Commit Graph

175 Commits

Author SHA1 Message Date
Dianne Hackborn
4d96bb6ae3 First stab at attaching native event dispatching.
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
2010-06-22 11:21:50 -07:00
Mathias Agopian
3f3a74a53a remove unused YUV formats
Change-Id: Id0ae28b1700cf771cdbe0ca27b139d32cab90b2a
2010-06-21 18:22:09 -07:00
Mathias Agopian
b16fa651dd Merge "Added support for the GL_TEXTURE_EXTERNAL target" into gingerbread 2010-06-21 15:11:18 -07:00
Jeff Brown
51d45a710e More native input event dispatching.
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
2010-06-21 13:59:34 -07:00
Jeff Brown
f4a4ec2063 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
2010-06-17 13:27:16 -07:00
Mathias Agopian
0a91775c4d Added support for the GL_TEXTURE_EXTERNAL target
This will allow us to support YUV surfaces.

Change-Id: I2d4da75f1006a5285bdc552695d4caeecccf2183
2010-06-15 17:31:17 -07:00
Jeff Brown
c10612c77a Merge "More work in progress on native events." into gingerbread 2010-06-15 16:44:23 -07:00
Jeff Brown
54bc281639 More work in progress on native events.
Refactored the code to eliminate potential deadlocks due to re-entrant
calls from the policy into the dispatcher.  Also added some plumbing
that will be used to notify the framework about ANRs.

Change-Id: Iba7a10de0cb3c56cd7520d6ce716db52fdcc94ff
2010-06-15 16:43:18 -07:00
Jeff Brown
f69280ef72 Support for multiple tests
The build system enforces some invariants that were being ignored
before.

Change-Id: Ie7675042af7f961a507386c13b2a0b592b591af8
2010-06-14 15:46:08 -07:00
Jeff Brown
66d9df50da Fix include paths.
Change-Id: Ifda45688f9f02710a74d5d7a7d902bacf1441e2e
2010-06-13 19:35:19 -07:00
Jeff Brown
e839a589bf Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now.  To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.

Includes part of the new input event NDK API.  Some details TBD.

To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument.  The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points.  The ViewRoot then
provides the InputChannel to the InputQueue.  Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue.  This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.

There can be zero or more targets for any given input event.  Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets).  Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.

End-to-end event dispatch mostly works!

To do: event injection, rate limiting, ANRs, testing, optimization, etc.

Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-06-13 17:42:16 -07:00
Mathias Agopian
579b3f88d0 allow re-targetting of surfaces
Surfaces can now be parcelized and sent to remote
processes. When a surface crosses a process
boundary, it looses its connection with the
current process and gets attached to the new one.

Change-Id: I39c7b055bcd3ea1162ef2718d3d4b866bf7c81c0
2010-06-08 20:10:02 -07:00
Mathias Agopian
b7e930db17 split surface management from surface's buffers management
Change-Id: If3c5655d1231f8f0c49ba68f972b1b20c93b3f87
2010-06-04 18:57:41 -07:00
Mathias Agopian
49753266d2 fix a bug where fading in/out of opaque 32-bits windows wasn't working
opaque 32-bits windows are now allocated as RGBX_8888 buffers and
SurfaceFlinger always uses GL_MODULATE instead of trying to
optimize to GL_REPLACE when possible (makes no sense on
h/w accelerated GL).

we still have a small hack for devices that don't support
RGBX_8888 in their gralloc implementation where we revert to
RGBA_8888.
2010-06-01 15:57:44 -07:00
Mathias Agopian
5629eb1676 when a zero dimension buffer is allocated, turn the allocation into
a 1x1 buffer instead of Nx1 (or 1xN)

Change-Id: I27eeb15e83e13002dd9405f4e52b54f7dffc0fe7
2010-04-15 15:23:25 -07:00
Mathias Agopian
c8620b60d6 fix [2545826] calling into gralloc with external lock held
Change-Id: I2d0e017382404c684c768a0dd0423d574213f10a
2010-03-25 14:34:49 -07:00
Mathias Agopian
55fa25161a implement connect/disconnect in our native_window_t implementations
the framebuffer implementation doesn't do anything special with this
but the surfaceflinger implementation makes sure the surface is not used
by two APIs simultaneously.

