- don't advertise extensions that are not supported
by any implementation
- remove EGL_ANDROID_swap_rectangle which is not
implemented by anybody and confuses people
- add some comments about mandatory extensions
Bug: 5428001
Change-Id: Id8dc48116ac1d1eb79ec9ef55d03e29d4257c1f3
This fixes the issue:
"Call not sent" dialog takes too long to dismiss after hitting OK"
Note: the system would recover after a 5 second timeout.
Bug: 5534520
Change-Id: Ifa37e594b50581f498479a5858672441b3d7dd87
The ScreenShot layer is now created hidden. The screenshot itself
is aquired during the transaction when the layer is made visible.
This guarantees the screenshot and the layer happen atomically
with respect to screen updates.
Bug: 5534521
Change-Id: Ida23e1f13d5716ec83b78a15712e0646d6cf8729
We now have mInvalidateRegion which holds the region to invalidate, it
can be set from any thread as long as mInvalidateLock is held. We use
fine-grained locking here because mInvalidateRegion can be set from anywhere,
in particular frmo HWC callbacks.
Bug: 5466774
Change-Id: Iafca20aa3f5b25a87755e65bde7b769aa8f997bc
A LayerScreenshot is a special type of layer that contains a screenshot of
the screen acquired when its created. It works just like LayerDim.
Make sure to call compositionComplete() after rendering into a FBO.
Bug: 5446982, 5467587, 5466259
Change-Id: I5d8a1b4c327f9973d950cd4f4c0bca7f62825cd4
there was situations where SF's main loop would run (as if there was
an invalidate), but the dirty region was empty (so no new buffers
were retired). In this case we return early and don't swap, which
would cause drawing artifacts.
Bug: 5476838
Change-Id: Id3b7bf4b7aabec7919c50d9278eb2165973a4c3d
when taking a screenshot, in particular, we could end up
with stale GL state when drawing LayerDim which resulted
in incortect rendering.
Bug: 5467587
Change-Id: Id9fbed2843481d31063620f3662b364c7e3ac781
removed a test that could violate this guarantee. note that we
have no proof tha this ever happened, but consequences could be
hard lock-ups.
the code here was intended to track the region to update for displays
that can do partial update. the logic discarded the update entirely
if that region was empty. instead we just redraw the whole thing
(note that we should never be there with an empty region and retired
buffers though).
Bug: 5466259
Change-Id: I91ccab3b1a599e729e438eb833939e2236da6854
This change removes the dead code from SurfaceFlinger that resulted from
disabling support for freezing the display.
Change-Id: I4e5ff00c94b4c7a79af2f65c9850c135210068ed
This change adds two tests for SurfaceFlinger's behavior when updating
the position and size of a layer.
Change-Id: Id5e3ca1d7e629a3bd2c2d28275d80c7f9256d6da
This change enables a layer or orientation update transaction sent to
SurfaceFlinger to explicitly request a synchronous transaction.
Change-Id: I97cbba610c13679849f66114b216fa6dbf12f2a9
A LayerScreenshot is a special type of layer that contains a screenshot of
the screen acquired when its created. It works just like LayerDim.
Bug: 5446982
Change-Id: I7814aff2380e7e146937f2b641907be2a30c76cc
This change merges the ISurfaceComposer::setOrientation functionality
into ISurfaceComposer::setTransactionState. It enables the window
manager to atomically update both the display orientation and the
position and size of the windows in a single transaction with
SurfaceFlinger.
Bug: 5439574
Change-Id: I18a8ccc564d7d760ef8afb2d015ccdb7a7963900
this would happen when toggling on/off/on very fast, the screen
could stay black (while the panel is on).
Bug: 5429724
Change-Id: Ic8aa6aff066e6267923c0d47ef65e314e7bb6d41
This change modifies SurfaceFlinger's screenshot behavior when a layer
with a protected buffer is visible. The previous behavior was to simply
fail the screenshot. The new behavior is to render the screenshot using
a placeholder texture where the protected buffer would have been.
Change-Id: I5e50cb2f3b31b2ea81cfe291c9b4a42e9ee71874
This change makes SurfaceFlinger update a SurfaceTextureLayer's default
buffer size in response to a window resize even if the Layer is in fixed
size mode.
