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
Surfaces can now be parcelized and sent to remote
processes. When a surface crosses a process
boundary, it looses its connection with the
current process and gets attached to the new one.
Change-Id: I39c7b055bcd3ea1162ef2718d3d4b866bf7c81c0
this is called for each relayout() and used to create a full Surface (cpp)
which in turn did some heavy work (including an IPC with surfaceflinger),
most of the time to destroy it immediatelly when the returned surface
(the one in the parcel) was the same.
we now more intelligentely read from the parcel and construct the new
object only if needed.
Change-Id: Idfd40d9ac96ffc6d4ae5fd99bcc0773e131e2267
simplified things a lot, the biggest change is that the concept
of "ClientID" is now gone, instead we simply use references.
Change-Id: Icbc57f80865884aa5f35ad0d0a0db26f19f9f7ce
First drop of audio framework modifications for audio effects support.
- AudioTrack/AudioRecord:
Added support for auxiliary effects in AudioTrack
Added support for audio sessions
Fixed left right channel inversion in setVolume()
- IAudioFlinger:
Added interface methods for effect enumeraiton and instantiation
Added support for audio sessions.
- IAudioTrack:
Added method to attach auxiliary effect.
- AudioFlinger
Created new classes to control effect engines in effect library and manage effect connections to tracks or
output mix:
EffectModule: wrapper object controlling the effect engine implementation in the effect library. There
is one EffectModule per instance of an effect in a given audio session
EffectChain: group of effects associated to one audio session. There is one EffectChain per audio session.
EffectChain for session 0 is for output mix effects, other chains are attached to audio tracks
with same session ID. Each chain contains a variable number of EffectModules
EffectHandle: implements the IEffect interface. There is one EffectHandle object for each application
controlling (or using) an effect module. THe EffectModule maintians a list of EffectHandles.
Added support for effect modules and effect chains creation in PlaybackThread.
modified mixer thread loop to allow track volume control by effect modules and call effect processing.
-AudioMixer
Each track now specifies its output buffer used by mixer for accumulation
Modified mixer process functions to process tracks by groups of tracks with same buffer
Modified track process functions to support accumulation to auxiliary channel
Change-Id: I26d5f7c9e070a89bdd383e1a659f8b7ca150379c
opaque 32-bits windows are now allocated as RGBX_8888 buffers and
SurfaceFlinger always uses GL_MODULATE instead of trying to
optimize to GL_REPLACE when possible (makes no sense on
h/w accelerated GL).
we still have a small hack for devices that don't support
RGBX_8888 in their gralloc implementation where we revert to
RGBA_8888.
SurfaceComposerClient now only exist on the WindowManager side,
the client side uses the new SurfaceClient class, which only
exposes what a client needs.
also instead of keeping mappings from IBinder to SurfaceComposerClients
we have a SurfaceClient per Surface (referring to the same IBinder), this
is made possible by the fact that SurfaceClient is very light.
Change-Id: I6a1f7015424f07871632a25ed6a502c55abfcfa6
the new native_window_set_buffers_geometry allows
to specify a size and format for all buffers to be
dequeued. the buffer will be scalled to the window's
size.
Change-Id: I2c378b85c88d29cdd827a5f319d5c704d79ba381
this method can be used to change the number of buffers
associated to a native window. the default is two.
Change-Id: I608b959e6b29d77f95edb23c31dc9b099a758f2f
this change introduces R/W locks in the right places.
on the server-side, it guarantees that setBufferCount()
is synchronized with "retire" and "resize".
on the client-side, it guarantees that setBufferCount()
is synchronized with "dequeue", "lockbuffer" and "queue"
The problem is due to a too big difference between the buffer size used at the hardware interface and at the A2DP interface.
When no resampling occurs we don't notice problems but the timing is very tight. As soon as resampling is activated, the AudioTrack underruns.
This is because the AudioTrack buffers are not resized when moving the AudioTrack from hardware to A2DP output.
The AudioTrack buffers are calculated based on a hardware output buffer size of 3072 bytes. Which is much less than the A2DP output buffer size (10240).
The solution consists in creating new tracks with new buffers in AudioFlinger when the A2DP output is opened
instead of just transfering active tracks from hardware output mixer thread to the new A2DP output mixer thread.
To avoid synchronization issues between mixer threads and client processes, this is done by invalidating tracks
by setting a flag in their control block and having AudioTrack release the handle on this track (IAudioTrack)
and create a new IAudioTrack when this flag is detected next time obtainBuffer() or start() is executed.
AudioFlinger modifications:
- invalidate the tracks when setStreamOutput() is called
- make sure that notifications of output opening/closing and change of stream type to output mapping are sent synchronously to client process.
This is necessary so that AudioSystem has the new stream to output mapping when the AudioTrack detects the invalidate flag in the client process.
Previously their were sent when the corresponding thread loop was executed.