Change-Id: Id4ca8ef7093d68846abc2ac814327cc40a64b66b
2010-03-11 15:06:54 -08:00
Christopher Tate
9855a0575e Calculate bitmask array sizes correctly in the EventHub
We've gotten lucky to date:  the previous calculation of bitmask array
sizes, (maxval+1)/8 only works properly when 'maxval' is one less than
a multiple of 8.  Fortunately, this has either been the case for us,
or there has been sufficient 'unused' space at the end of the defined
max value range that we haven't wound up overreading/overwriting the
allocated buffers.

Change-Id: I563a93a86644ab9f19489565e06c28e06bb53abc
2010-03-04 16:32:32 -08:00
Christopher Tate
2032f98f8c Fix #2489986 : The key bitmask needs to cover all possible keys
Change-Id: Ieebd2f879e6b6fbc0388655dd66f34be89e809a0
2010-03-04 16:00:29 -08:00
Dianne Hackborn
71c3eb2a38 Maybe fix issue #2482201: Paired bluetooth device looks like a qwerty keyboard
We now only consider a device to be a default keyboard if its name
has "-keypad".  A hack, but whatever.

Also add some debug logging for the input state to help identify such
issues in the future.
2010-03-02 17:37:45 -08:00
Mathias Agopian
98e71ddaed remove a dependency of GraphicBuffer (libui) on Parcel (libbinder).
Add a Flattenable interface to libutils which can be used to flatten
an object into bytestream + filedescriptor stream.
Parcel is modified to handle Flattenable. And GraphicBuffer implements
Flattenable.

Except for the overlay classes libui is now independent of libbinder.
2010-02-21 23:27:25 -08:00
Mathias Agopian
b6121422ef Remove a dependency of Region (libui) on Parcel (libbinder). 2010-02-17 20:26:47 -08:00
Mathias Agopian
3db2164051 fix a bug I introduced recently where YUV formats would crash the system 2010-02-16 20:43:39 -08:00
Mathias Agopian
54ed4f6282 get rid off the YUV formats at the libui layer 2010-02-16 17:33:37 -08:00
Mathias Agopian
9cce325fae split libsurfaceflinger_client and libcamera_client out of libui 2010-02-11 13:16:22 -08:00
Wu-cheng Li
1776e77c68 Merge "Remove some logs." 2010-02-10 00:07:36 -08:00
Wu-cheng Li
d5a4f1ff5b Remove some logs. 2010-02-10 13:02:17 +08:00
Wu-cheng Li
a05c822704 Add exposure compensation parameter.
bug:2375993
2010-02-09 18:28:50 +08:00
Wu-cheng Li
391f3f8b5e Add float support for set and get in CameraParameters.
bug:2375989
bug:2375987
2010-01-31 17:03:10 +08:00
Wu-cheng Li
077c40fee3 Add focal length and view angle API.
bug:2375989,2375987
2010-01-30 20:36:04 +08:00
Chih-Chung Chang
556a6fed12 Merge "Add support for setting camera display orientation." 2010-01-27 09:20:19 -08:00
Chih-Chung Chang
f091e833d3 Add support for setting camera display orientation. 2010-01-26 11:07:07 -08:00
Nick Pelly
1b5cf329ea Revert "Fix failure to open AVRCP input device due to EPERM."
This reverts commit e6b1bbd8acca3f6e174c24cf4eb23a66db2d08a2.
2010-01-26 10:28:52 -08:00
Nick Pelly
2b2c2e3a35 am 425324e9: am e834722f: Merge "Fix failure to open AVRCP input device due to EPERM." into eclair
Merge commit '425324e97bba75cd69bb6c81de6248529540e6fe'

* commit '425324e97bba75cd69bb6c81de6248529540e6fe':
  Fix failure to open AVRCP input device due to EPERM.
2010-01-25 18:12:47 -08:00
Wu-cheng Li
88eeff5270 Change key to KEY_SUPPORTED_JPEG_THUMBNAIL_SIZES for consistency.
bug:2375986
2010-01-25 15:20:23 +08:00
Mathias Agopian
519f29f5d8 Merge "return an error when Surface::lock() is called while the surface is already locked." 2010-01-22 11:52:08 -08:00
Mathias Agopian
9014726d89 return an error when Surface::lock() is called while the surface is already locked. 2010-01-22 11:47:55 -08:00
Chih-Chung Chang
52e7200b6e Add an orientation parameter for overlay, so we can do camera preview in portrait mode. 2010-01-21 20:20:08 -08:00
Nick Pelly
c81bb207c6 Fix failure to open AVRCP input device due to EPERM.
Sleep for 100us and try to open the input device again if it fails, with a
maximum of 10 attempts.

