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Merge commit '99cf71b0856e00c1ae9631db91702349cceb9bf8'
* commit '99cf71b0856e00c1ae9631db91702349cceb9bf8':
Fix multi-lock ordering issues in GLSurfaceView
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Merge commit '83536cee2b2b5445c5ba0b22531c23890b82da41' into eclair-mr2-plus-aosp
* commit '83536cee2b2b5445c5ba0b22531c23890b82da41':
Fix multi-lock ordering issues in GLSurfaceView
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There were potential deadlocks between the per-GLThread monitors and the
GLThreadManager monitor.
To avoid these deadlocks we now use a single monitor for
both the GLThreadManager state and the per-GLThread state.
Converted GLThreadManager's semaphore into the equivalent
synchronized-wait-notifyAll code. This enables us to wait for
either mDone, or user events, or the EGL surface with a single "wait()".
Simplified the logic used to acquire and release the EGL surface. The
EGL surface is now only requested while the surfaceFlinger surface
is acquired.
Removed the "egl surface stealing" policy we had recently inserted.
It's not needed now that we reliably quit when requested.
Pulled user event processing outside of the GLThreadManager monitor
so that we don't call any potentially-long-running code while
inside the monitor.
This should help with bug 2228262.
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Merge commit '73ae27f0c56fa705dcfb86d784a95b86f10e48ad'
* commit '73ae27f0c56fa705dcfb86d784a95b86f10e48ad':
Allow a GLThread to release and reacquire the EGL Surface as needed.
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Merge commit '8da3ac92a6a6247ef06de4d4b684f8635d8fc003' into eclair-mr2-plus-aosp
* commit '8da3ac92a6a6247ef06de4d4b684f8635d8fc003':
Allow a GLThread to release and reacquire the EGL Surface as needed.
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We currently only allow one GLThread to have an active EGL Surface at a
time.(This may be lifted in the future, when EGL and GL are reentrant.)
Prior to this change we would enforce this rule by having older GLThreads
quit when a new GLThread started. That had the drawback of leaving the
older GLSurfaceViews in a zombie state -- their GLThreads would be
gone.
We now enforce this rule by just releasing and reacquiring the EGL surface
context as needed.
Specific changes to the code:
created private helper methods - startEgl and stopEgl to help manage
starting and stopping EGL.
Move the calls to sGLThreadManager start and end from the outermost run
method into the startEgl / stopEgl methods.
Reworked the wait loop to handle starting and stopping EGL as needed.
needToWait() gets simpler -- just looks at current status.
sGLThreadManager.shouldQuit was replaced by shouldHaveEgl.
This is another step in fixing bug 2228262.
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Merge commit 'e54f267f06e86f9c1248742fc56967355721a4e7'
* commit 'e54f267f06e86f9c1248742fc56967355721a4e7':
Fix stupid bug in GLThreadManager implementation.
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Merge commit 'a3a351e5d164d0c8b461ae7af86edc0227654a76' into eclair-mr2-plus-aosp
* commit 'a3a351e5d164d0c8b461ae7af86edc0227654a76':
Fix stupid bug in GLThreadManager implementation.
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The code intended to copy the old value of a field, before the
field was updated. However, what the code was actually doing was
copying the new value of the field, after the field was updated.
The fix was to move the copy to before the update.
This is work towards fixing bug 2228262
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Merge commit 'a9e47546a5132b30a2ed1e24d9193d4db09ef323'
* commit 'a9e47546a5132b30a2ed1e24d9193d4db09ef323':
Improve GLSurfaceView to avoid deadlocks and race conditions.
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Merge commit '79447b2087c8c820d742185dda7305101f9656f0' into eclair-mr2-plus-aosp
* commit '79447b2087c8c820d742185dda7305101f9656f0':
Improve GLSurfaceView to avoid deadlocks and race conditions.
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This is work towards fixing bug 2228262
Specific issues fixed by this change:
+ GLThread names now include the thread id, making it easier to tell one
GLThread from another.
+ A private final static boolean LOG_THREADS can be set to true at compile
time to print out thread-related trace information, helpful for debugging
GLSurfaceView behavior. This static defaults to "false".
+ Changed calls to "notify" to "notifyAll" to make the code more
robust in case more than two threads are blocked on the same monitor.