AudioTrack modifications:
- move frame count calculation and verification from set() to createTrack() so that is is updated every time a new IAudioTrack is created.
- detect track invalidate flag in obtainBuffer() and start() and create a new IAudioTrack.
AudioTrackShared modifications
- group all flags (out, flowControlFlag, forceReady...) into a single bit filed to save space.
Change-Id: I9ac26b6192230627d35084e1449640caaf7d56ee
Merge commit '900b6157f5dee2ed7b2c73cf320b2baf293230ff' into kraken
* commit '900b6157f5dee2ed7b2c73cf320b2baf293230ff':
Only hold a weak pointer on SurfaceComposerClients
Some variables and structure members should be renamed to reflect the fact that they contain the
number of channels in a track (channel count) or the actual channels used by a track (channel mask).
Especially member "channels" of track control block (struct audio_track_cblk_t) is actually the
number of channels (channels count).
Change-Id: I220c8dede9fc00c8a5693389e790073b6ed307b8
the new TextureMagager class now handle texture creation and upload
as well as EGL image creation and binding to GraphicBuffers. This is
used indirectly by Layer and directly by LayerBuffer
the new BufferManager class handles the set of buffers used for a
Layer (Surface), it abstracts how many buffer there is as well as
the use of EGLimage vs. regular texture ops (glTexImage2D).
Change-Id: I2da1ddcf27758e6731400f6cc4e20bef35c0a39a
this hack was used for gpus that don't support cached buffers
for s/w clients. currently we have no gpu with this issue.
this removes quite a bit of complexity.
Change-Id: I72564669f124f92805030e61983711f61c76b6d9
- forward setMode() and getInputBufferSize() calls to underlying audio hardware interface.
- Allow capture of more than one output stream (previous implementation was only capturing
the first output opened, namely the hardware output).
- Allow capture of input streams: previous implementation was only simulating input streams
when more than one was open at a time by reading from a file on SD card). Now the default
behavior is to capture PCM data read from input stream if it was successfully opened or
simulate capture otherwise.
Change-Id: I7e2892b25e295fc3c19c7eb0f71bfaea5816b73a
There is a bug in the way notification client list is managed when the client binder
interface dies that makes that the dead client is not removed from the list: the week
reference passed by binderDied() cannot be promoted and compared to the strong
references in the list.
The fix consists in creating a new NotificationClient class that implements the
binder DeathRecipient and holds a strong reference to the IAudioFlingerClient interface.
A new instance of this class is created for each cient and a strong reference to this
object is added to the notification client list maintained by AudioFlinger.
When binderDied() is called on this object, it is removed from the list preventing
AudioFlinger to notify this client for further io changes.
Also added code to disable LifeVibes effects when the client that has enabled the
enhancements dies.
Change-Id: Icedc4af171759e9ae9a575d82d44784b4e8267e8
Change the way zip archives are handled. This is necessary to deal with
very large (~1GB) APK files, for which our current approach of mapping
the entire file falls over.
We now do the classic scavenger hunt for the End Of Central Directory
magic on a buffer of data read from the file, instead of a memory-mapped
section. We use what we find to create a map that covers the Central
Directory only.
If the caller is interested in unpacking the file contents, we have to
do an additional file read to discover the size of the Local File Header
section so we can skip past it.
This is based on Change I745fb15abb in the dalvik tree. Both
implementations share a common ancestry, but the cost of unifying them
outweighs the benefits of wrapping C calls.
Change-Id: Iddacb50fe913917c2845708a530872d65fdbe620
Merge commit '56aed6bde0c52658d2cb1207c0cfe8ba0a764c59' into kraken
* commit '56aed6bde0c52658d2cb1207c0cfe8ba0a764c59':
fix [2664345] Flash: Bad flicker at the end of a pinch zoom.
the window manger puts SurfaceViews up before they have been
rendered into, because of that surfaceflinger doesn't have
anything ready to draw for that surface when an udpate occurs
and responds by filling the surface with black.
With this fix, we only fill those areas of the framebuffer
that would otherwise be undefined (no content at all).
in the Flash case, the "flash" window is not drawn at all
until it has some content, instead the underlaying browser
window is shown.
Change-Id: Ifb610f7f8c27b88edf83e09adc4803fc295c15a1
Merge commit 'ca48c88c3d5733c4405a2fc4f7d9bb7fbba3d43f' into kraken
* commit 'ca48c88c3d5733c4405a2fc4f7d9bb7fbba3d43f':
Make static versions of libutils and libbinder.
Fix some small static-initialization-order issues (and a static-
initializers-missing issue) that result from doing so. The static
libraries don't actually get used for anything real at the moment --
they're used for perf tests of bug 2660235.
Bug: 2660235
Change-Id: Iee2f38f79cc93b395e8d0a5a144ed92461f5ada0