When memory gets low on a device, activities flush everything they can.
Hardware-accelerated activites, such as Launcher, flush GL resources and destroy
the GL context. However, some resources were still hanging around, due to deferred
destruction policies (we don't delete layers until the DisplayLists they are in
are finalized, to ensure we don't deref deleted objects). This meant that we were
referring to obsolete GL data in these objects. in particular, it meant that we might
come around later, after a new GL context was created, and delete a texture object
that was incorrect. We use the layer's "texture id" to refer to the texture underlying the
layer. But if there's a new GL context, then this texture ID is no longer valid, and
we may be deleting the texture that a different object (layer, icon, whatever) is referring
to, because the driver may return that same ID under the new GL context.
The fix is to more aggressively delete things that we know will not be used again
when the GL context is destroyed. In particular, we delete all resources being used
by all DisplayLists at GL context destruction time.
Issue #7195815 Textures corruption on all devices, in many apps
Change-Id: I52d2d208173690dbb794a83402d38f14ea4c6c22
...#testScreenLayout failures on JO
This doesn't actually fix it; I have concluded that the test is broken
(the platform is correctly reporting that this is a NOT LONG device
because in portrait once you account for the status bar and system
bar our size is 880dp high and 600dp wide, which is not enough for us
to be in the LONG config).
However while working on this I noticed that the code for computing
the configuration of the external display was wrong. I have fixed
that by putting this code for computing these parts of the configuration
in a common place that both the window manager and external display
code can use.
Change-Id: Ic6a84b955e9ec345a87f725203a29e4712dac0ad
- do not need those variables. Use what we already have in View.
- reset padding to initial values before changing it.
Change-Id: Ib396b3dca6e98a94d83a538a9b594b5eb426c453
1. A recently added check was preventing touch exploration being
disabled when the last touch exploring service was turned off.
As a consequence enabling explore by touch was initializing the
input filter with the magnification and the not disabled
screen magnification features.
bug:7256223
Change-Id: I9ed5457705d625805462e4d316b2c8a5af9aabca
1. In explore-by-touch when the user slides two fingers in the same
direction we consider it a drag gesture. We merge the pointers into
one and deliver a touch event. When one of the pointers goes up
we were transitioning into touch exploring state. This means that
were transitioning to another state in the middle of a gesture which
creates complications and leads for interaction end event not being
sent.
This change transitions out of dragging state when all pointers go up
- simple and all events are properly sent. Consequentially, staring a
drag the user has to lift all pointers to touch explore. Since usually
users either drags or touch explores this seems the simplest and
*least risky* fix.
bug:7253731
Change-Id: Ie8588fbe9b26cb81312bd7fd377c94732e41e3f8
- new flow for PUK screen
- clean up SIM and PUK screen to match UX designs
- simplified logic for showing emergency call button
Change-Id: I66fcd312f3c52dd212d9836dc020735dbc88d5ee
GO idle time out causes issues with multi-channel capable client which
can take longer to connect.
Use the supplicant default detection when acting as a GO.
Bug: 7254008
Change-Id: I6c40081cfa83ca0ddbb764640a48c92d69e609fd