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* commit '8d5d2019805df1f27cbec07eeca47dd5ab453dad':
Revert "Add GL Error logs (temporary)"
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This reverts commit 2da2c15068327a4fdad411f638905abcb2209d8a.
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* commit '9c58d96f0079e627004c606436df27fa97ff4c8e':
Add GL Error logs (temporary)
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* commit '27b28fd9960b73a1f13e22dd6655f75e2e76eef7':
Add GL Error logs (temporary)
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Adding logs to tell which specific methods throw OpenGL errors.
Change-Id: I1d73c7566ed1ea6610392020411762c6255a0ede
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Change-Id: Id7af9cd388f3508201f96a0624966c2ce01b4da5
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* commit '4c2732779a11c92222958e7150162d4eaaab7b66':
Re-enable FAST_TLS in gl2 code
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Temporarily changed USE_FAST_TLS_KEY ifdef during debugging. Changing it
back now.
Change-Id: I7c2fcf7265b3d545e31ff7683bd7614100fad3e5
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poor souls Bug #7195815" into jb-mr1-dev
* commit 'cb094a783f14daae3378ac8aa7dc509980f037b2':
New compile-time flags to make debugging easier for us poor souls Bug #7195815
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Bug #7195815
Change-Id: I23e7ac991891b9586cb8ed20b1305c8b1b3e2b43
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context" into jb-mr1-dev
* commit '1e83690c6030b33c7776fa65cb57132d5e2d0b40':
assert -eng builds when calling a GL function without a context
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Bug: 7241626
Change-Id: I0f1f9361e75e9186af8cff8d98a7d2224b266765
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jb-mr1-dev
* commit '2f45d7464a55d7a91da6fcd6f8cf1b11e395d029':
EGL: add the EGL_ANDROID_framebuffer_target enum
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Change-Id: Id8b1b114e2a7a88956b857c63a0429e9b33fdb5c
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jb-mr1-dev
* commit '363847d498bffe0e2d8e7b8aba693bb402513413':
EGL: expose the EXT_create_context_robustness ext
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Change-Id: I1db43e96aa5e9e91a6176a4a3e5aa9d1f3ee4a7e
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* commit '500407a2c07ced40c36e7356574a47bcec9c2fd9':
log an error when eglCreateContext() fails in an inconsistant way
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this will help debugging bug: 7216919
Change-Id: I54ac65f20c5ed55cc93a5cbc5350fadfb0fcb804
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* commit '98838aa0836518b7397cbfe763f34305e3387a5f':
Return back-end result from eglDestroyImageKHR
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Change-Id: I0e972b778f9802c28f52092bb9af087285833e0b
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This change fixes a bug where initializing EGL multiple times (eglTerminate
followed by eglInitialize) would cause extensions to show up in the extension
string multiple times.
Change-Id: I707a3da62ed30ef13835087167f84a08bc6addd7
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This change makes the maximum EGL blob cache key size configurable via a
BoardConfig.
Change-Id: Ic669cd25fc743662bd4f13aab62354fc3d54560c
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Change-Id: Ie9a78e07fcaf27c5c13797141ad3c692217607fb
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This change adds support for the EGL_ANDROID_native_fence_sync extension to the
Android EGL layer. It also fixes a couple minor issues with the extension spec.
Change-Id: Ic8829d21f37b701f33aa9c72c3d25e88e03fa3cd
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* commit '6e820eec21917f8e25c40dbc8b972468535af0e8':
EGL: do not use sparse files for shader
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- Process is killed by system with SIGBUS signal if it writes
data to mapped sparse file on full filesystem.
- Allocate space using write() function instead of ftruncate()
to avoid creation of sparse files on full filesystem.
Catch write() errors to handle out-of-space case during allocation.
Bug: http://code.google.com/p/android/issues/detail?id=35376
Change-Id: Ifc366454f34e71a43a0973eda4f591a920ea3a14
Signed-off-by: Kirill Artamonov <kartamonov@nvidia.com>
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Certain apps (e.g. chrome) seem to create contexts which are unused
for long periods of time. If tracing is stopped before those contexts
are used, then the debugger never gets to know that these contexts
were created. Flushing the trace after these calls ensures that
the debugger knows about all created/used contexts.
Change-Id: I01baa11aa56ac89eddce3c2851e4bf01076984d1
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Change-Id: Ibec103bbf159626ad9745d0e071192ad424bc0e9
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so says the EGL specification, section 3.2
Change-Id: Ice60530f8f6e47b4e14e06d2ab8eba799a7688a6
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* commit '1d2eb663ef5cf69aa852045c8a1c1807dfa7039e':
reduce PB size from 2MB to 512KB
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this allows us to enable h/w acceleration on low-end
devices while keeping memory usage down.
Bug: 6557760
Change-Id: I8af2de3038dc2579360b8b73aa452cb7a0e506a9
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Change-Id: Ibf280c2a4372ce6e598e164eef0d72b7c0a6d1c2
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it should read OpenGL_ES (with an underscore)
Bug: 6529643
Change-Id: I7caf07793bffe5a8dcceaff496a222077486fc87
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Currently, gltrace offers very few trace collection options. As a
result, these options are encoded in a single integer. The trace
control task simply receives integers and interprets them as
commands.
