eglCreateSyncKHR requires a call to glFlush which we were not doing.
fixed by moving the code above eglSwapBuffers(), which both
fixes the problem and gives us a slightly better idea of when
the GPU is done drawing.
Change-Id: Ic826ef1fe25a6247742c3d49d0cb69f4031e3593
* commit '29bdde08db2890f4197ae7f2b253f251468980ab':
Subclass GLES30 from GLES20, @Deprecate GL_STENCIL_INDEX
Special-case glGetActiveUniformBlockName
Special-case glGetStringi
Special-case glMapBufferRange
Special-case glGetBufferPointerv
Special-case glGetUniformIndices
Special-case glGetTransformFeedbackVarying
Special-case glTransformFeedbackVaryings
Add buffer object versions of several functions
Add *int64 and GLsync types and related functions
Add ES3 functions and constants, difficult ones commented out
Support "const GLChar*" and "const GLenum*" types
Minor changes to ES3 functions inherited from ES2
Generate GLES30 class, just a clone of GLES20 for now
* commit '2f67faeb801dd6eb8fff8f8aab3843f2532c941d':
Subclass GLES30 from GLES20, @Deprecate GL_STENCIL_INDEX
Special-case glGetActiveUniformBlockName
Special-case glGetStringi
Special-case glMapBufferRange
Special-case glGetBufferPointerv
Special-case glGetUniformIndices
Special-case glGetTransformFeedbackVarying
Special-case glTransformFeedbackVaryings
Add buffer object versions of several functions
Add *int64 and GLsync types and related functions
Add ES3 functions and constants, difficult ones commented out
Support "const GLChar*" and "const GLenum*" types
Minor changes to ES3 functions inherited from ES2
Generate GLES30 class, just a clone of GLES20 for now
* changes:
Subclass GLES30 from GLES20, @Deprecate GL_STENCIL_INDEX
Special-case glGetActiveUniformBlockName
Special-case glGetStringi
Special-case glMapBufferRange
Special-case glGetBufferPointerv
Special-case glGetUniformIndices
Special-case glGetTransformFeedbackVarying
Special-case glTransformFeedbackVaryings
Add buffer object versions of several functions
Add *int64 and GLsync types and related functions
Add ES3 functions and constants, difficult ones commented out
Support "const GLChar*" and "const GLenum*" types
Minor changes to ES3 functions inherited from ES2
Generate GLES30 class, just a clone of GLES20 for now
this mimics the code we used for the size. basically we need to
also update the "current state" because it gets copied to the
"drawing state" when a transaction occurs, and it would
"undo" our change.
Bug: 8511430
Bug: 8581533
Change-Id: I08c02abbf21b7f168f7124cd14ee717d7d3d502c
1. Some sensors can wake up the AP. Add wakelocks.
2. Handle backward compatibility for rotation vector
heading accuracy.
3. Cleanup auto disabled sensors.
4. Fix race condition between enable and dispatch.
Change-Id: I39dddf12e208d83cd288201986ee994312555820
this affects devices that need a glReadPixels(). We use
a FBO instead of a GlConsumer as an intermediate render target, this
saves 2 calls to eglMakeCurrent().
On Galaxy Nexus this allows us to go from ~135ms to ~35ms for
recent's screenshots.
Bug: 8582615
Change-Id: I6b25291ecc235f1927579bbb2db3c731e985c6e8
this affects devices that need a glReadPixels(). We use
a FBO instead of a GlConsumer as an intermediate render target, this
saves 2 calls to eglMakeCurrent().
On Galaxy Nexus this allows us to go from ~135ms to ~35ms for
recent's screenshots.
Bug: 8582615
Change-Id: I6b25291ecc235f1927579bbb2db3c731e985c6e8
When the screen is turned off, the current stack is set to -1. This causes
logic in iSurfaceFlinger's handleTransactionLocked() function to fail to
match the current stack, and the latest orientation is not set into the
layer. This causes BufferQueue, later, to potentially set an obsolete
transformHint on a created surface (such as in the case with ImageWallpaper's
Egl surface, in the bug below).
The fix is to note this situation and use a default value for the DisplayDevice,
which should have the current orientation information.
Issue #8508397 ImageWallpaper sometimes rendered in wrong orientation causing a ~30-40% drop in graphics performance
Change-Id: Ibae15d73b289a8343c67f4f6bb77fdf11dd95ee7
Updating the generator to handle GLvoid*/java.nio.Buffer return values
probably wouldn't be too hard, but this is the only function that
needs it currently.
Bug: 8566953
Change-Id: I359a951136ab479ab576ce2e5a2881b937b7e8c9
Just a search-and-replace on the glGetActiveAttrib special-case, since
they have the same signature and parameter handling.
Bug: 8566953
Change-Id: I40834d6f32bf9ecb39718df29036aa2d1bbfa07a