| Commit message (Collapse) | Author | Age | Files | Lines |
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moved surfaceflinger, audioflinger, cameraservice
all native services should now reside in this location.
Change-Id: Iee42b83dd2a94c3bf5107ab0895fe2dfcd5337a8
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This reverts commit 330dd304a471d260a73e342a240921c03c825f99.
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This reverts commit 081bc5c47d8a980e6eafa70ddafcd89981586391.
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Make sure to not use GL_TEXTURE_EXTERNAL when it's not supported
by the GL. The error was harmless, but annoying.
Change-Id: I571a9a9b05d35da51420950a6a6e95629067efd0
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This will allow us to support YUV surfaces.
Change-Id: I2d4da75f1006a5285bdc552695d4caeecccf2183
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simplified things a lot, the biggest change is that the concept
of "ClientID" is now gone, instead we simply use references.
Change-Id: Icbc57f80865884aa5f35ad0d0a0db26f19f9f7ce
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this change introduces R/W locks in the right places.
on the server-side, it guarantees that setBufferCount()
is synchronized with "retire" and "resize".
on the client-side, it guarantees that setBufferCount()
is synchronized with "dequeue", "lockbuffer" and "queue"
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get rid of the "fake rtti" code, and use polymorphism instead.
also simplify how we log SF's state (using polymorphism)
Change-Id: I2bae7c98de4dd207a3e2b00083fa3fde7c467922
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get rid of the glDrawTexi path and use floating points instead of fixed point maths
Change-Id: I3aa9ce2dc082f702160e605a16ba5fe987cdf087
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we had to add a call to glFinish() before glReadPixels() because of a bug in the GL ES
driver of a certain device. This is not needed anymore.
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since we're using the GPU for composition, don't use a texture for dimming,
instead simply use an alpha-blended quad.
also workaround what looks like a GL driver bug by calling glFinish() before
glReadPixels().
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crash was due to an unintialized variable, which caused the wrong bluring
format to be used and caused a memory overrrun.
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A window is created and the browser is about to render into it the
very first time, at that point it does an IPC to SF to request a new
buffer. Meanwhile, the window manager removes that window from the
list and the shared memory block it uses is marked as invalid.
However, at that point, another window is created and is given the
same index (that just go freed), but a different identity and resets
the "invalid" bit in the shared block. When we go back to the buffer
allocation code, we're stuck because the surface we're allocating for
is gone and we don't detect it's invalid because the invalid bit has
been reset.
It is not sufficient to check for the invalid bit, I should
also check that identities match.
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Landscape Mode
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the blurring code now handles NPOT textures.
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destroyed
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allows us to break libui's dependency on libcorecg.
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adreno drivers
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SurfaceFlinger rework for new EGL driver model support.
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