Change-Id: I3871c8f19a045d03904d1284390cad7659be71ff
Bug: 5366426
when areas of the FB are undefined (transparent windows on top of
nothing), we clear those areas before composition.
however, it makes no sense to do this when the FB is not in use
(case where hwc handles all layers)
Bug: 5360529
Change-Id: I761a7d3664228ebbee0944aca8b0cc278fc94c9c
This change fixes the transform hint to use only the global display
transform rather than incorporating the transient layer-specific
transform used during animations.
Bug: 5366891
Change-Id: I5408dcd3f4771d010953e8a696a484c835bfe81e
when areas of the FB are undefined (transparent windows on top of
nothing), we clear those areas before composition.
however, it makes no sense to do this when the FB is not in use
(case where hwc handles all layers)
Bug: 5360529
Change-Id: If51bb669307e8419bbe1f3a89d1c88e0ec1f216c
Bug: 4981385
Simplify the orientation changing code path in the
WindowManager. Instead of the policy calling setRotation()
when the sensor determined orientation changes, it calls
updateRotation(), which figures everything out. For the most
part, the rotation actually passed to setRotation() was
more or less ignored and just added confusion, particularly
when handling deferred orientation changes.
Ensure that 180 degree rotations are disallowed even when
the application specifies SCREEN_ORIENTATION_SENSOR_*.
These rotations are only enabled when docked upside-down for
some reason or when the application specifies
SCREEN_ORIENTATION_FULL_SENSOR.
Ensure that special modes like HDMI connected, lid switch,
dock and rotation lock all cause the sensor to be ignored
even when the application asks for sensor-based orientation
changes. The sensor is not relevant in these modes because
some external factor (or the user) is determining the
preferred rotation.
Currently, applications can still override the preferred
rotation even when there are special modes in play that
might say otherwise. We could tweak this so that some
special modes trump application choices completely
(resulting in a letter-boxed application, perhaps).
I tested this sort of tweak (not included in the patch)
and it seems to work fine, including transitions between
applications with varying orientation.
Delete dead code related to animFlags.
Handle pausing/resuming orientation changes more precisely.
Ensure that a deferred orientation change is performed when
a drag completes, even if endDragLw() is not called because the
drag was aborted before the drop happened. We pause
the orientation change in register() and resume in unregister()
because those methods appear to always be called as needed.
Change-Id: If0a31de3d057251e581fdee64819f2b19e676e9a
we need to clear the whole framebuffer in that situation because
we can't trust the content of the FB when partial (fb preserving)
updates are used.
Bug: 5318492
Change-Id: I3f0e01b0fb665a34e44d88ad9f0f54a5d990060b
we need to clear the whole framebuffer in that situation because
we can't trust the content of the FB when partial (fb preserving)
updates are used.
Bug: 5318492
Change-Id: I3f0e01b0fb665a34e44d88ad9f0f54a5d990060b
This change fixes an issue where Layer::isOpaque was being called in
lockPageFlip to get the opaqueness for the new buffer before
mActiveBuffer was updated.
Bug: 5321313
Change-Id: Ibb5d7d3f4e9a2b1448e117a484a0d9f9ca5fc9de
This change fixes an issue where Layer::isOpaque was being called in
lockPageFlip to get the opaqueness for the new buffer before
mActiveBuffer was updated.
Bug: 5321313
Change-Id: Ibb5d7d3f4e9a2b1448e117a484a0d9f9ca5fc9de
we were not redrawing and/or clearing the FB properly when
hwc moved a layer from/to FB to/from OVERLAY.
In these cases we needed to expand the dirty region to include
the layer that changed mode.
Also split composeSurfaces() which was becoming quite large.
Change-Id: Id6fa1acfc4ff694037fddf7efd037a4405732073
this happened when the overlays were in use, since the animation
is rendered in the FB and the FB is not used.
we now have a way to turn hwc off temporarily.
Change-Id: I3385f0c25bb9cc91948e7b26e7cd31ed18c36ace
these were due to the "preserve backbuffer" optimization
interfering with hw composer. basically the screen needed
to be redrawn in the areas that move from GL to
overlay.
Bug: 5245513
Change-Id: I9bf75c4fe905f3ef62005e52108b94edae692304
Added Surface.setPosition(float, float) which allows to set a surface's
position in float.
Bug: 5239859
Change-Id: I903aef4ad5b5999142202fb8ea30fe216d805711
We were not updating the h/w composer state when the buffer size
changed.
We also didn't update the h/w composer state when the transformation
matrix changed (which is related to the above issue, since it would
probably change when the buffer size changes).
