When EGLImage extension is not available, SurfaceFlinger will fallback to using
glTexImage2D and glTexSubImage2D instead, which requires 50% more memory and an
extra copy. However this code path has never been exercised and had some bugs
which this patch fix.
Mainly the scale factor wasn't computed right when falling back on glDrawElements.
We also fallback to this mode of operation if a buffer doesn't have the adequate
usage bits for EGLImage usage.
This changes only code that is currently not executed. Some refactoring was needed to
keep the change clean. This doesn't change anything functionaly.
* changes:
Implement data push from scripts. Fixes the problem where apps would have to poll to monitor a scripts state. Fix bug in StoreState where state could be overridden by the default unless the script used more than one state.
Fix bug in StoreState where state could be overridden by the default unless the script used more than one state.
Change only impacts renderscript and renderscript apps.
The ANR is caused by SurfaceFlinger waiting for buffers of a removed surface to become availlable.
When it is removed from the current list, a Surface is marked as NO_INIT, which causes SF to return
immediately in the above case. For some reason, the surface here wasn't marked as NO_INIT.
This change makes the code more robust by always (irregadless or errors) setting the NO_INIT status
in all code paths where a surface is removed from the list.
Additionaly added more information in the logs, should this happen again.
The core logging in BackupManagerService and in the Google backup transport are
still enabled at this point.
Change-Id: I10abfa565bbd1097dd3631051b6aca163e4af33a
Wait for the parameter set completed condition with a time out in ThreadBase::setParameters().
Also lock AudioFlinger mutex before accessing thread list in AudioFlinger::setParameters() and keep a strong reference
on the thread being used in case it is exited while processing the request.
* changes:
fix [2152247] Windows sometimes drawn scaled up.
invalidate the surface when the physical changes
introduce the notion of the requested size in the Layer state
remove unused code
We were emitting GL commands, calling composition complete and releasing clients
without ever calling eglSwapBuffers(), which is completely wrong on non-direct
renders. This could cause transient drawing artifacts when unfreezing the
screen (upon orientaion change for instance) and could also block the clients
for ever as they are waiting for their previous buffer to be rendered.
* changes:
Improve logging code to dump more detaild rs object info. Fix bug with predefined elements not being recreated for contexts after one was destroyed. Add stricter type enforcement.
* changes:
Improve renderscript context teardown. Track object in the system and then force their cleanup by releasing all user references once destroy context is called. Java layer will no longer send destroy notifications for objects garbage collected once a context is destroyed.