We need the retry logic because setting permissions on a new input device is
racy. The init process watches for new input device (via uevent) and sets the
permission on them in devices.c:make_device(). However at the same time
EventHub.cpp watches for new input devices from the system_server process, and
immediately tries to open them. I can't see a simple way to avoid this race
condition.

As best as I can tell this race condition has always exisited.
There must have been some timing change that happened recently that causes us
to hit this race condition much more often. See repro notes in referenced bug.

Bug: 2375632
2010-01-20 19:56:24 -08:00
Mathias Agopian
963abad79a fix some aspects of [2258746] native crash in launcher2
Surface::validate() could sometimes dereference a null pointer before checking it wasn't null.
This will prevent the application to crash when given bad parameters or used incorrectly.
However, the bug above probably has another cause.
2009-11-13 15:26:29 -08:00
Romain Guy
092fa4beaf Revert change incorrectly submitted as part of change #32153.
Change-Id: I31c52beff03c0d038a257fc151eff3b8da60eddc
2009-11-05 15:49:22 -08:00
Romain Guy
471afca7fc Prevent crash in Home when using widgets whose ids collide with Home's
resources.

Bug #2228943.

Approved by mcleron, triaged by ryanpc.

Change-Id: Idf40f3b09502ae5d0d3b9a6a72c265a2de2ffca2
2009-11-05 15:40:35 -08:00
Mathias Agopian
6fee064809 fix[2228133] pixelflinger ignores the "vertical stride" leading to artifacts when playing back video
we lost the concept of vertical stride when moving video playback to EGLImage.
Here we bring it back in a somewhat hacky-way that will work only for the
softgl/mdp backend.
2009-11-02 17:48:33 -08:00
Mathias Agopian
54ba51dff2 fix [2143798] Need to figure out how to do video
Use EGLImageKHR instead of copybit directly.
    We now have the basis to use streaming YUV textures (well, in fact
    we already are). When/if we use the GPU instead of the MDP we'll
    need to make sure it supports the appropriate YUV format.

    Also make sure we compile if EGL_ANDROID_image_native_buffer is not supported
2009-10-27 13:13:29 -07:00
Mathias Agopian
38a7fa2ae3 fix [2182249] [MR1] valgrind error in surface flinger 2009-10-15 18:08:15 -07:00
Mathias Agopian
d3144beec6 fix [2170283] SurfaceFlinger crashes on OOM.
when running out of memory, a null handle is returned but the error code may not be set.
In that case we need to return NO_MEMORY instead of NO_ERROR, so that the calling code
won't try to dereference the null pointer.
2009-10-07 18:03:35 -07:00
Mathias Agopian
e700501d0e fix [2170319] gmail bulk operation checkbox latency on passion
This also fixes [2152536] ANR in browser

When SF is enqueuing buffers faster than SF dequeues them.
The update flag in SF is not counted and under some situations SF will only
dequeue the first buffer. The state at this point is not technically
corrupted, it's valid, but just delayed by one buffer.

In the case of the Browser ANR, because the last enqueued buffer was delayed
the resizing of the current buffer couldn't happen.

The system would always fall back onto its feet if anything -else- in
tried to draw, because the "late" buffer would be picked up then.
2009-10-07 16:44:10 -07:00
Mathias Agopian
9ec430adae fix [2152536] ANR in browser
A window is created and the browser is about to render into it the
very first time, at that point it does an IPC to SF to request a new
buffer. Meanwhile, the window manager removes that window from the
list and the shared memory block it uses is marked as invalid.
However, at that point, another window is created and is given the
same index (that just go freed), but a different identity and resets
the "invalid" bit in the shared block. When we go back to the buffer
allocation code, we're stuck because the surface we're allocating for
is gone and we don't detect it's invalid because the invalid bit has
been reset.

It is not sufficient to check for the invalid bit, I should
also check that identities match.
2009-10-06 19:00:57 -07:00
Mathias Agopian
b26af23744 fix [2168531] have software-only gralloc buffer side-step the HAL 2009-10-06 17:00:25 -07:00
Mathias Agopian
3330b20303 fix [2167050] glTexImage2D code path buggy in SurfaceFlinger
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.
2009-10-06 17:00:25 -07:00