| Commit message (Collapse) | Author | Age | Files | Lines |
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- Separate the updating of effect engine state from the process call in EffectModule so that the state
of all effects in the same effect chain is updated simultaneusly before all process functions are called.
- Added a mechanism for the effect engine to continue being called for processing after receiving the disable
commands untils it considers that the framework can stop calling the process function without causing
a glitch or loosing some effect tail.
- Updated test reverb and equalizer to support this new feature
Change-Id: Icb56ae2c84c076d4dbad6cf733b1a62f823febe7
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* changes:
Tweak ObbFile class
Allow things that can install packages to set Obb paths
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* Move error messages around to clarify the errors.
* Add extra error check when reading a file.
* Seek to the end of a file when writing the signature so the users of
the API don't have to remember to do it.
Change-Id: I2337051b9f9fa8147c5900237deec790dcd92436
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Also other cleanup and fixes:
- We now properly set the default window format to 565.
- New APIs to set the window format and flags from native code.
- Tweaked glue for simpler handling of the "destroy" message.
- Um, other stuff.
Change-Id: Id7790a21a2fa9a19b91854d225324a7c1e7c6ade
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This factors out the boiler-plate code from the sample
app to a common glue code that can be used for everyone
writing this style of app: a dedicated app thread that
takes care of waiting for events and processing them.
As part of doing this, ALooper has a new facility to allow
registration of fds that cause ALooper_pollOnce() to return
the fd that has data, allowing the app to drive the loop
without callbacks. Hopefully this makes some people feel better. :)
Also do some other cleanup of the ALooper API, plus some
actual documentation.
Change-Id: Ic53bd56bdf627e3ba28a3c093faa06a92be522b8
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ObbFile is a binary blob that will be used in packaging large files
with smaller APKs.
Change-Id: Ib1594346cfa2f49113de6565af77c24efbd89d63
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Removed old input dispatch code.
Refactored the policy callbacks.
Pushed a tiny bit of the power manager state down to native.
Fixed long press on MENU.
Made the virtual key detection and cancelation a bit more precise.
Change-Id: I5d8c1062f7ea0ab3b54c6fadb058c4d5f5a9e02e
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The visualizer enables application to retrieve part of the currently playing audio for visualization purpose.
It is not an audio recording interface and only returns partial and low quality audio content as a waveform or
a frequency representation (FFT).
Removed temporary hack made in MediaPlayer for animated wall papers based on audio visualization (snoop() method.
This commit also includes a change in AudioEffect class:
- the enable()/disable() methods have been replaced bya more standard setEnabled() method.
- some fixes in javadoc
Change-Id: Id092a1340e9e38dae68646ade7be054e3a36980e
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This allows us to avoid exposing the file descriptor of
the event queue; instead, you attach an event queue to
a looper. This will also should allow native apps to be
written without the need for a separate thread, by attaching
the event queue to the main thread's looper and scheduling
their own messages there.
Change-Id: I38489282635895ae2cbfacb88599c1b1cad9b239
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Change-Id: Ie84616f842c7e0329d68e67e65a65d510558004b
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Not yet hooked up to anything in the NDK, but requires renaming
the existing android_native_window_t type everywhere.
Change-Id: Iffee6ea39c93b8b34e20fb69e4d2c7c837e5ea2e
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On omap3 h/w we force opaque formats to RGB_565 instead of RGBX_8888
because the GL driver doesn't support it. RGBX_8888 is always remapped
to RGBA_8888.
Change-Id: I0bfabeb98c8d3a399079e6797cf2a0ee95915324
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This change mainly unwinds a premature optimization in the
dispatch pipeline.
To test HOME injection, run 'adb shell input keyevent 3'.
Change-Id: I1c4b7377c205da7c898014b8b07fc6dc1d46e4dd
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The native code now maintains a list of all keys that may use
default handling. If the app finishes one of these keys
without handling it, the key will be passed back off to Java
for default treatment.
Change-Id: I6a842a0d728eeafa4de7142fae573f8c11099e18
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Set a default orientation of ROTATION_0.
Added some more careful checks based on whether we have valid
absolute axis information from the driver.
Reset key repeating during configuration changes since the keyboard
device may have been removed.
Change-Id: I685960828acffcb17595fc5683309e8064a76714
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into gingerbread
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this should fix the opal build.
Change-Id: I43d7633696fea5be6bc834293a832d22f6bdfc61
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Change-Id: Ie64fb3a9c68bc9c117fa5621b75d1f609e304e0e
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* changes:
fix[2798925] Gingerbread TOT not booting
Revert "Revert "fix [2793164] Spam 2x/second with TOT master in SurfaceFlinger""
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Fixed a typo where checking against the wrong constant caused GL_TEXTURE_EXTERNAL_OES
to be used with a regular texture, which some GL driver will choke on.
