As part of scheduling policy cleanup, remove or isolate
all references to the scheduling policy APIs.
Change-Id: Ia1ea2fe711a399039f25217309e061267744b856
prctl(PR_SET_NAME) limits to 15 characters. Before we had names like
"Binder Thread #" and the counter was cut off :-( Also remove redundant
"thread" at end of name; it's always a thread.
Change-Id: I1f99c2730ba0787ed9b59c15914356cddf698e2f
MemoryHeapPmem is not used any longer. PMEM is not a supported
type of memory by the system anymore. a particular device might
use PMEM and need something like MemoryHeapPmem, in this case this
should be implemented in device specific code (HAL).
This will most likely break older no longer supported targets.
Change-Id: I434e4291219950018de8b793b0403bb2d92dd5cc
1. Use "%zu" instead of "%d" for size_t in printf
2. Variable precision specifier (eg. "%.*s") in printf should be of type int.
(iov_len is size_t which is 64-bit when compiled with -m64)
3. Use PRId64 instead of "%lld" to print variables of type int64_t
Change-Id: I2be40a6514b5dffa0038d62b9bccc3401b8756e6
Refactored SurfaceTexture and BufferQueue such that share
no protected members. Created an consumer facing interface
for BufferQueue in preparation of connecting SurfaceTexture
and BufferQueue through a binder.
Change-Id: I938e63e085128148c58d0e26c7213b30145c109f
re-add support for pixelformats L_8, LA_88 and RGB_332 in libui
for backward compatibility.
This may or may not fix 6058926
Bug: 6049685
Change-Id: Ic1b8b4cc994522f7fe664da64c0ef76b98bc6d53
Refactored SurfaceTexture and BufferQueue such that share
no protected members. Created an consumer facing interface
for BufferQueue in preparation of connecting SurfaceTexture
and BufferQueue through a binder.
Change-Id: Iff55e740e36a7f70c9f7a17ee7a5af38e3d21f0f
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>
Instead of sending finished signals immediately when appending to
a batch, record the chain of sequence numbers that were part of
the batch and then send finished signals all at once when done.
This change helps the dispatcher keep track of the true state
of the application and can improve ANR detection slightly.
This is part of a series of changes to improve input system pipelining.
Bug: 5963420
Change-Id: I463c2221e2aa8fdf1c3d670c18e39e59ab69b0db
To support this feature, the input dispatcher now allows input
events to be acknowledged out-of-order. As a result, the
consumer can choose to defer handling an input event from one
device (because it is building a big batch) while continuing
to handle input events from other devices.
The InputEventReceiver now sends a notification when a batch
is pending. The ViewRoot handles this notification by scheduling
a draw on the next sync. When the draw happens, the InputEventReceiver
is instructed to consume all pending batched input events, the
input event queue is fully processed (as much as possible),
and then the ViewRoot performs traversals as usual.
With these changes in place, the input dispatch latency is
consistently less than one frame as long as the application itself
isn't stalled. Input events are delivered to the application
as soon as possible and are handled as soon as possible. In practice,
it is no longer possible for an application to build up a huge
backlog of touch events.
This is part of a series of changes to improve input system pipelining.
Bug: 5963420
Change-Id: I42c01117eca78f12d66d49a736c1c122346ccd1d
This change enables the input dispatcher to send multiple touch
events to an application without waiting for them to be acknowledged.
Essentially this is a variation on the old streaming optimization
but it is much more comprehensive. Event dispatch will stall as
soon as 0.5sec of unacknowledged events are accumulated or a
focused event (such as a key event) needs to be delivered.
Streaming input events makes a tremendous difference in application
performance. The next step will be to enable batching of input
events on the client side once again.
This is part of a series of changes to improve input system pipelining.
Bug: 5963420
Change-Id: I025df90c06165d719fcca7f63eed322a5cce4a78
Since we will not longer be modifying events in place, we don't need
to use an ashmem region for input. Simplified the code to instead
use a socket of type SOCK_SEQPACKET.
This is part of a series of changes to improve input system pipelining.
Bug: 5963420
Change-Id: I05909075ed8b61b93900913e44c6db84857340d8
Services now must explicitly opt in to being accessed by isolated
processes. Currently only the activity manager and surface flinger
allow this. Activity manager is needed so that we can actually
bring up the process; SurfaceFlinger is needed to be able to get the
display information for creating the Configuration. The SurfaceFlinger
should be safe because the app doesn't have access to the window
manager so can't actually get a surface to do anything with.
The activity manager now protects most of its entry points against
isolated processes.
Change-Id: I0dad8cb2c873575c4c7659c3c2a7eda8e98f46b0
This adds basic support for clip regions. It is currently disabled at compile
time. Enabling clip regions will require setting up a stencil buffer.
Change-Id: I638616a972276e38737f8ac0633692c3845eaa74
Switching activity stacks
Cache ContentProvider per user
Long-press power to switch users (on phone)
Added ServiceMap for separating services by user
Launch PendingIntents on the correct user's uid
Fix task switching from Recents list
AppWidgetService is mostly working.
Commands added to pm and am to allow creating and switching profiles.
Change-Id: I15810e8cfbe50a04bd3323a7ef5a8ff4230870ed