The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
Merge commit 'ae2c47746b5fda636a157c4fdb0365a67d4604c3'
* commit 'ae2c47746b5fda636a157c4fdb0365a67d4604c3':
Initial checkin for pause and resume control
Added AudioEffect C++ class. AudioEffect is the base class for effect specific implementations,
OpenSL ES effect interfaces and audio effect JNI.
Added the AudioEffect JNI and AudioEffect JAVA class. AudioEffect is the base class
to implement more specific JAVA classes to control audio effects from JAVA applications.
Change-Id: If300a1b708f2e6605891261e67bfb4f8330a4624
Merge commit 'dac5e0013d1ea396f0b3a3f07654f2ecbfb79ac9'
* commit 'dac5e0013d1ea396f0b3a3f07654f2ecbfb79ac9':
Change camera interface to support multiple cameras.
Surfaces can now be parcelized and sent to remote
processes. When a surface crosses a process
boundary, it looses its connection with the
current process and gets attached to the new one.
Change-Id: I39c7b055bcd3ea1162ef2718d3d4b866bf7c81c0
1. Avoid copying the input recording frames to the encoder via OMX interface
for TI video encoder
This is a missing change for part one which help reduces the CPU load.
2. Release output buffers as early as possible. This is a little bit helpful, but not critical.
TODO:
We should save the underlying pointers allocated by the OMX component before we replace them
and restore them before we call OMX_FreeBuffer()!
Change-Id: Ib3a88978f4c3b1153808872eaa7ac4c265a811ff
this is called for each relayout() and used to create a full Surface (cpp)
which in turn did some heavy work (including an IPC with surfaceflinger),
most of the time to destroy it immediatelly when the returned surface
(the one in the parcel) was the same.
we now more intelligentely read from the parcel and construct the new
object only if needed.
Change-Id: Idfd40d9ac96ffc6d4ae5fd99bcc0773e131e2267
First drop of audio framework modifications for audio effects support.
- AudioTrack/AudioRecord:
Added support for auxiliary effects in AudioTrack
Added support for audio sessions
Fixed left right channel inversion in setVolume()
- IAudioFlinger:
Added interface methods for effect enumeraiton and instantiation
Added support for audio sessions.
- IAudioTrack:
Added method to attach auxiliary effect.
- AudioFlinger
Created new classes to control effect engines in effect library and manage effect connections to tracks or
output mix:
EffectModule: wrapper object controlling the effect engine implementation in the effect library. There
is one EffectModule per instance of an effect in a given audio session
EffectChain: group of effects associated to one audio session. There is one EffectChain per audio session.
EffectChain for session 0 is for output mix effects, other chains are attached to audio tracks
with same session ID. Each chain contains a variable number of EffectModules
EffectHandle: implements the IEffect interface. There is one EffectHandle object for each application
controlling (or using) an effect module. THe EffectModule maintians a list of EffectHandles.
Added support for effect modules and effect chains creation in PlaybackThread.
modified mixer thread loop to allow track volume control by effect modules and call effect processing.
-AudioMixer
Each track now specifies its output buffer used by mixer for accumulation
Modified mixer process functions to process tracks by groups of tracks with same buffer
Modified track process functions to support accumulation to auxiliary channel
Change-Id: I26d5f7c9e070a89bdd383e1a659f8b7ca150379c