History log of /frameworks/native/opengl/libs/EGL/egl_display.cpp
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
3ff48e5e69955b37292446c0f2ac98e8238bdaca 24-Sep-2012 Jamie Gennis <jgennis@google.com> EGL: add the EGL_ANDROID_framebuffer_target enum

Change-Id: Id8b1b114e2a7a88956b857c63a0429e9b33fdb5c
/frameworks/native/opengl/libs/EGL/egl_display.cpp
09b11432b64d368dee7be69480ab54256058376a 21-Sep-2012 Jamie Gennis <jgennis@google.com> EGL: expose the EXT_create_context_robustness ext

Change-Id: I1db43e96aa5e9e91a6176a4a3e5aa9d1f3ee4a7e
/frameworks/native/opengl/libs/EGL/egl_display.cpp
a08cf6e3a4ee045608bc8991a779dedb4f281a3f 16-Sep-2012 Jamie Gennis <jgennis@google.com> EGL: fix an extension string bug

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
/frameworks/native/opengl/libs/EGL/egl_display.cpp
331841b96b92646c93c87627c03f77b892f711cd 06-Sep-2012 Jamie Gennis <jgennis@google.com> EGL: add the native_fence_sync extension

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
/frameworks/native/opengl/libs/EGL/egl_display.cpp
fe98127eaaf82686ba750001e2b771abece44e97 14-Jun-2012 Mathias Agopian <mathias@google.com> don't error out when eglTerminate()ing an already terminated display

so says the EGL specification, section 3.2

Change-Id: Ice60530f8f6e47b4e14e06d2ab8eba799a7688a6
/frameworks/native/opengl/libs/EGL/egl_display.cpp
cc2b1560e87369676a2d13f17bd1ff4021a91819 21-May-2012 Mathias Agopian <mathias@google.com> fix EGL_CLIENT_STRING

it should read OpenGL_ES (with an underscore)

Bug: 6529643

Change-Id: I7caf07793bffe5a8dcceaff496a222077486fc87
/frameworks/native/opengl/libs/EGL/egl_display.cpp
201f3b2da572eb27b9d4b3131e6d8c3c92a13de8 04-May-2012 Jesse Hall <jessehall@google.com> Disable EGL hibernation due to jank

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
/frameworks/native/opengl/libs/EGL/egl_display.cpp
a0fef1c8bb22443402fb3aeda7ce70f7d5775b0a 17-Apr-2012 Jesse Hall <jessehall@google.com> Fix deadlock when cleaning objects in eglTerminate

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
/frameworks/native/opengl/libs/EGL/egl_display.cpp
258385978c517a47626161b1e644c48bcee28de1 06-Apr-2012 Jesse Hall <jessehall@google.com> Hibernate the EGL implementation when idle

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
/frameworks/native/opengl/libs/EGL/egl_display.cpp
b29e5e8c2682ae145e8c56d9afb061f8da7f854c 05-Apr-2012 Jesse Hall <jessehall@google.com> Increment/decrement a counter around EGL calls

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
/frameworks/native/opengl/libs/EGL/egl_display.cpp
28ef8d7911dbfd1bf8256fb43acba894d87fc07a 06-Apr-2012 Jamie Gennis <jgennis@google.com> EGL: add GPU frame completion tracing

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
/frameworks/native/opengl/libs/EGL/egl_display.cpp
7db993a98b9239bd4e384cc4aa128262fe3cf52c 25-Mar-2012 Mathias Agopian <mathias@google.com> debug.egl.finish can be used to force a glFinish() when eglSwapBuffers() is called

this debug property is evaludated at eglInitialize() time.

Change-Id: Ie439e4aac87f7fdc6ab2add86183d6d042f3ee8b
/frameworks/native/opengl/libs/EGL/egl_display.cpp
b13c78f8520ef5a96effdee977bbacb881236c66 09-Mar-2012 Siva Velusamy <vsiva@google.com> gltrace: Expose a function to set OpenGL trace level.

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
/frameworks/native/opengl/libs/EGL/egl_display.cpp
7773c435bc5da8217433e1b242d3a6712a17b5f7 14-Feb-2012 Mathias Agopian <mathias@google.com> EGLConfig is now not remaped to an internal EGLConfig

this is possible now that we support only a single
EGL implementation. this allows a large code simplification.

Change-Id: I7a6b9db4c5d60f4407c6061e7a68729af63d5242
/frameworks/native/opengl/libs/EGL/egl_display.cpp
ada798b7ca7cabc255aa159964b64975e7fdb2df 14-Feb-2012 Mathias Agopian <mathias@google.com> remove multiplexing of multiple EGL implementation

from now on, the system can only have one EGL
implementation. this means the software and h/w renderer
cannot be used at the same time on a device. Of course, the
h/w renderer is always prefered; in its absence we
default to the software renderer.