Change-Id: I93dfc4c8fa674433bbb678eee31954e9a8d0cb4b
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This reverts commit 330dd304a471d260a73e342a240921c03c825f99.
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Target identification is now fully native.
Fixed a couple of minor issues related to input injection.
Native input enabled by default, can be disabled by setting
WindowManagerPolicy.ENABLE_NATIVE_INPUT_DISPATCH to false.
Change-Id: I7edf66ed3e987cc9306ad4743ac57a116af452ff
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Effect API:
- Use different definitions for audio device, channels, formats... in AudioSystem and EffectApi:
Removed media/AudioCommon.h file created for initial version of EffectApi
- Indicate audio session and output ID to effect library when calling EffectCreate(). Session ID can be useful to optimize
the implementation of effect chains in the same audio session. Output ID can be used for effects implemented in audio hardware.
- Renamed EffectQueryNext() function to EffectQueryEffect() and changed operating mode:
now an index is passed for the queried effect instead of implicitly querying the next one.
- Added CPU load and memory usage indication in effects descriptor
- Added flags and commands to indicate changes in audio mode (ring tone, in call...) to effect engine
- Added flag to indicate hardware accelerated effect implementation.
- Renamed EffectFactoryApi.h to EffectsFactoryApi.h for consistency with EffectsFactory.c/h
Effect libraries:
- Reflected changes in Effect API
- Several fixes in reverb implementation
- Added build option TEST_EFFECT_LIBRARIES in makefile to prepare integration of actual effect library.
- Replaced pointer by integer identifier for library handle returned by effects factory
Audio effect framework:
- Added support for audio session -1 in preparation of output stage effects configuration.
- Reflected changes in Effect API
- Removed volume ramp up/down when effect is inserted/removed: this has to be taken care of by effect engines.
- Added some overflow verification on indexes used for deferred parameter updates via shared memory
- Added hardcoded CPU and memory limit check when creating a new effect instance
Change-Id: I43fee5182ee201384ea3479af6d0acb95092901d
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Change-Id: I83a2d353c34ff84a7d130e602c6dedc6a5541944
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Provides the basic infrastructure for a
NativeActivity's native code to get an object representing
its event stream that can be used to read input events.
Still work to do, probably some API changes, and reasonable
default key handling (so that for example back will still
work).
Change-Id: I6db891bc35dc9683181d7708eaed552b955a077e
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Change-Id: Id0ae28b1700cf771cdbe0ca27b139d32cab90b2a
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into gingerbread
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This is (intendend to be) a no-op change.
At this stage, Binder RPCs just have an additional uint32 passed around
in the header, right before the interface name. But nothing is actually
done with them yet. That value should right now always be 0.
This now boots and seems to work.
Change-Id: I135b7c84f07575e6b9717fef2424d301a450df7b
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fix uninitialized variable
Change-Id: I99e1b619ae8c88dd9d77b3abf4762f801019047e
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This will allow us to support YUV surfaces.
Change-Id: I2d4da75f1006a5285bdc552695d4caeecccf2183
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Added ANRs handling.
Added event injection.
Fixed a NPE ActivityManagerServer writing ANRs to the drop box.
Fixed HOME key interception.
Fixed trackball reporting.
Fixed pointer rotation in landscape mode.
Change-Id: I50340f559f22899ab924e220a78119ffc79469b7
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Added more tests.
Fixed a regression in Vector.
Fixed bugs in pointer tracking.
Fixed a starvation issue in PollLoop when setting or removing callbacks.
Fixed a couple of policy nits.
Modified the internal representation of MotionEvent to be more
efficient and more consistent.
Added code to skip/cancel virtual key processing when there are multiple
pointers down. This helps to better disambiguate virtual key presses
from stray touches (such as cheek presses).
Change-Id: I2a7d2cce0195afb9125b23378baa94fd2fc6671c
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Refactored the code to eliminate potential deadlocks due to re-entrant
calls from the policy into the dispatcher. Also added some plumbing
that will be used to notify the framework about ANRs.
Change-Id: Iba7a10de0cb3c56cd7520d6ce716db52fdcc94ff
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The build system enforces some invariants that were being ignored
before.
Change-Id: Ie7675042af7f961a507386c13b2a0b592b591af8
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We can't build (and we don't need) PollLoop in the SDK on all platforms.
Change-Id: I3b0f327bbb8bc58b9b8630b0161cf360403fea68
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Change-Id: Ifda45688f9f02710a74d5d7a7d902bacf1441e2e
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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
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pointers are finished in case that pointer referred to the string's original contents.
Change-Id: I6961f3cf10ba3b728579ea63262db750a4cf8577
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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
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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
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Change-Id: If3c5655d1231f8f0c49ba68f972b1b20c93b3f87
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