First slipt sp<> out of RefBase into StrongPointer.h so it can be reused
more easily and to make it clear that it doesn't require RefBase.
Note: the rest of the change only affects the system when DEBUG_REFS is enabled.
The main problem we fix here is that the owner id associated with each
reference could get out of date when a sp<> or wp<> was moved, for
instance when they're used in a Vector< >.
We fix this issue by calling into RefBase::moveReferences from
a template specialization for sp<TYPE> and wp<TYPE> of the
type helpers. RefBase::moveReferences() has then a chance to
update the owner ids.
There is a little bit of trickery to implement this generically in
RefBase, where we need to use a templatized functor that can turn
a sp<TYPE>* casted to a void* into a RefBase*.
Introduced a new debug option DEBUG_REFS_FATAL_SANITY_CHECKS
currently set to 0 by default as there seem to be an issue
with sp<ANativeWindow> which trips the sanity checks.
Change-Id: I4825b21c8ec47d4a0ef35d760760ae0c9cdfbd7f
weak pointer comparison operators were implemented wrong,
they were using the internal "unsafe" pointer. We could end up
with two "equal" weak pointer pointing to different objects.
this caused KeyedVector keyed by weak pointer to work incorrectly, in
turn causing a window that just got added to a list to be immediately
removed.
Change-Id: Ib191010c39aafa9229109e4211f6c3b2b2f9696d
when assigning a smart pointer to another one, we need to make
sure to read all the data we need from the right-hand-side
reference (the assignee) before we decRef the assigned.
This bug would cause linked-list of smart-pointers to fail
miserably.
Change-Id: Ibb554c15fddf909f7737c632b7c80322e80ea93f
- 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