When EGLImage extension is not available, SurfaceFlinger will fallback to using
glTexImage2D and glTexSubImage2D instead, which requires 50% more memory and an
extra copy. However this code path has never been exercised and had some bugs
which this patch fix.
Mainly the scale factor wasn't computed right when falling back on glDrawElements.
We also fallback to this mode of operation if a buffer doesn't have the adequate
usage bits for EGLImage usage.
This changes only code that is currently not executed. Some refactoring was needed to
keep the change clean. This doesn't change anything functionaly.
The ANR is caused by SurfaceFlinger waiting for buffers of a removed surface to become availlable.
When it is removed from the current list, a Surface is marked as NO_INIT, which causes SF to return
immediately in the above case. For some reason, the surface here wasn't marked as NO_INIT.
This change makes the code more robust by always (irregadless or errors) setting the NO_INIT status
in all code paths where a surface is removed from the list.
Additionaly added more information in the logs, should this happen again.
a new method, compostionComplete() is added to the framebuffer hal, it is used by surfaceflinger to signal the driver that the composition is complete, BEFORE it releases its client. This gives a chance to the driver to
This implements support for devices whose hardware can hide
their navigation keys. It works much like the existing keyboardHidden
configuration, and for compatibility uses the same configuration
change bit.
Also add FLAG_TURN_ON_SCREEN for windows, which has the system
cause the screen to be turned on when the window is displayed.
Great fun when used with FLAG_SHOW_WHEN_LOCKED!
Change-Id: I0b867f19af85cfd8786a14cea194b34f7bdd9b7a
Take 2. We needed to check that the usage flags are "good enough" as opposed to "the same".
This reverts commit 8f17a762fe9e9f31e4e86cb60ff2bfb6b10fdee6.
we could have several thread waiting on the condition and they all need to wake-up.
also added a debug "mTid" field in the class, which contains the tid of the thread (as opposed to pthread_t), this
is useful when debugging under gdb for instance.
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
what happened is that the efective pixel format is calculated by SF but Surface nevew had access to it directly.
in particular this caused query(FORMAT) to return the requested format instead of the effective format.
This change makes SurfaceHolder.setType(GPU) obsolete (it's now ignored).
Added an API to android_native_window_t to allow extending the functionality without ever breaking binary compatibility. This is used to implement the new set_usage() API. This API needs to be called by software renderers because the default is to use usage flags suitable for h/w.
* changes:
update most gl tests to use EGLUtils
added two EGL helpers for selecting a config matching a certain pixelformat or native window type
added NATIVE_WINDOW_FORMAT attribute to android_native_window_t
The major things going on here:
- The MotionEvent API is now extended to included "pointer ID" information, for
applications to keep track of individual fingers as they move up and down.
PointerLocation has been updated to take advantage of this.
- The input system now has logic to generate MotionEvents with the new ID
information, synthesizing an identifier as new points are down and trying to
keep pointer ids consistent across events by looking at the distance between
the last and next set of pointers.
- We now support the new multitouch driver protocol, and will use that instead
of the old one if it is available. We do NOT use any finger id information
coming from the driver, but always synthesize pointer ids in user space.
(This is simply because we don't yet have a driver reporting this information
from which to base an implementation on.)
- Increase maximum number of fingers to 10. This code has only been used
with a driver that reports up to 2, so no idea how more will actually work.
- Oh and the input system can now detect and report physical DPAD devices.
there was several issues:
- when a surface was made non-current, the last frame wasn't shown and the buffer could stay locked
- when a surface was made current the 2nd time, it would not dequeue a new buffer
now, queue/dequeue are done when the surface is made current.
for this to work, a new query() hook had to be added on android_native_window_t, it allows to retrieve some attributes of a window (currently only width and height).
It turns out we were not returning the density for anything retrieved from a
TypedArray... which basically means any bitmap references from a layout or style...!!!
This is now fixed.
Also fiddle with the density compatibility mode to turn on smoothing in certain situations,
helping the look of things when they need to scale and we couldn't do the scaling at
load time.