Also moved updating the crop to setGeometry(), since we decided
that the "crop" change requires the GEOMETRY_CHANGED flag (ie:
not need to do this every frame)
Bug: 5238473
Change-Id: Ia7b47e145b48581b568d89d9aa2c14ff778be862
When taking screenshots we need to use the full drawing state list
instead of the visible list.
Bug: 5186823
Change-Id: I214ee0203aaf8e2c038e44581f7f1ae36edf08c5
This change makes SurfaceFlinger always use the
GRALLOC_USAGE_HW_COMPOSER usage bit when allocating buffers that may be
passed to the HWComposer.
Change-Id: I70362a8ede2b359fb2046853f85149d597465817
we were using the "orientation" value instead of the
real transform, which may contain arbitrary rotations for
instance, and in some case ended up with a final "orientation"
that looked valid, but wasn't.
this fixes a problem on devices with a h/w composer hal where
the rotation animation looked weird.
Change-Id: I4be8a2a1bde49c33456fcf5c8d87ab515c216763
This change fixes the NATIVE_WINDOW_QUEUES_TO_WINDOW_COMPOSER query of
Surface and SurfaceTextureClient. Surface now uses the inherited
SurfaceTextureClient implementation of this query. SurfaceTextureClient
now queries SurfaceFlinger to determine whether buffers that are queued
to its ISurfaceTexture will be sent to SurfaceFlinger (as opposed to
some other process).
Change-Id: Iff187e72f30d454229f07f896b438198978270a8
this is disabled by default. To enable:
setprop debug.sf.ddms 1
this debug option requires to restart SurfaceFlinger
Change-Id: Ic2f8050b29911b55bcd21721648b6978700c277d
a wrong orientation would be briefly shown when
rotation the screen. this happened when the window manager
set a custom transformation and the h/w composer was used.
the custom transformation was applied twice in that case.
Bug: 5037522
Change-Id: Ic1f87b63cd843f4475e4265d1624463825d775c4
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 is useful in various situations, for instance if the HAL
wants to change its compositing strategy.
Bug: 4488017
Change-Id: I5afc14e5917c6db7926d7417d48677d5aba50caa
This change makes SurfaceFlinger's SurfaceTexture objects default to
async mode whenever a camera or video decoder connects. This behavior
can be disabled by #defining NEVER_DEFAULT_TO_ASYNC_MODE.
Change-Id: I8965951d1775915da180e4af298dd7af3afafecc
This change makes the Layer::onRemoved method call
SurfaceTextures::abandon on the layer's SurfaceTexture. This will cause
all client-initiated operations on the SurfaceTexture to fail. In
particular, this will result in an error on the client side, rather than
a deadlock when removing a layer that used a SurfaceTexture in
synchronous mode.
Change-Id: I14014d00369f29560a21b606831edee432bb8867
Bug: 5020874
This change fixes a bug where the window visibility would be computed
before any buffers were available, causing the window to be treated as
non-opaque. When the first buffer arrived, if both mCurrentOpacity and
the opacity determined by the buffer's format were 'opaque', a
recomputation of the opacity would not be done, and the window would
continue to be treated as non-opaque. SurfaceFlinger could then
unnecessarily draw fully occluded layers.
Change-Id: I2b95da2f4b50e68d50fc5afd8b772e26e62f58d6
Bug: 5057122
- fixed uninitialized variable
- set hint to indentity when transform is too complex
- make sure FrameBufferNativeWindow doesn't fail on needed perform commands
Bug: 4487161
Change-Id: I7cb2b0869b72404732eca7cb2d145ff669e2ed9b
if the state transform didn't preserve rectangles, we
would still try to use h/w composer hal using the bounds
of the transformed rect, which isn't correct.
now we correctly fall back to composition.
Change-Id: Iff78f4339ece415d4987e95a5717b04934d370ab
- surfaceflinger now uses the GL-convention of
placing the origin in the left-bottom corner
- map texture coordinates of the screen capture
properly
- add the ability to control the animation
speed through a debug property
Bug: 4989276
Change-Id: Ifb3297bb578078b47146fff666c01f85417e0d6f
- renderscript now calls EGL directly instead of relying on this function
- surfaceflinger also does its own EGLConfig selection
- selectConfigForPixelFormat stays for legacy reason (many tests use it) but
it now only tries to match the alpha channel of the format rather than the
format itself.
this will allow implementations who don't support the exact formats
defined in the HAL to work properly.
Bug: 4998223
Change-Id: Ic664dfc14d5072a514b6f77a115d1521bfc1578f
This is intended to absorb the cost of the IPC
to the permission controller.
