with this changes, SF transactions are handled as soon as possible
but do not trigger updates. the update is delayed until the next
vsync.
this allows us to work much better without requiring triple-buffering.
Change-Id: I1fa10794d0cf742129f0877698b7b1e1f2ec7401
This change enables the use of the EGL_KHR_fence_sync extension in
SurfaceTexture on omap4 and s5pc110 platforms.
Change-Id: Icad5245bab445413ffb8a7c823c296b678bf3250
Several source files privately defined macros LIKELY and UNLIKELY in terms
of __builtin_expect. But <cutils/compiler.h> already has CC_LIKELY and
CC_UNLIKELY which are intended for this purpose. So rename the private
uses to use the standard names.
In addition, AudioFlinger was relying on the macro expanding to extra ( ).
Change-Id: I2494e087a0c0cac0ac998335f5e9c8ad02955873
- add the ability to set the vsync delivery rate, when the rate is
set to N>1 (ie: receive every N vsync), SF process' is woken up for
all of vsync, but clients only see the every N events.
- add the concept of one-shot vsync events, with a call-back
to request the next one. currently the call-back is a binder IPC.
Change-Id: I09f71df0b0ba0d88ed997645e2e2497d553c9a1b
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
use gui/DisplayEvent to receive the events. Events are
dispatched through a unix pipe, so the API is compatible
with utils/Looper. see gui/DisplayEvent.h for more info.
Bug: 1475048
Change-Id: Ia720f64d1b950328b47b22c6a86042e481d35f09
Revert "Add support for sending VSYNC events to the framework"
This reverts commit f3918c5bd4bc9f02f74da42995564150ca2dd382.
Change-Id: I998e3e1aa3fa310829ae973b64fe11b01f6f468f
use gui/DisplayEvent to receive the events. Events are
dispatched through a unix pipe, so the API is compatible
with utils/Looper. see gui/DisplayEvent.h for more info.
Bug: 1475048
Change-Id: If4126023fc9c067e56087ec7d16a8fd542ce1794
* commit 'c25972950c2ea62fb085524dbe737c2bf0f08f4a':
SurfaceTexture: fix a couple tests
EGL: default to swap interval 1
SurfaceTexture: clean up some tests
This change fixes some robustness issues with the
EglDestroySurfaceUnrefsBuffers and
EglDestroySurfaceAfterAbandonUnrefsBuffers tests. The tests previously
depended upon GL implementation details that should not have been relied
upon.
Change-Id: I37fd43b56568efe1dbe69d85e892be8a1cf44d20
This change explicitly sets swap interval 1 on the window when an
EGLSurface is created to render to it.
Change-Id: I91eb29dbee3ae4a55076b921f084d503fbe94e03
This change cleans a few things up in the SurfaceTexture tests:
- Wraps a few long lines.
- Refactors the multithreading portions of SurfaceTextureGLToGLTest into
a new test fixture called SurfaceTextureGLThreadToGLTest.
- Changes some of the tests that were creating their own EGLSurface to
use the SurfaceTextureGLToGLTest fixture.
- Reorders the test functions so that they are immediately below to the
test fixture that they use.
Change-Id: I0491ce3528a7ff2b4f1e83602ba290269c087297
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
the working theory here is that a Surface object has become non-promotable
because it lost its last reference; later Surface::readFromParcel is called
the previous surface is found in the cache, but can't be promoted. this causes
a new Surface object to be created which will promptly try to connect to the
CPU_API -- this in turn will fail because the previous (now dead) surface is
still connected.
To fix this, we make sure to disconnect from the SurfaceTexture when
Surface[TextureClient] is destroyed.
Change-Id: I422234868a05d7b7d283e9d5a85f7ab79e65d8a9
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