the new TextureMagager class now handle texture creation and upload
as well as EGL image creation and binding to GraphicBuffers. This is
used indirectly by Layer and directly by LayerBuffer
the new BufferManager class handles the set of buffers used for a
Layer (Surface), it abstracts how many buffer there is as well as
the use of EGLimage vs. regular texture ops (glTexImage2D).
Change-Id: I2da1ddcf27758e6731400f6cc4e20bef35c0a39a
the reason for the above change is that waitForCondition() had become
large over time, mainly to handle error cases, using inlines to
evaluate the condition doesn't buys us much anymore while it increases
code size.
Change-Id: I2595d850832628954b900ab8bb1796c863447bc7
in the undoDequeue() case, 'tail' was recalculated from 'available' and 'head'
however there was a race between this and retireAndLock(), which could cause
'tail' to be recalculated wrongly.
the interesting thing though is that retireAndLock() shouldn't have any impact
on the value of 'tail', which is client-side only attribute.
we fix the race by saving the value of 'tail' before dequeue() and restore it
in the case of undoDequeue(), since we know it doesn't depend on retireAndLock().
Change-Id: I4bcc4d16b6bc4dd93717ee739c603040b18295a0
also increase the dirtyregion size from 1 to 6 rectangles.
Overall we now need 27KiB process instead of 4KiB
Change-Id: Iebda5565015158f49d9ca8dbcf55e6ad04855be3
Condition must be initialized with SHARED for the old behavior, where
they can be used accross processes.
Updated the two places android that require SHARED conditions.
PRIVATE conditions (and mutexes) use more efficient syscalls.
Change-Id: I9a281a4b88206e92ac559c66554e886b9c62db3a