the original connect/disconnect hooks are deprecated
and replace by api_connect/api_disconnect. the original
hooks are no no-ops.
api_connect/api_disconnect is now only called from the
android framework.
Bug: 5057915
Change-Id: I8ca64cd1acd6cabf915bf54689ec2e5f6dfa495a
Bug: 5064702
Introduced the concept of an InputListener to further decouple
the InputReader from the InputDispatcher. The InputListener
exposes just the minimum interface that the InputReader needs
to communicate with the outside world. The InputReader
passes arguments to the InputListener by reference, which makes
it easy to queue them up.
Consolidated all of the InputReader locks into one simple global
Mutex. The reason this wasn't done before was due to potential
re-entrance in outbound calls to the InputDispatcher. To fix this,
the InputReader now queues up all of the events it wants to send
using a QueuedInputListener, then flushes them outside of the
critical section after all of the event processing is finished.
Removing all of the InputMapper locks greatly simplifies the
implementation.
Added tests for new stylus features such as buttons, tool types,
and hovering.
Added some helpers to BitSet32 to handle common code patterns
like finding the first marked bit and clearing it.
Fixed a bug in VelocityTracker where the wrong pointer trace
could get cleared when handling ACTION_POINTER_DOWN. Oops.
Changed PointerCoords so it no longer stores useless zero
axis values. Removed editAxisValue because it is not very
useful when all zero value axes are absent and therefore
cannot be edited in place.
Added dispatch of stylus hover events.
Added support for distance and tool types.
Change-Id: I4cf14d134fcb1db7d10be5f2af7b37deef8f8468
This change relaxes an error check in SurfaceTexture::setBufferCount to
allow clients to explicitly set a buffer count of 2. The clients that
will do this are camera and video decode. Previously it was thought
that for those clients we would always use async mode, which requires a
minimum of 3 buffers. However, we now believe that for some devices it
may make sense to use synchronous mode (with 2 buffers) to reduce memory
usage.
Bug: 5088418
Change-Id: I620a0ef75075745be9d6c8219e0246aaf33ba950
Rename bccPrepareExecutableEx to bccPrepareExecutable.
(These functions are the same, and we will remove
bccPrepareExecutableEx several commits later.)
Change-Id: I519130bb3b731bf927cb92924f355d7d1ea0242c
GraphicAllocator debugging cannot deal with
custom HAL formats. make this more obvious in the
log.
Change-Id: I202e58a7f213f32e725aa4eac62cdf6e50ca5894
We should use all-makefiles-under instead.
all-subdir-makefiles can be used only before any "include" statement.
Before this change, both subdirs were actually not included.
Change-Id: I6bf35d07f294a5012c9322096f999ac26e37432f
The built-in ZipFile class was quite a long time to find an unpack
libraries. Move everything to using the libutils ZipFileRO class that
goes quite a bit faster. Initial measurements are 6 times faster than
the Java code.
Also, read files off the disk and compare their CRC against the APK's
CRC to see if we need to write the new file to disk. This also cuts down
the bootup time by up to a second per APK that has native files.
Change-Id: Ic464a7969a17368fb6a6b81d026888c4136c7603
This change sets textures filtering to GL_NEAREST by default. GL_LINEAR
filtering is only used when textures are transformed with a scale or
a rotation. This helps save a couple of fps on some GPUs.
Change-Id: I1efaa452c2c79905f00238e54d886a37203a2ac1
The Surface is already using SurfaceTexture internally and it is parcelable. This
is intended to replace and phase out ParcelSurfaceTexture in favor of creating a
new Surface.java object from an existing SurfaceTexture.
Change-Id: I8e2dd86614523da6abed6403e1d705a68fa19fdf
This change removes support for conditionally using the GL_TEXTURE_2D
target for SurfaceTexture textures with RGB buffers. It also enables
and fixes the RGB-based SurfaceTexture tests.
Change-Id: I9a251a981cf66af6b048b2e4c3fe7231e4774f4d
This change adds the 'abandon' method to the SurfaceTexture C++ class.
This method may be used to put the SurfaceTexture in an abandoned state,
causing all ISurfaceTexture methods to fail.
Change-Id: Ibd261f7b73f44e2bec36a8508bf92113cfb7cf95
This change adds a test to ensure that a GL driver that's blocking on a
call to dequeueBuffer does not block other GL threads from rendering and
queueing buffers.
Change-Id: Ifdd234effc534b6a9cf8522ca87f64da5bb0bbd6
Bug: 5062011
Previously, each GLES20DisplayList would hold onto an instance of
GLES20RecordingCanvas. In turn, each GLES20RecordingCanvas
held onto an SkWriter with a 16Kb buffer along with several other
objects. With one display list per view and hundreds of views,
the overhead could add up to a few megabytes.
Ensured that the GLES20RecordingCanvas is reset as soon as
the display list has been constructed, thereby promptly freeing
the 16Kb buffer.
Changed GLES20DisplayList so that it acquires a GLES20RecordingCanvas
from a pool as needed and recycles it when done.
Removed some dead code and cruft related to the construction of
GLES20Canvas objects in general. Some code was written with the
assumption that the underlying renderer object could change
behind the scenes or might be lazily constructed, but that isn't
actually the case so we can simplify things.
Removed an unnecessary weak reference from GLES20DisplayList
to the View. It isn't actually used anywhere.
Fixed a bug in GLES20DisplayList where isValid() would return
true while the display list was being recorded. This is incorrect
because the native display list might not actually exist. Worse,
even if the native display list does exist, it is stale and
potentially refers to old Bitmaps that have been GC'd (because the
mBitmaps list was cleared when recording started).
Change-Id: Ib12d5483688cb253478edeb0156d34c476c2566b
- fixed uninitialized variable
- set hint to indentity when transform is too complex
- make sure FrameBufferNativeWindow doesn't fail on needed perform commands
Bug: 4487161
Change-Id: I7cb2b0869b72404732eca7cb2d145ff669e2ed9b
This change removes the SurfaceTexture::getAllocator method, as it's no
longer needed. Proper refcounting of the Gralloc buffers is now handled
by the IGraphicBufferAlloc binder marshalling code.
Change-Id: I5cffa6ebfc1bc5828fb7ce0e0a5b2f55cd8479da