Cached permission checks cost about 3us, while
full blown ones are two orders of magnitude slower.
CAVEAT: PermissionCache can only handle system
permissions safely for now, because the cache is
not purged upon global permission changes.
Change-Id: I8b8a5e71e191e3c01e8f792f253c379190eee62e
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
Add the concept of synchronous dequeueBuffer in SurfaceTexture
Implement {Surface|SurfaceTextureClient}::setSwapInterval()
Add SurfaceTexture logging
fix onFrameAvailable
This change makes SurfaceFlinger unfreeze a window if it ever gets a
buffer that is fixed-size. Normally the window would not be frozen if
its in fixed-size mode, but if the window was frozen before entering
fixed-size mode then it should be unfrozen.
Change-Id: I6bc822d4b02ae51fa8914c1f60f5d24b2002b38d
The transaction flags were atomically read-and-cleared to determine if
a transaction was needed, in the later case, mStateLock was taken to
keep the current state still during the transaction. This left a small
window open, where a layer could be removed after the transaction flags
were checked but before the transaction was started holding the lock.
In that situation eTraversalNeeded would be set but only seen during the
next transaction cycle; however, because we're handling this transaction
(because of another flag) it will be commited, "loosing" the information
about the layer being removed -- so when the next transaction cycle due
to eTraversalNeeded starts, it won't notice that layers have been removed
and won't populated the ditchedLayers array.
Change-Id: Iedea9e25fee8dd98a0c5bd5ad41a20fcadf75b47
Client::mLayers could be accessed from different threads.
On one side from Client::attachLayer() which is currently
called from a binder thread; on the other side from
Client::detachLayer() which is always called from the main
thread.
This could lead to a corruption of Client::mLayers.
We fix this issue by adding an internal lock to Client.
Change-Id: Ib1317d7750ed5030e6f577efe34b69fc10198bd3
Without that lock, there is a chance of race condition
where while composing a specific index, requestBuf with
the same index can be executed and touch the
same data that is being used in initEglImage.
(e.g. dirty flag in texture)
This leak was intentional, it was there to deal with the fact that
some gralloc implementations don't track buffer handles with
file-descriptors so buffers needed to stay alive until there were
registered, which is not guaranteed by binder transactions.
In this new implementation, we use a small BBinder holding a
reference to the buffer, which with tuck into the parcel. This forces
the reference to stay alive until the parcel is destroyed, which
is guaranteed (by construction) to happen after the buffer is
registered.
this allows the public facing API to not expose the previous hack.
Change-Id: I1dd6cd83679a2b7457ad628169e2851acc027143
SW renderer of Stagefright reaches loadTexture() to draw image.
The first time loadTexture() is called, it just initializes OGL
texture, then returns. Thus, the first time call doesn't draw.
This patch fixes to move on to draw stage after the initialization.
Change-Id: I3ec1ad68fb8d376a4ad7aefded1c18a002d175c4
this is the first step in unifying surfacetexture and surface.
for this reason the header files were not moved, as most of them
will eventually go away.
NOTE: currently we keep libsurfaceflinger_client.so as an empty
library to workaround prebuilt binaries wrongly linking against
it.
Change-Id: I130f0de2428e8579033dc41394d093f4e1431a00
This change makes Layer skip its cleanup of its old shared memory region
when the UserClient object that owned the memory has been freed.
Bug: 3429357
Change-Id: I9e4d8eb190f6914dc043674b9bb8dd28e959901b
o Update the copyright date on InputDispatcher_test.cpp and InputReader_test.cpp
because these two files were moved from other places to the current location,
and were actually created in 2010.
bug - 4119349
Change-Id: Ic93b81ddafb58e9e72a2e9e02ca3d9f173d6dca7
a memory corruption happned when the buffer pool was resized
(like when playing a video or using camera) and there was
no current active buffer. In this case, the faulty code
would index into an array at position -1 which corrupted
24 bytes of data.
also improved region validation code (ifdef'ed out by default)
Bug: 4093196
Change-Id: I915c581d131148959d720e00e3892e9186ab733d
mDrawingState doesn't need to be accessed by the
mStateLock, because by definition it's only accessed
from the main thread.
Similarily, the list of layers in the drawing state
cannot change (ie: is const).
Change-Id: I2e5da7f4d8caee7af7802b432cd45cc81c7c08b0
mFormat is not initialized with any value in Layer constructor, causing
a call to requestFormat() with no explicit format specified to fallback to
some uninitialized value. Such invalid path actually detected by valgrind.
