The ETC1 compressed texture format is commonly
supported by OpenGL ES 2.0-capable devices.
This change adds a host-only version of the library. It is used by
the etc1tool.
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.
add a way to convert a mapped "pushbuffer" buffer to a gralloc handle
which then can be safely used by surfaceflinger, without including
gralloc_priv.h
in the case where we fade a 32-bits surface (ie: GL_MODULATE w/ a,a,a,a + blending),
we first make a copy of the background into a RGB buffer, then we blend the 32-bits
surface as usual (without the alpha component), and finally blend the copy of
the background on top with 1-a. This uses a lot of bandwidth, but no CPU time.
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
Without the size checks it's possible for calls to glBufferData
and glBufferSubData to read off the end of the Buffer object's
data, which can cause page faults.
Fix end-of-line characters for the "spec" files. (That's why
every line of these files is changed.)
Enhance our code emitter to properly handle bounds checks for
possibly-null pointers.
Instead of using a different function pointer table for ES 1.x and ES 2.x,
we use a single one that is the union (sort|uniq) of both tables. Two
instances of this table are initialized with pointers to GL ES 1.x and GL ES 2.x
entry-points.
When a context is created, we store its version number and when it is bound to a
thread we set the approruiate table based on the stored version.
This introduce no penalty while dispatching gl calls to the right API version.
[Pending Dr No approval for MR1]
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.
Use EGLUtils::selectConfigForNativeWindow to select a legitimate
configuration. (Before now we had been selecting an incorrect
configuration, but the older drivers let us get away with it.)
Converted the source to C++ so we can call selectConfigForNativeWindow.