+ Add a GLThreadManager to help manage the transition to
a new GLThread. Currently only one GLThread can be active in an address
space. When the second thread starts up, the GLThreadManager helps the old
GLThread to shut down,
+ Make sure we stop waiting for dead GLThreads. This is done by adding
checks for a variable mDone being true to our monitor wait loops. And
we use a "finally" clause at the end of GLThread.run() method to set mDone
and notifyAll any wait loops.
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Merge commit '70d12dda7c1e36850e1ed95d719bc1d6dadb6fef'
* commit '70d12dda7c1e36850e1ed95d719bc1d6dadb6fef':
Add additional error checking of EGL function calls.
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Merge commit '3743559db03645ef7d319c0344238c335a315b65' into eclair-mr2-plus-aosp
* commit '3743559db03645ef7d319c0344238c335a315b65':
Add additional error checking of EGL function calls.
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Merge commit '98a51b86869e9cf2a1624f8540c4c126962a3a85'
* commit '98a51b86869e9cf2a1624f8540c4c126962a3a85':
Allow multiple OpenGL contexts on systems that support them.
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Merge commit '3b7a1e6d70fda4ce834034930847fe2cc75de515' into eclair-mr2-plus-aosp
* commit '3b7a1e6d70fda4ce834034930847fe2cc75de515':
Allow multiple OpenGL contexts on systems that support them.
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Previously we always restricted the number of OpenGL contexts to 1.
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Until now we had been throwing UnsupportedOperationException when
developers tried to use the GL11 or GL11Ext methods. Now we handle
these methods correctly, passing their arguments through to the
wrapped interface's methods.
Fixes bug 2167522 GLUtils debug wrapper doesn't support GL11 features
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Merge commit '07e0dce441ea056710efd76d7df18b8833de772a' into eclair-plus-aosp
* commit '07e0dce441ea056710efd76d7df18b8833de772a':
Check for failure to create EGL surfaces and contexts.
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Merge commit 'b87f24a6a88a994256ca97b69904af28824bc9ce' into eclair-plus-aosp
* commit 'b87f24a6a88a994256ca97b69904af28824bc9ce':
Fix broken Javadoc link for GLSurfaceView.EGLWindowSurfaceFactory.
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Merge commit '1267b0e1844ac802de92b203007513573e4886fd' into eclair-plus-aosp
* commit '1267b0e1844ac802de92b203007513573e4886fd':
Publish minor additions to GLSurfaceView API.
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Clients can now modify the way that the EGL context and the EGL window
surface are created and destroyed.
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Merge commit '311ed0191d6423e41b1cf5137a38e53504494818' into eclair-plus-aosp
* commit '311ed0191d6423e41b1cf5137a38e53504494818':
Create samples showing how to call OpenGL from JNI libraries.
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Merge commit '1167b43c3d1ca232c9b4e0a75343b6b3cb90f0df' into eclair-plus-aosp
* commit '1167b43c3d1ca232c9b4e0a75343b6b3cb90f0df':
Allow GLSurfaceView clients to customize EGL Surfaces and Contexts.
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This API is hidden for now, will expose once it's been tested more.
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Merge commit '5222a9571ea2538c989608d376ac71eabe0f09d4' into eclair-plus-aosp
* commit '5222a9571ea2538c989608d376ac71eabe0f09d4':
Fix GLSurfaceView to sync surfaceDestroyed with GL rendering thread
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Until now we had a race condition where the GL rendering thread could
continue rendering a frame after we have returned from the
SurfaceHolder.Callback.surfaceDestroyed notification.
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* changes:
the vertex index should be "first + i".
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RENDERMODE_CONTINUOUSLY
BUG=1766678
Automated import of CL 145249
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BUG=1766685
Automated import of CL 145244
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instead of a better h/w one.
We now just try to honor the stencil / depth buffer "at least", while doing a "shortest distance" on the colors.
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automatically if needed.
this also ripples into the window manager API by making some constant there deprecated as well.
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There's another already-existing way of obtaining this information,
the ConfigurationInfo.reqGlEsVersion field returned from
ActivityManager.getDeviceConfigurationInfo.
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Apps targeting Donut and newer will throw an exception.
We use a heuristic to determine whether an app is pre-Donut or not:
We take the address space's __progname, and use that as the application's
package name. For simple applications this is correct.
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This was always a documented restriction, but was not enforced by the runtime until now.
Until now, if you passed in some other kind of buffer, it would sometimes work, and
sometimes fail. The failures happened when the Java VM moved the buffer data while
OpenGL was still holding a pointer to it.
Now we throw an exception rather than leaving the system in a potentially bad state.
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