This prevents a nasty teardown bug that was causing segfaults during atexit().
It is more than sufficient to call onStop() in this case to properly release
all resources.
Change-Id: If9ea892074382f9ea194da3d75771aae3b529053
A recent change to runtest resulted in absolute paths incorrectly
being used for a tests build path. This broke the special logic
for frameworks/base tests, since it assumed relative build paths.
Change build paths back to relative paths.
Bug 5105885
Change-Id: I83a26be25294d501cca73eb1b88a7364131b2caf
nvidia may return GL_VALIDATE_STATUS = GL_TRUE even when the program does not link
this change checks for GL_LINK_STATUS when GL_VALIDATE_STATUS is queried
Change-Id: Ia9f5da9c71b8666ce929d8cc2a44639bc947eecb
This is not really a bug, but the nVidia shader compiler is much more
liberal than the GLSL spec, and allows compilation of shaders which
do not comply with the spec. This is an issue for passing the
conformance tests, but more importantly it will allow bad shader written
by the app developer to pass on the emulator and then to fail on the device.
Adding "#version 100" definition to the head of a shader source disables
this liberal behavior. For now this is activated in run time by the "NV_WAR"
environment variable.
Change-Id: I1c322d4221d313d3ee70592bc15ea0e340853990
When calling RenderbufferStorage with internalformat=GL_RGB565
we will create one with internal format GL_RGB
the same for glTexImage2D
Change-Id: I1e464dd36142f586beef6bf895456c7aab1b8237
support different binding to GL_TEXTURE_2D and GL_TEXTURE_CUBE_MAP
targets
create 2 default texture object, to be bound when BindTexture( ... ,0)
is called.
in order to do this, we must ensure their names are internal only, so the user can't
use these names by accident.
the object name manager local name is now 64 bit to allow generation of internal names
Change-Id: I29d000a67042051706e13dc3ef3aa34a1a24f8ca
Do not allow glLinkProgram to succeed if only one shader type has been
attached to the program, GL allows this, but GLES2 does not.
added state tracking for program objects to check which shaders are
attached to the program object.
add a way to define object data type being held for each object in objectNameManager
ProgramData and ShaderParser are both valid objectData for objects in SHADER namespace
we need a way to determine object type to generate correct errors
Change-Id: Ic232549df0bb6daf6ec528cb039482cd68e896bb
SampleSyncAdapter uses INVITE_CONTACT to add a raw contact to an existing
contact.
INVITE_CONTACT is treated in the save way as ACTION_INSERT, except:
- The incoming intent won't have the account extra, so always use the first
account found.
- The name field will be prepopulated with the display name of the passed
account.
Bug 5061956
Change-Id: Ica1263fe54150dbc0e79389ebdf2a0e748a7c840
1. Fixed a bug the the way the URI was set to the
intent.
2. Added code to copy a private raw resource to a
publicly readable file that is to be shared.
Change-Id: Ib7ee172b2a4a890ce77911d0ef1c3ea3b24e69c9