The media memory stress test used the ps mediaserver to
capture the memory usage of mediaserver. As the media.log
is enabled recently, when runnign the ps mediaserver, it will
show both entries. The fix is simply skip the first two lines
and parse the laste output.
Change-Id: Ib2a4ba7936505b4ea24463bf8a5af2c499b71138
This change moves the mesh buffer from FontRenderer to CacheTexture
to help reduce the number of texture binds and glDraw calls when
drawing text that spans across multiple textures.
Change-Id: I7de574d88313ca3672879ca878c253ff5f131fc1
Now that we can have multiple IRemoteControlDisplays, create a
persistent one in KeyguardUpdateMonitor so we can more efficiently
show and hide the music controls in keyguard.
Update after review: get the current state from KeyguardUpdateMonitor
*before* the first call to showApprpriateWidgetPage(). This fixes
a flash that was sometimes seen when transitioning between orientations.
Fixes bug 7517659
Change-Id: I1b7b6f4222a99891ec06d6b6fd779dd0b86cc367
If ViewRootImpl throws BadTokenException when adding a window, clear
the indication that a window has been added. That way when the
window is destroyed it doesn't try to clean it up.
Fixes bug 8409506.
Change-Id: I270740762f21ed4ec7f235344a3adaeaa033c483
The HeartbeatHandler for the System Server Watchdog has been running
on the wrong thread due to a race condition in initialization. It's
designed to run on ServerThread, so that it can catch lockups in the
main looper of the System Server. It has been running on
ActivityManagerThread instead, so it does not detect lockups on the
ServerThread as it should.
ActivityManagerService is calling Watchdog.getInstance() before
ServerThread calls Watchdog.getInstance().init(), so the handler is
being bound to the ActivityManagerThread instead of the ServerThread.
Explicitly bind HeartbeatHandler to ServerThread, so that the Watchdog
catches lockups on this critical thread.
Change-Id: Iccb184ac3adb817feb86ed4ee0e50e443bf74636
When several CacheTextures are used to draw text, sort the
draw batches by texture ID to minimize state changes in the
driver.
This change also tweaks the font cache size and renames
a property that was too long to be set using setprop.
Change-Id: I0a36dfffe58c9e75dd7384592d3343c192d042b1
Previously we could have returned from createSurface on the main thread
before calling eglCreateWindowSurface on the GLThread. That could lead
to a problem because the surface could be destroyed before
eglCreateWindowSurface got a chance to run.
Bug: 8328715
Change-Id: I273149f7d4b165abbe218a91ff54083f3f498cb0
it's still incorrect to use Surface from different
threads, however this shouldn't result to native crashes
anymore.
Bug: 8328715
Change-Id: I89ac5cc1218dc5aa0e35f8e6d4737879a442f0c6
This change will greatly simplify the multi-threading of all
shape types.
This change also uses PathTessellator to render convex paths.
Change-Id: I4e65bc95c9d24ecae2183b72204de5c2dfb6ada4
a runtime shutdown will be performed first, then device will
reboot with the provided reason or power off.
Change-Id: I44cfbae19626c46147fad3bc8e91434970daa5d5