This patch changes the control protocol to first receive the
command length followed by the actual command itself. This allows
for future flexibility to provide enable other commands.
Change-Id: Id5f56c80a025bbbe7613ab4457e092732e7d9dc9
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Hibernating EGL takes a long time (>100 ms) and blocks all other
rendering. During window animations, the outgoing activity begins
hibernation before the animation stops, causing visible stutter.
Hibernation is still available by setting 'BOARD_ALLOW_EGL_HIBERNATION
:= true' in the devices BoardConfig.mk
Change-Id: Iab4e00723a1adcd97481e81b2efdc821b3e9712f
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Change-Id: I26ce670ae93c43bd36843576e824a9d7acea644d
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When eglTerminate() is called with a window surface still exists, a
deadlock would occur since egl_display_t::terminate() holds a lock
while destroying the window surface, which calls
onWindowSurfaceDestroyed() which attempts to take the same lock.
This change refactors the hibernation code and data into a separate
object with its own lock, separate from the egl_display_t lock. This
avoids the deadlock and better encapsulates the hibernation logic.
The change also fixes a bug discovered incidentally while debugging:
hibernating after calling eglTerminate() succeeds, but will cause
awakens from subsequent eglInitialize() to fail. We will no longer
hibernate a terminated display.
Change-Id: If55e5bb603d4f8953babc439ffc8d8a60af103d9
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If the EGL implementation supports the EGL_IMG_hibernate_process
extension, use it to hibernate (and hopefully release memory or other
resources) when the process isn't actively using EGL or OpenGL ES. The
idleness heuristic used in this change is:
(a) Wake up when entering any EGL API call, and remain awake for the
duration of the call.
(b) Do not hibernate when any window surface exists; this means the
application is very likely in the foreground.
(c) Do not hibernate while any context is made current to a thread.
The app may be using a client API without the EGL layer knowing,
so it is not safe to hibernate.
(d) Only check these conditions and attempt to hibernate after a
window surface is destroyed or a thread's context is detached. By
not attempting to hibernate at the end of every EGL call, we avoid
some transient wakeups/hibernate cycles when the app is mostly idle,
or is starting to become active but hasn't created its window
surface yet.
On a Galaxy Nexus, hibernating frees 1567 VM pages from the process.
Both hibernating and waking can take anywhere from 30ms to over 100ms
-- measurements have been very inconsistent.
Change-Id: Ib555f5d9d069aefccca06e8173a89625b5f32d7e
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This is in preparation for a change that will hibernate the underlying
EGL when idle. Instead of a bare egl_display_t*, get_display() now
returns a egl_display_ptr, which acts like a smart pointer. The
"wakecount" counter managed by the smart pointer isn't used for
anything in this change. It will be used to make sure we don't
hibernate when any thread is in an EGL call, without having to hold a
mutex for the duration of the call.
Change-Id: Iee52f3549a51162efc3800e1195d3f76bba2f2ce
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This change adds a debug option to EGL to use an EGLSyncKHR each frame to
determine when the GPU finishes rendering the frame.
Change-Id: I09ce071db904b44f07ca814c586c291c8b59385a
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called
this debug property is evaludated at eglInitialize() time.
Change-Id: Ie439e4aac87f7fdc6ab2add86183d6d042f3ee8b
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Only accept incoming connections from the shell user.
Change-Id: Ibef1a796d794d45f73db59949b39cb1ce68542b4
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This patch adds a function setGlDebugLevel() to libEGL to enable
GL tracing. This will be used by the Java layer to add an option
to "am start" that can enable tracing for a particular application.
Change-Id: Ie1dbdd550f502df8633553595cb33ee9d9ae44e1
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This patch enables tracing of vertex attribute data that
is specified using glVertexAttribPointer().
At the time the glVertexAttribPointer() call is made, we
only receive a pointer in client space, without any indication
of the size (# of attributes). This size is known only at
the time of the glDraw() call.
This patch generates a new message glVertexAttribPointerData()
when a draw call is issued that contains the vertex attribute
data.
A glDrawArrays() call directly gives the size of data to copy.
A glDrawElements() call gives the indices to copy. In such a
case, all data between the min & max indices drawn are copied
and sent to the host. To support glDrawElements() with an
element array buffer, this patch also adds state that maintains
a copy of all element array buffers.
Change-Id: I434da794a0aa9ada8e7474e219ffb1d79b183ecf
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This change adds ATRACE call tracing to BufferQueue,
SurfaceTextureClient, SurfaceTexture, SurfaceFlinger, Layer, and EGL.
Change-Id: I9d75ed26f5a3f0d1af635da38289520134cfbbb7
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Currently, the trace API passes the pointers that need to be
patched up via 32 bit integers. Such code will not be 64 bit safe.
This patch sends all pointers in a separate array of pointers
for the fixup calls to read from.
Change-Id: If975333f11a6f6f9a74fba57de328affaed452a5
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Attach the buffer that is passed with glBufferData
and glBufferSubData to the proto buf.
Change-Id: I1b4c1172d405736b06cb0a356a6e241e1d60c4d5
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