Change-Id: Ib7faabcd61eaa26fb0ae7a9a486d9e258ba31b63
This change makes SurfaceFlinger treat layers for which the active
buffer has the GRALLOC_USAGE_PROTECTED bit set as if they have the
'secure' flag set.
Change-Id: Ic60b6513a63e4bb92ec6ce9fd12fd39b4ba5f674
Bug: 4081304
6d0f6cb Revert "Fix [3513017] in lockscreen but showing empty launcher (live wallpaper) only"
6154412 Revert "partially fix [3306150] HTML5 video with H/W acceleration blackout (DO NOT MERGE)"
37c2a37 fix [3408713] Dialog window invisible sometimes
It looks like there is a surface leak, it's unclear where it is.
Without those reverts, this would cause a leak of the associated buffers
which is far more problematic. this change might hide the surface leak.
Bug: 4078032
Change-Id: Iedcda3ffcdd2f69d41047b5c3134c1e867ff90d7
This change adds a new 'method' to the ANativeWindow interface to check
whether buffers queued to the window will be sent directly to the system
window compositor.
Change-Id: I4d4b199e328c110b68b250029aea650f03c8724d
Bug: 3495535
37c2a37 fix [3408713] Dialog window invisible sometimes
d35c666 fix [3385504] Surface flinger hang when adding dim surface
1723b04 fix [3389263] OMX.Nvidia.h264.decode fails to shutdown
1b0114f fix a surface leak in SurfaceFlinger
Bug: 3513017
Change-Id: Ia13ed8c9cdcb1f484e177cdcaff687e7c88a10c3
When some Surfaces are overlapping and one of them changed to
transparent or opaque, the back Surfaces should appear or
disappear. This patch calls SurfaceFlinger::computeVisibleRegions()
to re-calculate region of each Surface to implement the behavior.
Change-Id: Iffb1caf1b4ce28dff252e114fe5b9b07d9c84a6f
SF kept a strong reference to ISurface until the
window manager removed the surface from the screen.
This fell appart when running standalone tests, that is
when the window manager wasn't involved.
When the window manager is around, it would clean-up surfaces
even when an application died.
with this change, SF is able to do its own cleanup without
relying on the window manager.
the change is very simple, we simply don't keep a reference
to ISurface and make sure no more than one of them can
be created.
Change-Id: I61f2d7473bf8d4aa651549a846c34cdbb0d0c85a
Check requested format for device-specific formats, and assume (as
documented in libhardware/include/hardware/hardware.h) this is opaque
layer so no blending is necessary.
Bug: 3215931
Change-Id: Ib4dff8060ac522d201ff1e74807ac340c17d3fa7
with this change DimLayers will behave just like any other layer,
in particular they'll respect the layer transformations.
Change-Id: Icb4a1275e8bca9e3deb5f57c9f9219aaa69f9877
We were still destroying an ANativeWindow's buffer pretty soon
after it was removed from the window manager. This time
we really wait for the ISurace to go away.
Change-Id: I329273fedaeef76ee92836f6180c2c3808389330
This changes the ANativeWindow API and the two implementations to reset
the window's crop rectangle to be uncropped when the window's buffer
geometry is changed.
Bug: 3359604
Change-Id: I64283dc8382ae687787ec0bebe6a5d5b4a0dcd6b
Generally we never want to lock a buffer for write access if it is at
the "head" on the surfaceflinger side. The only exception (1) is when
the buffer is not currently in use AND there is at least one queued
buffer -- in which case, SurfaceFlinger will never use said buffer
anymore, because on the next composition around, it will be able to
retire the first queued buffer.
The logic above relies on SurfaceFlinger always retiring
and locking a buffer before composition -- unfortunately this
didn't happen during a screenshot.
This could leave us in a situation where a buffer is locked by the
application for write, and used by SurfaceFlinger for texturing,
causing a hang.
Here, we fix this issue by never assuming the exception (1), it was
intended as an optimization allowing ANativeWindow::lockBuffer() to
return sooner and was justified when most of SF composition was
done in software. The actual buffer locking is now ensured by
gralloc. We could have handled screenshots in a similar way to
a regular composition, but it could have caused glitches on screen,
essentially, taking a screenshot could cause to skip a frame.
now that we removed the notion of a "inUse" buffer in surfaceflinger
a lot of code can be simplified / removed.
noteworthy, the whole concept of "unlockClient" wrt. "compositionComplete"
is also gone.
