Reportedly Mali and PowerVR GPUs are crashing when setting handle to NULL
So we will set a flag for the devices that might need this aswell
Set BOARD_EGL_NEEDS_HANDLE_VALUE=true in BoardConfig.mk to use
Change-Id: I6c967f62dc6adced7583d7b2045d11cf5b25fc80
Enables -Weverything and -Werror, with just a few exceptions for
warnings we can't (or shouldn't need to) work around.
Change-Id: I470a267e9b1c373f2d5c960f005c3b0e02b2db63
Enables clang and C++11 for libui/libgui/surfaceflinger, and
eliminates all compile-time warnings.
Change-Id: Ie237fdb5ae44f2bfcddaa884f9c65ec3f08ae50f
This adds a line to the "dumpsys SurfaceFlinger" output that shows
build-time configuration values.
Example:
Build configuration: [sf HAS_CONTEXT_PRIORITY] [libui] \
[libgui USE_FENCE_SYNC]
Bug 7206633
Change-Id: Ibe1856b459d34a4be6ee83a4ebfd2807e6cc68a0
This change updates the uses of ANativeWindow to use the new ANW functions that
accept and return Sync HAL fence file descriptors.
Change-Id: I3ca648b6ac33f7360e86754f924aa072f95242f6
This does not actually change the framebuffer format. It merely
fakes this format to surfaceflinger so that when it creates
framebuffer surfaces it will use this format. It's really a giant
HACK to allow interworking with buggy gralloc+GPU driver
implementations. You should *NEVER* need to set this for shipping
devices.
Change-Id: I03eeb5b4d72838ef219df386ecc489fc20ab9cc7
Signed-off-by: Dima Zavin <dima@android.com>
This change makes it possible to extend the set of axes that
are reported in MotionEvents by defining new axis constants.
The MotionEvent object is now backed by its C++ counterpart
to avoid having to maintain multiple representations of the
same data.
Change-Id: Ibe93c90d4b390d43c176cce48d558d20869ee608
Added support for loading the pointer icon from a resource.
Moved the system server related bits of the input manager out
of libui and into libinput since they do not need to be linked into
applications.
Change-Id: Iec11e0725b3add2b905c51f8ea2c3b4b0d1a2d67
Use Vendor ID, Product ID and optionally the Version to
locate keymaps and configuration files for external devices.
Moved virtual key definition parsing to native code so that
EventHub can identify touch screens with virtual keys and load
the appropriate key layout file.
Cleaned up a lot of old code in EventHub.
Fixed a regression in ViewRoot's fallback event handling.
Fixed a minor bug in FileMap that caused it to try to munmap
or close invalid handled when released if the attempt to map
the file failed.
Added a couple of new String8 conveniences for formatting strings.
Modified Tokenizer to fall back to open+read when mmap fails since
we can't mmap sysfs files as needed to open the virtual key
definition files in /sys/board_properties/.
Change-Id: I6ca5e5f9547619fd082ddac47e87ce185da69ee6
Also added a validation tool for keymaps (not currently integrated
into the build system but getting there).
This change brings back Android.mk with the intent that it will
be used to validate keymaps in a later change.
Added some missing keys that are present on phones.
Bug: 3215210
Bug: 3225421
Change-Id: Id817c6e2215164616942c51a42752915d9ceacd3
BREAKING CHANGE: Redesigned the key character map format to
accomodate full keyboards with more comprehensive suite of modifiers.
Old key character maps will not work anymore and must be updated.
The new format is plain text only and it not compiled to a binary
file (so the "kcm" tool will be removed in a subsequent check-in).
Added FULL keyboard type to support full PC-style keyboards.
Added SPECIAL_FUNCTION keyboard type to support special function
keypads that do not have any printable keys suitable for typing
and only have keys like HOME and POWER
Added a special VIRTUAL_KEYBOARD device id convention that maps
to a virtual keyboard with a fixed known layout. This is designed
to work around issues injecting input events on devices whose
built-in keyboard does not have a useful key character map (ie.
when the built-in keyboard is a special function keyboard only.)
Modified several places where events were being synthesized
to use the virtual keyboard.
Removed support for the "qwerty" default layout.
