Merge commit 'b4f7592b03c8424302c10e61474b0e2d0a71a630'
* commit 'b4f7592b03c8424302c10e61474b0e2d0a71a630':
Allow pre-Donut apps to use indirect Buffers in GL11 Pointer methods.
Fix IntentFilter constructor to properly process the action parameter.
Apps targeting Donut and newer will throw an exception.
We use a heuristic to determine whether an app is pre-Donut or not:
We take the address space's __progname, and use that as the application's
package name. For simple applications this is correct.
Merge commit '5de674e1cbd6e43b6d7954ccacf5cd709b30265d'
* commit '5de674e1cbd6e43b6d7954ccacf5cd709b30265d':
Adding missing callback onJsConfirm to dismiss any confirmation dialogs
fix a bug in GL lighting where the specular component could be ommited when vertex material was disabled.
This bug was introduced when lighting computations was changed from eye-space to object-space.
The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix.
This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular.
There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
Merge commit '7728be035f5b3b814ef4455d1742d069dbcffb61'
* commit '7728be035f5b3b814ef4455d1742d069dbcffb61':
added a test that exhibits some lighting issues in the software renderer. see external bug 1709
we now look for a config file in /system/lib/egl/egl.cfg that describes the association of a display to a driver.
these drivers are named: /system/lib/egl/lib{[EGL|GLESv1_CM|GLESv2] | GLES}_$TAG.so
- changed glTexImage2D() declaration so it matches that of GLES 1.x; otherwise we can't include both headers (!!!)
- added parameter names to the declaration of some extensions (this is needed by glapigen and glentrygen)
Merge commit 'bb7b7b316a6a15f4df6af3c62a293920c68c7b00'
* commit 'bb7b7b316a6a15f4df6af3c62a293920c68c7b00':
make sure to fail to software when the h/w renderer cannot be initialized
JSR239 and android.opengl gl Pointer functions (glColorPointer, etc.)
now respect the current setting of the Buffer position.
This fixes a regression introduced when we started requiring the
Buffers passed to the Pointer functions to be direct Buffers.
This was always a documented restriction, but was not enforced by the runtime until now.
Until now, if you passed in some other kind of buffer, it would sometimes work, and
sometimes fail. The failures happened when the Java VM moved the buffer data while
OpenGL was still holding a pointer to it.
Now we throw an exception rather than leaving the system in a potentially bad state.
ANDROID_swap_rectangle allows to specify the rectangle affected by eglSwapBuffers(), anything outside of this rectangle is unchanged. in particular EGL_BUFFER_DESTROYED only applies to that rectangle. This extension as well as EGL_BUFFER_PRESERVED allow major optimizations on surfaceflinger, which can redraw only the dirty area during compositing.
However, ANDROID_swap_rectangle allows further optimizations in EGL by reducing the amount of copy-back needed. ANDROID_swap_rectangle is particularily important for software implementations.
Remove include of an internal agl header file. We should not depend on any implementation details
of our software renderer, since they may not be correct if another renderer is used.
Fix glGet number-of-elements logic for GL_FOG_COLOR GL_LIGHT_MODEL_AMBIENT,
and GL_COMPRESSED_TEXTURE_FORMATS.
- Currently the lock/unlock path is naive and is done for each drawing operation (glDrawElements and glDrawArrays). this should be improved eventually.
- factor all the lock/unlock code in SurfaceBuffer.
- fixed "showupdate" so it works even when we don't have preserving eglSwapBuffers().
- improved the situation with the dirty-region and fixed a problem that caused GL apps to not update.
- make use of LightRefBase() where needed, instead of duplicating its implementation
- add LightRefBase::getStrongCount()
- renamed EGLNativeWindowSurface.cpp to FramebufferNativeWindow.cpp
- disabled copybits test, since it clashes with the new gralloc api
- Camera/Video will be fixed later when we rework the overlay apis
This is just plumbing. The Java APIs existed already, but there were no C APIs to hook the Java APIs
up to. Now there are C APIs, so we can call them.
Of course, whether or not the C APIs actually work when you call them depend upon the
capabilities of the active OpenGL driver, which must be checked at run time.
Also, while we're here, make the glGetString method static. It was always supposed to be static,
but was accidentally implemented as non-static, because the code was copied from the non-static
OpenGL ES classes.