the main reason for doing this is so that we can have
access to informations about a texture (like its dimension)
close to where we generate and use shaders in ES 2.0.
Previously, there wasn't any way to get to a texture's size
from a RenderEngine implementation.
Bug: 8679321
Change-Id: I388b338a70d07e3e8177dde248710ea1e4c82dff
This change adds an entire field to note whether the timestamp was
auto-generated by Surface or supplied by the application.
The value is used when deciding whether or not to drop frames based
on buffer presentation timestamps. If a desired presentation time
was set explicitly, BufferQueue will use that value to decide if a
frame should be dropped. If the timestamp was generated by Surface
at the time the buffer was queued, the timestamp is ignored.
Bug 10151804
Change-Id: Ibd571a7578351063b813cbdad2ddbeed70655ba5
just ensure the alpha value is 1.0 in the opaque case
when reading the color from the texture or the
global color.
Bug: 8679321
Change-Id: Ia38b30e97c3bce5a2d534a40c0d66e0bfc3ea40d
- turns out fragment shaders don't have default precision by default
- GLES 1.x extensions that became core in GLES 2.0 don't always work
as extensions in GLES 2.0 (!)
Bug: 8679321
Change-Id: I5a4a93e158247910399325a965af5d2e3bbece9b
- Return NOT_ENOUGH_DATA instead of INVALID_OPERATION when too many
buffers have already been locked.
- INVALID_OPERATION is nominally used when something irrecoverable happens,
but in this case the client just needs to call unlockBuffer to go back into a
good state.
Bug: 10333400
Change-Id: I3a034d77de85741429f832a90eedd670afa1dc94
the Mesh object can be part of each Layer (at least currently).
also reworked the Mesh code a bit to make it easier to access
the vertex data.
Change-Id: I0490851ba898f0aa2e55b62958dcd8bdb535e98b
we need too allow this case so that things like the rotation
animation can work.
with this change we only permit these screenshot if the
destination is SurfaceFlinger itself.
Bug: 10235036
Change-Id: I66fea5391e52b0d7f17f25827572b236f2d9eb71
If the implementation eglCreateContext failed, we called
eglGetError(), so we could check that it set the EGL error properly.
But since we'd already called this, when the app called eglGetError()
it would get EGL_SUCCESS!
Bug: 10181333
Change-Id: Ic45d3a8fcb8c4421e04844c6d2f52761790b5948
This is the param struct used by stagefright to notify codec that
the playback may include resolution changes, so that it can prepare
accordingly to avoid port reconfiguration.
Change-Id: I64e53b7ebf74c4f9d07cc9fe0cd65be55f666afe
Signed-off-by: Lajos Molnar <lajos@google.com>
Related-to-bug: 7093648