We used to guarantee that a layer in SurfaceFlinger would never be
destroyed before all references (to its ISurface) on the client
side would be released. At some point, this guarantee got
relaxed to allow to free gralloc resources sooner. This last
change was incorrect, because:
- in implementations with reference-counting the gralloc resources
wouldn't be released anyways, until all the mapping were gone
- in implementations without ref counting, the client side
would most likely crash or do something bad
- it also caused the SharedBufferStack slot to be reallocated
to another surface, which could be problematic if the client
continued to use the surface after the window manager destroyed it.
So, we essentially reinstate the guarantee that layers won't be
destroyed until after all references to their ISurface are
released.
NOTE: This doesn't entirely fix 3306150 because there is another
problem there where the Browser continues to use a surface after it
has been destroyed.
also improve SurfaceFlinger 'dumpsys' log
list the purgatory, which shows windows that have been closed,
but for which the client still has references.
we were not clearing the screen entirely, which caused garbage when
the screen wasn't entirely covered by windows.
Change-Id: Ia7aa13c36a8a314e0e8427d419b16b9aa2165ddf
we make sure to call compositionComplete after everytime we do
composition with the GPU (even for the screenshot case), which is
where the buffer locks are released.
Change-Id: I450430d1e4d1ee9ce1023970642378c42cdcfa4c
now that we removed the notion of a "inUse" buffer in surfaceflinger
a lot of code can be simplified / removed.
noteworthy, the whole concept of "unlockClient" wrt. "compositionComplete"
is also gone.
Change-Id: I210413d4c8c0998dae05c8620ebfc895d3e6233d
list the purgatory, which shows windows that have been closed,
but for which the client still has references.
Change-Id: I5168bb88cb328d5d77d71d0871deb9190f493126
We used to guarantee that a layer in SurfaceFlinger would never be
destroyed before all references (to its ISurface) on the client
side would be released. At some point, this guarantee got
relaxed to allow to free gralloc resources sooner. This last
change was incorrect, because:
- in implementations with reference-counting the gralloc resources
wouldn't be released anyways, until all the mapping were gone
- in implementations without ref counting, the client side
would most likely crash or do something bad
- it also caused the SharedBufferStack slot to be reallocated
to another surface, which could be problematic if the client
continued to use the surface after the window manager destroyed it.
So, we essentially reinstate the guarantee that layers won't be
destroyed until after all references to their ISurface are
released.
NOTE: This doesn't entirely fix 3306150 because there is another
problem there where the Browser continues to use a surface after it
has been destroyed.
Change-Id: I305c830dd722b30a6d53cbf3a9c714fd3cf7eb06
the crop as well as buffer orientation can change at every frame, when that happens
we need to reset the hwc HAL (ie: set the GEOMETRY_CHANGED flag).
currently we achieve this by taking the same code path than an actual geometry change
which is a bit more heavy than necessary.
Change-Id: I751f9ed1eeec0c27db7df2e77d5d17c6bcc17a24
This change fixes a horrible hack that I did to allow application
processes to create GraphicBuffer objects by making a binder call to
SurfaceFlinger. This change introduces a new binder interface
specifically for doing this, and does it in such a way that
SurfaceFlinger will maintain a reference to the buffers until the app is
done with them.
Change-Id: Icb240397c6c206d7f69124c1497a829f051cb49b
This change adds a new binder method to the ISurfaceComposer interface.
This IPC is intended to allow SurfaceFlinger clients to allocate gralloc
buffers using SurfaceFlinger as a proxy to gralloc.
Change-Id: Ide9fc283aec5da6268ba62cfed0c3319a50b640d
we were not clearing the screen entirely, which caused garbage when
the screen wasn't entirely covered by windows.
Change-Id: Ie9ab9b94eabfa6cafddf45bb14bc733bdc8d35c0
while we're waiting for the real fix in the gralloc/gpu driver,
this workaround should resolve the issue.
we make sure to call compositionComplete after everytime we do
composition with the GPU (even for the screenshot case), which is
where the buffer locks are released.
Change-Id: I3cb5ad67d48c81a23100172bab77e86a70e29152
if a surface's buffers are reallocated, the current active buffer will
end-up pointing on one of these until a new buffer is retired.
we're now keeping a reference to the actual buffer until we retire a
new one.
Change-Id: Ib1703947e7a0340694d846e0962576318863b935