Change-Id: Ib579f58055dd0ce4c4a99144131efa11c16ca3d3
/frameworks/native/opengl/libs/EGL/egl_display.cpp
a4b2c041828d1074dca3b999407e7dd85568c5aa 04-Feb-2012 Mathias Agopian <mathias@google.com> fix a dead-lock in eglMakeCurrent

this was introduced in a recent change. eglMakeCurrent can
end up calling eglDestroyImageKHR via ANativewWindow::disconnect
when the consumer is in the same process.

we make sure we don't hold the lock while this is happening.

Change-Id: Id17fe4fd76eecf5f962cefb9aa32be41fc1b042d
/frameworks/native/opengl/libs/EGL/egl_display.cpp
fb87e54a9af8bc5063ca4deebe81d90126992480 31-Jan-2012 Mathias Agopian <mathias@google.com> fix a race condition in eglMakeCurrent()

it would happen when a context was made non-current, in this
case we would call the implementation's eglMakeCurrent() which
would succeed, if we're rescheduled at that point, another
eglMakeCurrent() could make that context current to another thread,
however, when we came back to the original call we would
overwrite egl_context_t internal state.

this is fixed by moving the critical section under
egl_display_t's lock.

Change-Id: I743c85696e13263d3a9570824940263df0caacdc
/frameworks/native/opengl/libs/EGL/egl_display.cpp
32397c1cd3327905173b36baa6fd1c579bc328ff 06-Jan-2012 Steve Block <steveblock@google.com> Rename (IF_)LOGW(_IF) to (IF_)ALOGW(_IF) DO NOT MERGE

See https://android-git.corp.google.com/g/157065

Bug: 5449033
Change-Id: I00a4b904f9449e6f93b7fd35eac28640d7929e69
/frameworks/native/opengl/libs/EGL/egl_display.cpp
9d4536835248525f32f1504a3d28d5bbfa0a2910 20-Dec-2011 Steve Block <steveblock@google.com> Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGE

See https://android-git.corp.google.com/g/156016

Bug: 5449033
Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
/frameworks/native/opengl/libs/EGL/egl_display.cpp
f3ae82d8134e7f5a2f0432ef809569bfa418883b 17-Nov-2011 Mathias Agopian <mathias@google.com> be a bit more defensive when parsing extension strings

hopefully this will fix a crash in the emulator.

Bug: 5624674
Change-Id: I96586e29ea20efd73c4ad50870df5b7368bf3c3b
/frameworks/native/opengl/libs/EGL/egl_display.cpp
4b9511c16195a646242eff833b0af212933b6eca 14-Nov-2011 Mathias Agopian <mathias@google.com> rework a bit how we manage EGL extensions

- don't advertise extensions that are not supported
by any implementation

- remove EGL_ANDROID_swap_rectangle which is not
implemented by anybody and confuses people

- add some comments about mandatory extensions

Bug: 5428001
Change-Id: Id8dc48116ac1d1eb79ec9ef55d03e29d4257c1f3
/frameworks/native/opengl/libs/EGL/egl_display.cpp
f0480de37492597a5c5cf1e6f8346f1467e3a552 14-Nov-2011 Mathias Agopian <mathias@google.com> fix crash when validating an invalid EGL objects

the code that validated EGL objects dereferenced the object
to access its EGLDisplay -- needed for validation (!).
This was wrong for two reasons, first we dereferenced the object
before validating it (potentially leading to a crash), secondly
we didn't validate that the object existed in the right EGLDisplay.

We now use the EGLDisplay passed by the user API.

Change-Id: I66f9e851d4f8507892a6b1fee3065f124c4e7138
/frameworks/native/opengl/libs/EGL/egl_display.cpp
766010858ea7696d64f1b559413670bdd8627595 06-Nov-2011 Jamie Gennis <jgennis@google.com> EGL: use an in-memory the blob cache

This change makes the makes the stub EGL_ANDROID_blob_cache callbacks
actually use a BlobCache object.

Bug: 5474671
Change-Id: I5cbaae2dea3aad2fe306c9f57029c3f215a0863a
/frameworks/native/opengl/libs/EGL/egl_display.cpp
aca51c06f38155f1435fbc6944d7fc0a9bf1e4e9 04-Nov-2011 Jamie Gennis <jgennis@google.com> EGL: Add stubs for EGL_ANDROID_blob_cache

This change adds a stub cache implementation that gets passed to the
underlying EGL implementation at initialization time.

Change-Id: I14437c5b6f91b7a34a19bb02ad802e6e54f88d2a
/frameworks/native/opengl/libs/EGL/egl_display.cpp
5b287a6ea8dfac7ab3e03ae1e98f9e2214cbae09 17-May-2011 Mathias Agopian <mathias@google.com> eglTerminate() now actually frees up all active egl objects

as specified by the EGL specification, terminated objects's
handles become invalid, the objects themselves are destroyed
when they're not current to some thread.

Change-Id: Id3a4a5736a5bbc3926a9ae8385d43772edb88eeb
/frameworks/native/opengl/libs/EGL/egl_display.cpp
518ec112f468eb67bf681b3eec896d7bfb4ff98d 14-May-2011 Mathias Agopian <mathias@google.com> refactor EGL source code

no changes is functionality. split various objects into their own files.
make egl_display objec's lock internal.
/frameworks/native/opengl/libs/EGL/egl_display.cpp