The new default layout is "Generic". For the most part "qwerty"
was being used as a backstop in case the built-in keyboard did
not have a key character map (probably because it was a special
function keypad) and the framework needed to be able to inject
key events anyways. The latter issue is resolved by using the
special VIRTUAL_KEYBOARD device instead of BUILT_IN_KEYBOARD.
Added the concept of a key modifier behavior so that
MetaKeyKeyListener can distinguish between keyboards that use
chorded vs. toggled modifiers.
Wrote more robust key layout and key character map parsers
to enable support for new keyboard features and user installable
key maps.
Fixed a bug in InputReader generating key ups when keys
are released out of sequence.
Updated tons of documentation.
Currently QwertyKeyListener is being used for full keyboards
with autotext and capitalization disabled. This mostly works
but causes some problems with character pickers, etc.
These issues will be resolved in subsequent changes.
Change-Id: Ica48f6097a551141c215bc0d2c6f7b3fb634d354
There are 16 events logged in the event log:
SF_APP_DEQUEUE_BEFORE
SF_APP_DEQUEUE_AFTER
SF_APP_LOCK_BEFORE
SF_APP_LOCK_AFTER
SF_APP_QUEUE
SF_REPAINT
SF_COMPOSITION_COMPLETE
SF_UNLOCK_CLIENTS
SF_SWAP_BUFFERS
SF_REPAINT_DONE
SF_FB_POST_BEFORE
SF_FB_POST_AFTER
SF_FB_DEQUEUE_BEFORE
SF_FB_DEQUEUE_AFTER
SF_FB_LOCK_BEFORE
SF_FB_LOCK_AFTER
all events log the buffer conserned and a timestamp in microseconds.
by default the logging is not enabled, to turn it on:
adb shell service call SurfaceFlinger 1006 i31 1
adb shell setprop debug.graphic_log 1
The effect is immediate in SurfaceFlinger, but applications need to be
restarted.
Change-Id: Ifc2e31f7aed072d9a7dede20ff2ce59231edbec1
Refactored the input reader so that each raw input protocol is handled
by a separate subclass of the new InputMapper type. This way, behaviors
pertaining to keyboard, trackballs, touchscreens, switches and other
devices are clearly distinguished for improved maintainability.
Added partial support for describing capabilities of input devices
(incomplete and untested for now, will be fleshed out in later commits).
Simplified EventHub interface somewhat since InputReader is taking over
more of the work.
Cleaned up some of the interactions between InputManager and
WindowManagerService related to reading input state.
Fixed swiping finger from screen edge into display area.
Added logging of device information to 'dumpsys window'.
Change-Id: I17faffc33e3aec3a0f33f0b37e81a70609378612
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
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.
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.
Appears to have been broken by:
commit 9779b221e999583ff89e0dfc40e56398737adbb3
Author: Mathias Agopian <mathias@google.com>
Date: Mon Sep 7 16:32:45 2009 -0700
fix [2068105] implement queueBuffer/lockBuffer/dequeueBuffer properly
For some reason we don't like to have "-lpthread" globally -- it's a no-op
on device builds, but required for many host tools and all sim binaries --
so adding the use of pthread calls requires adding the library explicitly.
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
Merge commit 'c44989d6c7bcc761fb37f54fd37aac2070ba8e5e'
* commit 'c44989d6c7bcc761fb37f54fd37aac2070ba8e5e':
move ui/Time.cpp to core/jni, since this is the only place it is used
- return "const" objects for overloaded operators to disallow constructs like: (a+b) = c;
- don't return references to non-static members, it's not always safe.
- Point.cpp was empty, so get rid of it
- Currently the lock/unlock path is naive and is done for each drawing operation (glDrawElements and glDrawArrays). this should be improved eventually.
- factor all the lock/unlock code in SurfaceBuffer.
- fixed "showupdate" so it works even when we don't have preserving eglSwapBuffers().
- improved the situation with the dirty-region and fixed a problem that caused GL apps to not update.
- make use of LightRefBase() where needed, instead of duplicating its implementation
- add LightRefBase::getStrongCount()
- renamed EGLNativeWindowSurface.cpp to FramebufferNativeWindow.cpp
- disabled copybits test, since it clashes with the new gralloc api
- Camera/Video will be fixed later when we rework the overlay apis