Sometimes the wrong fd was accessed when the device was addressed
by device id.
The earlier implementation assumed that two arrays were in sync
but one of them was compacted when devices were removed. Instead
of that dependency the device now keeps track of it's file descriptor.
Change-Id: I2b8a793d76b89ab464ae830482b309fe86031671
Add a Flattenable interface to libutils which can be used to flatten
an object into bytestream + filedescriptor stream.
Parcel is modified to handle Flattenable. And GraphicBuffer implements
Flattenable.
Except for the overlay classes libui is now independent of libbinder.
Surface::validate() could sometimes dereference a null pointer before checking it wasn't null.
This will prevent the application to crash when given bad parameters or used incorrectly.
However, the bug above probably has another cause.
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.
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
This also fixes [2152536] ANR in browser
When SF is enqueuing buffers faster than SF dequeues them.
The update flag in SF is not counted and under some situations SF will only
dequeue the first buffer. The state at this point is not technically
corrupted, it's valid, but just delayed by one buffer.
In the case of the Browser ANR, because the last enqueued buffer was delayed
the resizing of the current buffer couldn't happen.
The system would always fall back onto its feet if anything -else- in
tried to draw, because the "late" buffer would be picked up then.
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.
a new method, compostionComplete() is added to the framebuffer hal, it is used by surfaceflinger to signal the driver that the composition is complete, BEFORE it releases its client. This gives a chance to the driver to
Take 2. We needed to check that the usage flags are "good enough" as opposed to "the same".
This reverts commit 8f17a762fe9e9f31e4e86cb60ff2bfb6b10fdee6.
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
what happened is that the efective pixel format is calculated by SF but Surface nevew had access to it directly.
in particular this caused query(FORMAT) to return the requested format instead of the effective format.
This change makes SurfaceHolder.setType(GPU) obsolete (it's now ignored).
Added an API to android_native_window_t to allow extending the functionality without ever breaking binary compatibility. This is used to implement the new set_usage() API. This API needs to be called by software renderers because the default is to use usage flags suitable for h/w.
* changes:
update most gl tests to use EGLUtils
added two EGL helpers for selecting a config matching a certain pixelformat or native window type
added NATIVE_WINDOW_FORMAT attribute to android_native_window_t