| 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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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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the new TextureMagager class now handle texture creation and upload
as well as EGL image creation and binding to GraphicBuffers. This is
used indirectly by Layer and directly by LayerBuffer
the new BufferManager class handles the set of buffers used for a
Layer (Surface), it abstracts how many buffer there is as well as
the use of EGLimage vs. regular texture ops (glTexImage2D).
Change-Id: I2da1ddcf27758e6731400f6cc4e20bef35c0a39a
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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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- fix a bug when hacking video buffers into gralloc buffers
where the buffer size was incorrect this was causing the
"direct-form-texture" mode to fail
- also when the above fails, make sure to revert to the
"mdp copy mode" before going to "slow mode"
- finally disable completely the "direct-from-texture" mode
for now. It cannot work because the allocated buffers can't
respect the GPU constraints (alignment and such). We'll
have to find a solution for that.
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We now always first try to use the EGLImageKHR directly before
making a copy with copybit. The copy may be needed when
EGLImage doesn't support the requested format, which is
currently the case with YUV.
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portrait mode.
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create the texture name once and for all for a given BufferSource
and make sure to recreate it when we're forced to delete the texture.
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handled all cases where the scale factor of a video is out of bounds of
supported scale factors in copybit.
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snapshot
make sure to fallback properly to software when copybit operation fails.
with this change, the preview image will at least be displayed in b&w
(since GL doesn't support the yuv format). This would also fix
2363506, but that one is now handled more cleanly.
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don't try to use copybit for incompatible buffers
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this was introduced by a recent change. when we try to figure out the size of
the yuv->rgb temporary buffer, the output resolution has not been computed yet
and an invalid buffer size is used. most of the time the allocation fails
and the system reverts to "standard" GL will uses onle the Y plane.
the allocation of the temporary buffer is moved to onDraw(), the first
time it is called, by that time, the window is positioned properly.
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always rescale videos to their target size using copybit during yuv->rgb
conversion. this improves performance of the GPU pass and doesn't require
linear filtering to be enabled. Also always use 16-bits buffers.
the average processing time for 720p dropped from ~50ms to ~30ms
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The image buffer used by glTexImage2d() would be uninitialized when no copybit engine
can be found.
We now always initialize images, since the abscence of copybit is not necessarily fatal.
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low-resolution
Make sure to always enable linear filtering in LayerBuffer. This change doesn't affect
devices using overlays.
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This builds on the EGLImage solution. We simply use copybit to convert from the
YUV frame into an EGLImage created for that purpose and proceed with the
regular EGLImage code.
We need to do this because "regular" GL doesn't support YUV textures.
We could improve upon this by detecting exacly what the GL supports and bypass
this extra step if not required, but we'll do this later if needed.
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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.
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add a way to convert a mapped "pushbuffer" buffer to a gralloc handle
which then can be safely used by surfaceflinger, without including
gralloc_priv.h
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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
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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.
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should be triggered by signalEvent().
Originally from: https://partner.source.android.com/g/#change,1074
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we ended-up locking a Mutex that had been destroyed.
This happened because we gave an sp<Source> to the outside world,
and were called after LayerBuffer had been destroyed.
Instead we now give a wp<LayerBuffer> to the outside and have it
do the destruction.
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Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
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Signed-off-by: Rebecca Schultz Zavin <rebecca@android.com>
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"SurfaceFlinger will now allocate buffers based on the usage specified by the clients. This allows to allocate the right kind of buffer automatically, without having the user to specify anything."
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"SurfaceFlinger will now allocate buffers based on the usage specified by the clients. This allows to allocate the right kind of buffer automatically, without having the user to specify anything."
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specified by the clients. This allows to allocate the right kind of buffer automatically, without having the user to specify anything."
This reverts commit 8b76a0ac6fbf07254629ed1ea86af014d5abe050.
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clients. This allows to allocate the right kind of buffer automatically, without having the user to specify anything.
This change makes SurfaceHolder.setType(GPU) obsolete (it's now ignored).
Added an API to android_native_window_t to allow extending the functionality without ever breaking binary compatibility. This is used to implement the new set_usage() API. This API needs to be called by software renderers because the default is to use usage flags suitable for h/w.
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be called at least once on each overlay, and it appears that sometimes this
doesn't happen because the visibility never changes. With this change
the overlay parameter and position will be committed when either the visibility
of the window changes, or on the first call to visibility resolved, if it
hasn't already been done.
Signed-off-by: Rebecca Schultz Zavin <rebecca@android.com>
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hacks added recently
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video again
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resulted in some attributes (size/pos) to fail to be set
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destroyed
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- Currently the lock/unlock path is naive and is done for each drawing operation (glDrawElements and glDrawArrays). this should be improved eventually.
- factor all the lock/unlock code in SurfaceBuffer.
- fixed "showupdate" so it works even when we don't have preserving eglSwapBuffers().
- improved the situation with the dirty-region and fixed a problem that caused GL apps to not update.
- make use of LightRefBase() where needed, instead of duplicating its implementation
- add LightRefBase::getStrongCount()
- renamed EGLNativeWindowSurface.cpp to FramebufferNativeWindow.cpp
- disabled copybits test, since it clashes with the new gralloc api
- Camera/Video will be fixed later when we rework the overlay apis
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