On omap3 h/w we force opaque formats to RGB_565 instead of RGBX_8888
because the GL driver doesn't support it. RGBX_8888 is always remapped
to RGBA_8888.
Change-Id: I0bfabeb98c8d3a399079e6797cf2a0ee95915324
Not yet hooked up to anything in the NDK, but requires renaming
the existing android_native_window_t type everywhere.
Change-Id: Iffee6ea39c93b8b34e20fb69e4d2c7c837e5ea2e
This change mainly unwinds a premature optimization in the
dispatch pipeline.
To test HOME injection, run 'adb shell input keyevent 3'.
Change-Id: I1c4b7377c205da7c898014b8b07fc6dc1d46e4dd
The native code now maintains a list of all keys that may use
default handling. If the app finishes one of these keys
without handling it, the key will be passed back off to Java
for default treatment.
Change-Id: I6a842a0d728eeafa4de7142fae573f8c11099e18
Set a default orientation of ROTATION_0.
Added some more careful checks based on whether we have valid
absolute axis information from the driver.
Reset key repeating during configuration changes since the keyboard
device may have been removed.
Change-Id: I685960828acffcb17595fc5683309e8064a76714
Merge commit '33df868bb35726d250c8a6d0ebd8c84749ffd51f'
* commit '33df868bb35726d250c8a6d0ebd8c84749ffd51f':
remove a hack that was used only used on h/w we no longer support.
Merge commit '5d31a4523bf5d1d3e3b5aa51043a1551d7aa56d7'
* commit '5d31a4523bf5d1d3e3b5aa51043a1551d7aa56d7':
fix[2798925] Gingerbread TOT not booting
Revert "Revert "fix [2793164] Spam 2x/second with TOT master in SurfaceFlinger""
Fixed a typo where checking against the wrong constant caused GL_TEXTURE_EXTERNAL_OES
to be used with a regular texture, which some GL driver will choke on.
Change-Id: I93dfc4c8fa674433bbb678eee31954e9a8d0cb4b
Target identification is now fully native.
Fixed a couple of minor issues related to input injection.
Native input enabled by default, can be disabled by setting
WindowManagerPolicy.ENABLE_NATIVE_INPUT_DISPATCH to false.
Change-Id: I7edf66ed3e987cc9306ad4743ac57a116af452ff
Merge commit 'cdf1357b6e0152280dcd611b5f096db4887d8126'
* commit 'cdf1357b6e0152280dcd611b5f096db4887d8126':
Various fixes and improvements in audio effects implementation
Effect API:
- Use different definitions for audio device, channels, formats... in AudioSystem and EffectApi:
Removed media/AudioCommon.h file created for initial version of EffectApi
- Indicate audio session and output ID to effect library when calling EffectCreate(). Session ID can be useful to optimize
the implementation of effect chains in the same audio session. Output ID can be used for effects implemented in audio hardware.
- Renamed EffectQueryNext() function to EffectQueryEffect() and changed operating mode:
now an index is passed for the queried effect instead of implicitly querying the next one.
- Added CPU load and memory usage indication in effects descriptor
- Added flags and commands to indicate changes in audio mode (ring tone, in call...) to effect engine
- Added flag to indicate hardware accelerated effect implementation.
- Renamed EffectFactoryApi.h to EffectsFactoryApi.h for consistency with EffectsFactory.c/h
Effect libraries:
- Reflected changes in Effect API
- Several fixes in reverb implementation
- Added build option TEST_EFFECT_LIBRARIES in makefile to prepare integration of actual effect library.
- Replaced pointer by integer identifier for library handle returned by effects factory
Audio effect framework:
- Added support for audio session -1 in preparation of output stage effects configuration.
- Reflected changes in Effect API
- Removed volume ramp up/down when effect is inserted/removed: this has to be taken care of by effect engines.
- Added some overflow verification on indexes used for deferred parameter updates via shared memory
- Added hardcoded CPU and memory limit check when creating a new effect instance
Change-Id: I43fee5182ee201384ea3479af6d0acb95092901d
Merge commit '256fc04394431cbd332e56747fdbfda4cb4c2e25'
* commit '256fc04394431cbd332e56747fdbfda4cb4c2e25':
fix [2793164] Spam 2x/second with TOT master in SurfaceFlinger
Make sure to not use GL_TEXTURE_EXTERNAL when it's not supported
by the GL. The error was harmless, but annoying.
Change-Id: I571a9a9b05d35da51420950a6a6e95629067efd0
Merge commit 'bc0793e4b77f1f8ec30294a4edac67dfca81f31d'
* commit 'bc0793e4b77f1f8ec30294a4edac67dfca81f31d':
Remember to initialize timestamps in the dispatch allocator
Merge commit 'efcf68aa1fd7fcfd52cf3d2837ed8db8e797194b'
* commit 'efcf68aa1fd7fcfd52cf3d2837ed8db8e797194b':
Start of work on passing around StrictMode policy over Binder calls.
Merge commit 'cefb88587443323d147e687ff78eae9195eb584c'
* commit 'cefb88587443323d147e687ff78eae9195eb584c':
Added support for the GL_TEXTURE_EXTERNAL target
Provides the basic infrastructure for a
NativeActivity's native code to get an object representing
its event stream that can be used to read input events.
Still work to do, probably some API changes, and reasonable
default key handling (so that for example back will still
work).
Change-Id: I6db891bc35dc9683181d7708eaed552b955a077e
Added ANRs handling.
Added event injection.
Fixed a NPE ActivityManagerServer writing ANRs to the drop box.
Fixed HOME key interception.
Fixed trackball reporting.
Fixed pointer rotation in landscape mode.
Change-Id: I50340f559f22899ab924e220a78119ffc79469b7
This is (intendend to be) a no-op change.
At this stage, Binder RPCs just have an additional uint32 passed around
in the header, right before the interface name. But nothing is actually
done with them yet. That value should right now always be 0.
This now boots and seems to work.
Change-Id: I135b7c84f07575e6b9717fef2424d301a450df7b
Merge commit '42bb545a54d89f0ddbb230d7a01ea4210c0f6c00'
* commit '42bb545a54d89f0ddbb230d7a01ea4210c0f6c00':
Even more native input dispatch work in progress.
Added more tests.
Fixed a regression in Vector.
Fixed bugs in pointer tracking.
Fixed a starvation issue in PollLoop when setting or removing callbacks.
Fixed a couple of policy nits.
Modified the internal representation of MotionEvent to be more
efficient and more consistent.
Added code to skip/cancel virtual key processing when there are multiple
pointers down. This helps to better disambiguate virtual key presses
from stray touches (such as cheek presses).
Change-Id: I2a7d2cce0195afb9125b23378baa94fd2fc6671c