our framebuffer implementation in gralloc does not support
setUpdateRect but we erronously publish as we do. Reset
the setUpdateRect so that flinger will not try to use it.
Change-Id: I2e4f2ef7e5701aed69caa194426945bafd5ac4c9
Now that we are not running the renderer as a seperate process
we need to have the XInitThreads call we put in the renderer process
inside emulator_test_renderer since the render server runs inside that
thread.
NOTE FOR INTEGRATION: this will need to be added to the emulator as
well.
Change-Id: I70592ad976d08c86e2c9e75b11b6ad57d6067606
There were various minor issues with this app that made it not work
correctly in some situations (the APPEARING animation was basically a no-op,
and disabling the custom animations disabled animations altogether).
Change-Id: I20aba9551043a63c21d26208ae7cd0395cde01cb
Changes the render_api to support re-creating the display
sub-window and the ability to rotate the displayed framebuffer
image.
That currently works only when the renderer runs as a thread
and not as seperate process. Therefore we setup the library
to run the renderer as thread(s) inside the calling process
on *all* platforms for now.
Change-Id: Ifd009db903759042a7edcf89866d3c3fe076cae9
On Mac it happens that when a context is bound to a pbuffer
and you want to bind it to a window (NSView) instead you must
release it from the pbuffer before binding the window by calling
clearDrawable handle of NSOpenGLContext.
This change added an override of NSOpenGLContext in order to track
to which drawable type the context was previously bound and
call clearDrawable when necessary.
Change-Id: Iece5ab16a46aa0d107ccb773986a6b280d09d181
Workaround to intel/linux driver issue.
Desktop OpenGL does not support precision qulifiers in shaders,
so we remove them by defining "precision" "mediump" "lowp" and
"highp" to blank.
That translates the line "precision mediump float;" to "float;" which
is a valid command according to the GLSL spec however it fails
to compile using the intel/linux driver.
This change adds a parser which removes completely the
precision command from the shader source.
Change-Id: I29a16bb78ac0000d624aa2f83e93ef5c6ad60345
Fixed the location shift WAR to work for arrays that starts at
location 0. Fixed conformance regressions made by this workaround.
The conversion should be smarter than just shifting 16-bits back
and forth, it should take into account if array element is being
accessed.
Change-Id: Icb746c67e16edfacb8264a1e687fd24ac6e868e7
That fixes the event injection code to build correctly on
Windows.
Also renamed SDL_{CFLAGS,LDFLAGS} used in the Android.mk
to have a LOCAL_ prefix.
Change-Id: Ie82838ffb931880e700322116c3190fbb754d889
on some platforms info log length of programs and shaders was
not returned correctly, we now cache the info log for these objects
and calculate info log length intenrally to be both correct and
compliant to the spec and conformance tests.
Change-Id: I017932482ba36f9e2e1858fe372683f7ac3a98ca
In change-id I93e4b467acdefe339fa70dd751ea05f195c32e71 content voicemail
content provider was modified to no more automatically set the
has_content field. The app now needs to set this field itself after
writing the content.
bug: 5147190
Change-Id: If3c66a86803f7587677c2ec09965b89f31f6268e