The gralloc API now provides a way for using lock/unlock with the Android
explicit synchronisation concept. This changes updates the GraphicBuffer class
to also expose this functionality, and updates the Surface class to make use of
in line with the dequeueBuffer/queueBuffer mechanism.
This new behaviour is dependent on GRALLOC_MODULE_API_VERSION_0_3. If the local
gralloc module does not support this then the existing synchronous lock/unlock
mechanism will be used.
Change-Id: I8c3fd9592e0c5400ac9be84450f55a77cc0bbdc5
The gralloc API now provides a way for using lock/unlock with the Android
explicit synchronisation concept. This changes updates the GraphicBuffer class
to also expose this functionality, and updates the Surface class to make use of
in line with the dequeueBuffer/queueBuffer mechanism.
This new behaviour is dependent on GRALLOC_MODULE_API_VERSION_0_3. If the local
gralloc module does not support this then the existing synchronous lock/unlock
mechanism will be used.
Change-Id: I77daa1beb197b63b1c2f281b8414ac4ae4b5b03c
Adds a globally-unique ID (PID + sequence number) to every
GraphicBuffer, which will remain the same while crossing Binder,
even if the underlying handles change.
Change-Id: Ib11330a4c5e99621b82204e0adb31b9a88658426
Fallout from the Flattenable change, update all its uses.
Additionnaly, fix/tighten size checks when (un)flatten()ing
things.
Removed the assumption by some flattenables (e.g.: Fence)
that the size passed to them would be exact (it can
and will be larger in some cases)
The code in Parcel is a bit complicated so that we don't
have to expose the full implementation (and also to
keep the code smallish).
Change-Id: I0bf1c8aca2a3128491b4f45510bc46667e566dde
- Add fields to CpuConsumer::LockedBuffer for new information
- New lock methods for GraphicBuffer and GraphicBufferMapper for
the format
Bug: 8734880
Change-Id: If31f82c62d64b6942cf4cc6e5715585c03273f12
- this gives us access to RefBase's refcounting debugging
- it doesn't cost much because GraphicBuffer already has a vtable
Change-Id: I7f696e421fea14b14bfaeb83880689b83e96af4d
This change makes SurfaceMediaSource add the VIDEO_ENC usage bit when
allocating its GraphicBuffers rather than the HW_TEXTURE bit.
Change-Id: Ie20e225c894fdbc31cad6bb82b3b64c7e98074eb
This change makes SurfaceFlinger always use the
GRALLOC_USAGE_HW_COMPOSER usage bit when allocating buffers that may be
passed to the HWComposer.
Change-Id: I70362a8ede2b359fb2046853f85149d597465817
This change adds the C++ implementation of SurfaceTexture and related
classes. The goal of this is for a SurfaceTexture to be passed to
camera service or Stagefright in place of a Surface to allow camera
preview or decoded video frames to be streamed to an OpenGL ES texture
that an application can use.
Change-Id: I55c83a7017f1ecb81c9c9e3252cbd118b914296c
some of these failures are not fatal and even expected in some cases
so they should not emit a dump in the log in those cases.
Change-Id: Idcfa252e3bfa9d74e27fe4ad8f8623aa01aa9c5e
- Register buffers with Gralloc when unflattening a GraphicBuffer (rather than
doing it in the Surface class).
- Add support for a GraphicBuffer that wraps an android_native_window_t*.
Change-Id: I029ac086111bbac800e5ca37eb505f558b718cd8
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.
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.
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
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.