History log of /frameworks/base/libs/ui/GraphicBuffer.cpp
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
48e723a0ee9b625825d23642f843b91fa276ab7c 03-Nov-2010 Mathias Agopian <mathias@google.com> [3171580] Add transform field to native buffers. (DO NOT MERGE)

This field indicate how the content of the buffer
needs to be transformed.

Change-Id: Ide3e980a90599e931406135693231276626adbbb
/frameworks/base/libs/ui/GraphicBuffer.cpp
e869aee382cfe01d42dffba4912458a16bb791fb 04-Dec-2010 Mathias Agopian <mathias@google.com> [3171580] don't automatically log GraphicBuffer allocation failures

some of these failures are not fatal and even expected in some cases
so they should not emit a dump in the log in those cases.

Change-Id: Idcfa252e3bfa9d74e27fe4ad8f8623aa01aa9c5e
/frameworks/base/libs/ui/GraphicBuffer.cpp
4cfb3a69d2906fc2539dd30508aa6ba8d39065a9 01-Jul-2010 Mathias Agopian <mathias@google.com> fix live wallpapers on Droid

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
/frameworks/base/libs/ui/GraphicBuffer.cpp
5e14010b1fc066dfcbc0a577d59492687c99667d 09-Jun-2010 Mathias Agopian <mathias@google.com> allow re-targetting of surfaces

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
/frameworks/base/libs/ui/GraphicBuffer.cpp
7623da435e45c7c03ef6a00a43675deb6645f070 02-Jun-2010 Mathias Agopian <mathias@google.com> split surface management from surface's buffers management

Change-Id: If3c5655d1231f8f0c49ba68f972b1b20c93b3f87
/frameworks/base/libs/ui/GraphicBuffer.cpp
a0612e41dd5e6e9ec0a89e8e7437a3dafec0ee10 13-Apr-2010 Mathias Agopian <mathias@google.com> fix a bug where fading in/out of opaque 32-bits windows wasn't working

opaque 32-bits windows are now allocated as RGBX_8888 buffers and
SurfaceFlinger always uses GL_MODULATE instead of trying to
optimize to GL_REPLACE when possible (makes no sense on
h/w accelerated GL).

we still have a small hack for devices that don't support
RGBX_8888 in their gralloc implementation where we revert to
RGBA_8888.
/frameworks/base/libs/ui/GraphicBuffer.cpp
c86727f5805f28fbd25da141c50fb6843f364f3a 12-Feb-2010 Mathias Agopian <mathias@google.com> remove a dependency of GraphicBuffer (libui) on Parcel (libbinder).

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.
/frameworks/base/libs/ui/GraphicBuffer.cpp
36d0184e089831b74de6005f01da9e7b26679bb9 03-Nov-2009 Mathias Agopian <mathias@google.com> fix[2228133] pixelflinger ignores the "vertical stride" leading to artifacts 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.
/frameworks/base/libs/ui/GraphicBuffer.cpp
9042b4564de5477b18e680c7dce13b587a681dd9 27-Oct-2009 Mathias Agopian <mathias@google.com> fix [2143798] Need to figure out how to do video

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
/frameworks/base/libs/ui/GraphicBuffer.cpp
6950e428feaccc8164b989ef64e771a99948797a 06-Oct-2009 Mathias Agopian <mathias@google.com> fix [2167050] glTexImage2D code path buggy in SurfaceFlinger

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.
/frameworks/base/libs/ui/GraphicBuffer.cpp