MediaRecorder.setPreviewDisplay() is not required if applications
use MediaRecorder.setCamera(). Besides, this causes a problem when
apps use Camera.setPreviewTexture. Camera service thinks the
surface texture from Camera.setPreviewTexture and the surface from
MediaRecorder.setPreviewDisplay are different.
bug:5988937
Change-Id: Ia345705b6679ef349db6e354feaa3cc0fe8bcd8c
* Because the user directory probably won't exist, the renameTo
in previous code fails silently
Bug: 6188815
Change-Id: I6afd1bad9bbd1a36de7e93d9e02ed7172b1ed370
Currently hardcoded to use up to 4 threads.
This change substantially reduces the amount of time spent
preprocessing framework resources to just a few seconds.
Change-Id: I02fdd283fb529a152aeb22ac87f278779fd77983
The current implementation of Vector::sort uses insertion sort
on the assumption that the data is mostly sorted. It isn't.
This change brings the total time spent sorting packages by config
down to 500ms from about 93 seconds.
Bug: 6186278
Change-Id: Iec8da11e09297acd6c73733d063b0fa9dacf69f7
Some audio HALs do not support well a device selection of 0 (no device)
received on an input stream.
This can happen because of a problem in the audioflinger code that handles
the forwarding of the output device selection to the record thread for use by
the pre processing modules that need it. If the output device is 0 (meaning
no op, which happens when stopping playback over A2DP) audioflinger could not
detect it was an output device selection and would forward it to the input
stream (see AudioFlinger::setParameters() and RecordThread::checkForNewParameters_l().
Issue 6179641.
Change-Id: Idae534521866538e0d12ba259a2834f402a922e2
Starting several animations will place separate events onto the
animation queue, which may cause the active animations to get
processed more than once in any frame when one of those start messages
is processed.
This change moves the logic of starting pending animations into
the animation frame processing itself. Now when a start event is
processed, it only calls the animation frame logic if there are
unstarted animations pending.
Issue #6172602 Inconsistent animation callbacks
Change-Id: I3a546f0c849f42b2dd998f099fcdfafd7d780ad9
StrictMode posts a message to estimate how long the main thread was
blocked during a violation. Currently, any pending messages are
counted against the violation. To avoid this, switch to using
postAtFrontOfQueue().
Bug: 6119289
Change-Id: I94530632ca678b78b75a698cf9193641b102be9a
The layer adjustment to an animating window upon completion was masking
the window behind the mWindowAnimationBackgroundSurface, a DimSurface.
The DimSurface was not being hidden because the step was happening too
late. Swapping the order of performAnimationsLocked and
updateWindowsAppsAndRotationAnimationsLocked fixes this ordering issue.
Fixes bug 6185920.
Change-Id: I0ff64c019e821fa3a92505ac6351f2648897e592
The sorted string pool option was no longer used.
Neither were strings with associated identifiers.
Change-Id: Ic5f6368637fbeedfda873d63f4ad0f3ea9d0d603