This change fixes the gl2_yuvtex test to use the stride chosen by the
gralloc implementation rather than hard-coding it.
Bug: 4081948
Change-Id: If7c96a20fc3fb1df2ff25e6afaa9f34dbad2002c
In message loop, use select to check for available commands from client,
rather than always expecting commands in eglSwapBuffers.
Change-Id: Ifc34dd77c2528c8b9c71f594e3eda4f93400cd2b
Signed-off-by: David Li <davidxli@google.com>
Send VBO related commands to client, which tracks the state.
Maintain index buffer content and vertex attrib pointer/buffer state on server.
During glDrawArrays/Elements, send user memory data to client.
Change-Id: Ia920e90479329b301ae4b5735e833eeb20293c94
Signed-off-by: David Li <davidxli@google.com>