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* Move binder magic from the Surface class to GraphicBuffer.Jamie Gennis2010-10-101-0/+7
| | | | | | | | - Register buffers with Gralloc when unflattening a GraphicBuffer (rather than doing it in the Surface class). - Add support for a GraphicBuffer that wraps an android_native_window_t*. Change-Id: I029ac086111bbac800e5ca37eb505f558b718cd8
* split surface management from surface's buffers managementMathias Agopian2010-06-041-6/+7
| | | | Change-Id: If3c5655d1231f8f0c49ba68f972b1b20c93b3f87
* remove a dependency of GraphicBuffer (libui) on Parcel (libbinder).Mathias Agopian2010-02-211-5/+12
| | | | | | | | | Add a Flattenable interface to libutils which can be used to flatten an object into bytestream + filedescriptor stream. Parcel is modified to handle Flattenable. And GraphicBuffer implements Flattenable. Except for the overlay classes libui is now independent of libbinder.
* fix[2228133] pixelflinger ignores the "vertical stride" leading to artifacts ↵Mathias Agopian2009-11-021-0/+2
| | | | | | | | when playing back video we lost the concept of vertical stride when moving video playback to EGLImage. Here we bring it back in a somewhat hacky-way that will work only for the softgl/mdp backend.
* fix [2143798] Need to figure out how to do videoMathias Agopian2009-10-271-2/+12
| | | | | | | | | Use EGLImageKHR instead of copybit directly. We now have the basis to use streaming YUV textures (well, in fact we already are). When/if we use the GPU instead of the MDP we'll need to make sure it supports the appropriate YUV format. Also make sure we compile if EGL_ANDROID_image_native_buffer is not supported
* fix [2167050] glTexImage2D code path buggy in SurfaceFlingerMathias Agopian2009-10-061-0/+124
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.