The problem is that the code in AudioPolicyManagerBase::checkAndSetVolume() that forces
voice volume to max when setting bluetooth SCO volume is not called if the bluetooth stream
volume did not actually change. So even if we re apply volumes when switching to bluetooth
device, the volume voice volume is not changed and remains what it was when routed to earpiece
What makes things worse on Passion is that stream volumes are limited when connected to bluetooth
and their actual value does not change as soon as they exceed the limit threshold.
Change-Id: I18265e5e6686db0a1f30fc37a31e2ecde4f3fbc6
the new native_window_set_buffers_geometry allows
to specify a size and format for all buffers to be
dequeued. the buffer will be scalled to the window's
size.
Change-Id: I2c378b85c88d29cdd827a5f319d5c704d79ba381
this method can be used to change the number of buffers
associated to a native window. the default is two.
Change-Id: I608b959e6b29d77f95edb23c31dc9b099a758f2f
this change introduces R/W locks in the right places.
on the server-side, it guarantees that setBufferCount()
is synchronized with "retire" and "resize".
on the client-side, it guarantees that setBufferCount()
is synchronized with "dequeue", "lockbuffer" and "queue"
The problem is due to a too big difference between the buffer size used at the hardware interface and at the A2DP interface.
When no resampling occurs we don't notice problems but the timing is very tight. As soon as resampling is activated, the AudioTrack underruns.
This is because the AudioTrack buffers are not resized when moving the AudioTrack from hardware to A2DP output.
The AudioTrack buffers are calculated based on a hardware output buffer size of 3072 bytes. Which is much less than the A2DP output buffer size (10240).
The solution consists in creating new tracks with new buffers in AudioFlinger when the A2DP output is opened
instead of just transfering active tracks from hardware output mixer thread to the new A2DP output mixer thread.
To avoid synchronization issues between mixer threads and client processes, this is done by invalidating tracks
by setting a flag in their control block and having AudioTrack release the handle on this track (IAudioTrack)
and create a new IAudioTrack when this flag is detected next time obtainBuffer() or start() is executed.
AudioFlinger modifications:
- invalidate the tracks when setStreamOutput() is called
- make sure that notifications of output opening/closing and change of stream type to output mapping are sent synchronously to client process.
This is necessary so that AudioSystem has the new stream to output mapping when the AudioTrack detects the invalidate flag in the client process.
Previously their were sent when the corresponding thread loop was executed.
AudioTrack modifications:
- move frame count calculation and verification from set() to createTrack() so that is is updated every time a new IAudioTrack is created.
- detect track invalidate flag in obtainBuffer() and start() and create a new IAudioTrack.
AudioTrackShared modifications
- group all flags (out, flowControlFlag, forceReady...) into a single bit filed to save space.
Change-Id: I9ac26b6192230627d35084e1449640caaf7d56ee
Merge commit '900b6157f5dee2ed7b2c73cf320b2baf293230ff' into kraken
* commit '900b6157f5dee2ed7b2c73cf320b2baf293230ff':
Only hold a weak pointer on SurfaceComposerClients
Some variables and structure members should be renamed to reflect the fact that they contain the
number of channels in a track (channel count) or the actual channels used by a track (channel mask).
Especially member "channels" of track control block (struct audio_track_cblk_t) is actually the
number of channels (channels count).
Change-Id: I220c8dede9fc00c8a5693389e790073b6ed307b8
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
this hack was used for gpus that don't support cached buffers
for s/w clients. currently we have no gpu with this issue.
this removes quite a bit of complexity.
Change-Id: I72564669f124f92805030e61983711f61c76b6d9
- forward setMode() and getInputBufferSize() calls to underlying audio hardware interface.
- Allow capture of more than one output stream (previous implementation was only capturing
the first output opened, namely the hardware output).
- Allow capture of input streams: previous implementation was only simulating input streams
when more than one was open at a time by reading from a file on SD card). Now the default
behavior is to capture PCM data read from input stream if it was successfully opened or
simulate capture otherwise.
Change-Id: I7e2892b25e295fc3c19c7eb0f71bfaea5816b73a
There is a bug in the way notification client list is managed when the client binder
interface dies that makes that the dead client is not removed from the list: the week
reference passed by binderDied() cannot be promoted and compared to the strong
references in the list.
The fix consists in creating a new NotificationClient class that implements the
binder DeathRecipient and holds a strong reference to the IAudioFlingerClient interface.
A new instance of this class is created for each cient and a strong reference to this
object is added to the notification client list maintained by AudioFlinger.
When binderDied() is called on this object, it is removed from the list preventing
AudioFlinger to notify this client for further io changes.
Also added code to disable LifeVibes effects when the client that has enabled the
enhancements dies.
Change-Id: Icedc4af171759e9ae9a575d82d44784b4e8267e8
Change the way zip archives are handled. This is necessary to deal with
very large (~1GB) APK files, for which our current approach of mapping
the entire file falls over.
We now do the classic scavenger hunt for the End Of Central Directory
magic on a buffer of data read from the file, instead of a memory-mapped
section. We use what we find to create a map that covers the Central
Directory only.
If the caller is interested in unpacking the file contents, we have to
do an additional file read to discover the size of the Local File Header
section so we can skip past it.
This is based on Change I745fb15abb in the dalvik tree. Both
implementations share a common ancestry, but the cost of unifying them
outweighs the benefits of wrapping C calls.
Change-Id: Iddacb50fe913917c2845708a530872d65fdbe620
Merge commit '56aed6bde0c52658d2cb1207c0cfe8ba0a764c59' into kraken
* commit '56aed6bde0c52658d2cb1207c0cfe8ba0a764c59':
fix [2664345] Flash: Bad flicker at the end of a pinch zoom.
the window manger puts SurfaceViews up before they have been
rendered into, because of that surfaceflinger doesn't have
anything ready to draw for that surface when an udpate occurs
and responds by filling the surface with black.
With this fix, we only fill those areas of the framebuffer
that would otherwise be undefined (no content at all).
in the Flash case, the "flash" window is not drawn at all
until it has some content, instead the underlaying browser
window is shown.
Change-Id: Ifb610f7f8c27b88edf83e09adc4803fc295c15a1
Merge commit 'ca48c88c3d5733c4405a2fc4f7d9bb7fbba3d43f' into kraken
* commit 'ca48c88c3d5733c4405a2fc4f7d9bb7fbba3d43f':
Make static versions of libutils and libbinder.
Fix some small static-initialization-order issues (and a static-
initializers-missing issue) that result from doing so. The static
libraries don't actually get used for anything real at the moment --
they're used for perf tests of bug 2660235.
Bug: 2660235
Change-Id: Iee2f38f79cc93b395e8d0a5a144ed92461f5ada0
Not complete, only for experimentation at this point.
This includes a reworking of how screen size configurations are matched,
so that if you are on a larger screen we can select configurations for
smaller screens if there aren't any exactly matching the current screen.
The screen size at which we switch to xlarge has been arbitrarily
chosen; the compatibility behavior has not yet been defined.
Change-Id: I1a33b3818eeb51a68fb72397568c39ab040a07f5
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
get rid of the "fake rtti" code, and use polymorphism instead.
also simplify how we log SF's state (using polymorphism)
Change-Id: I2bae7c98de4dd207a3e2b00083fa3fde7c467922