This change adds a compile-time option for SurfaceTexture to use the
EGL_KHR_fence_sync extension to synchronize access to Gralloc buffers.
Bug: 5122031
Change-Id: I7e973a358631fff5308acf377581b811911fe790
This change explicitly sets swap interval 1 on the window when an
EGLSurface is created to render to it.
Change-Id: I91eb29dbee3ae4a55076b921f084d503fbe94e03
this happens often with CPU Surfaces, which disconnect long
after their surfacetexture has been abandoned.
Change-Id: If49da03b72f99130e01b2b9bcbd444bb38f7ed4e
this flag should be enabled for all targets, but currently
some have issues with it, so we're turning it on only for
tested targets.
this will hopefully resolve some performance issues.
Bug: 5553562, 5631630
Change-Id: I54c7a9e2068586898ab13e405d95534669260537
This change fixes an issue involving buffer reallocation and the
ALLOW_DEQUEUE_CURRENT_BUFFER mode in SurfaceTexture. The bug happened
when the buffer slot currently attached to the GL texture was selected
for dequeuing, but the dequeue operation caused the buffer to be
reallocated. Because the buffer is new, the image producer could fill
the buffer and queue it before an updateTexImage call, which would
result in the "slot %d is current" error in queueBuffer.
Bug: 5631630
Change-Id: Icdd8bc5cad3c7db43953446d9be2603aaea11a8d
Surface Texture dequeue logic is modified to return the oldest of the
free buffers to Client on dequeue call.
Currently dequeue method is returning the first buffer index which is free.
The parsing is done in ascending order of the buffer slot indices.
This leads to returning the buffer which has been just queued to composer,
and hence display, and this defeats the purpose of having minimum dequeue count
as 2 in asynchrnouse mode.
This is fixed by checking all the free slots and returning the oldest buffer.
Change-Id: Ibbac10593c3994c278c601af0480b171635ecdd4
Signed-off-by: Sunita Nadampalli <sunitan@ti.com>
this flag should be enabled for all targets, but currently
some have issues with it, so we're turning it on only for
tested targets.
this will hopefully resolve some performance issues.
Bug: 5553562
Change-Id: I939992b4cd0debea980dec0127c72be2dff33af8
This change adds a hack to allow Android Browser to use a SurfaceTexture
to stream RGBA images to a GL_TEXTURE_2D texture object.
Change-Id: Idb90064d5d4b920959ef3be7451362ac5012460e
This change adds support for setting a string that can be used to
identify a SurfaceTexture object in log messages.
Change-Id: Ib4ee085f36c8830dc964c05ef1654f5a55dfcd60
we were not reseting mCurrentTexture in some situations
which in turn caused dequeueBuffers() return a
"FREE" buffer that was also current.
Very often it was harmless, but it created a race with
updateTexImage() which could cause the following
queueBuffers() to fail.
Bug: 5156325
Change-Id: If15a31dc869117543d220d6e5562c57116cbabdb
we now make sure to drain the buffer queue on disconnect.
this happens only when in synchrnous mode. in async mode
we clear all buffers except the head of the queue.
for extra safety we also catch the null pointer
in updateTexImage (which should never happen) and return
an error.
Bug: 5111008
Change-Id: I5174a6ecbb0de641c6510ef56a611cbb4e9e1f59
this simplifies the code a bit and also makes sure
we reevaluate mAbandoned and mConnectedApi each time
we come back from waiting on mDequeueCondition
Change-Id: I1f8538b62ad321b51ed79d953b700036daba796d
- also log a warning when freeAllBuffers is called with a non empty buffer queue
- rename freeAllBuffers to freeAllBuffersLocked
Change-Id: Idb71fdcf233b9ccae62d5a2a7c3c4bad2501d877
the first time a surface was connected, the values returned
by query NATIVE_WINDOW_DEFAULT_{WIDTH|HEIGHT} and
NATIVE_WINDOW_TRANSFORM_HINT were wrong until a call
to queueBuffer was performed.
Bug: 5137366, 5121607
Change-Id: I7ac6b5b0daa876638f6bed7c20f286a6e6d984f6
This change relaxes an error check in SurfaceTexture::setBufferCount to
allow clients to explicitly set a buffer count of 2. The clients that
will do this are camera and video decode. Previously it was thought
that for those clients we would always use async mode, which requires a
minimum of 3 buffers. However, we now believe that for some devices it
may make sense to use synchronous mode (with 2 buffers) to reduce memory
usage.
Bug: 5088418
Change-Id: I620a0ef75075745be9d6c8219e0246aaf33ba950
This change removes support for conditionally using the GL_TEXTURE_2D
target for SurfaceTexture textures with RGB buffers. It also enables
and fixes the RGB-based SurfaceTexture tests.
Change-Id: I9a251a981cf66af6b048b2e4c3fe7231e4774f4d
This change adds the 'abandon' method to the SurfaceTexture C++ class.
This method may be used to put the SurfaceTexture in an abandoned state,
causing all ISurfaceTexture methods to fail.
Change-Id: Ibd261f7b73f44e2bec36a8508bf92113cfb7cf95
This change removes the SurfaceTexture::getAllocator method, as it's no
longer needed. Proper refcounting of the Gralloc buffers is now handled
by the IGraphicBufferAlloc binder marshalling code.
Change-Id: I5cffa6ebfc1bc5828fb7ce0e0a5b2f55cd8479da
This makes ANativeWindow_lock/ANativeWindow_unlockAndPost work
with ANativeWindows implemented by Surface and SurfaceTextureClient.
Also, Surface now inherits directly from SurfaceTextureClient.
Bug: 5003724
Change-Id: I9f285877c7bae9a262e9a7af91c2bae78804b2ef
This change makes the ANativeWindow connect and disconnect calls result
in an IPC to the SurfaceTexture object. This will allow us to prevent
multiple simultaneous connections from different processes.
Change-Id: Id9aa1003b1335b96ca6bd4a1f5a67aa433d42efb
This change moves the point at which queued buffers get consumed to
after any error checks that could cause updateTexImage to fail. This
way, if updateTexImage returns an error the buffer remains queued.
This change alters the conditions under which the onFrameAvailable
callback gets called by the C++ SurfaceTexture class. The new behavior
is to call the callback whenever a frame gets queued that will be
visible to the buffer consumer. This means that buffers queued in
synchronous mode always trigger the callback, as those buffers will
remain pending until they are consumed. Buffers queued in asynchronous
mode will only trigger the callback if there was not previously an
unconsumed buffer pending.
The new behavior means that a consumer should perform a draw operation
exactly once for every onFrameAvailable call that it recieves. This
change also modifies SurfaceFlinger and the SurfaceTexture JNI to
support of the new behavior.
Change-Id: I8b2c6e00961d3d58b11c6af50b555b6e4c5f5b40