* commit '0ba3d91f2da7773492739aad267d6d825d1465fd':
add notice to not use 0 in startForeground(). also delete some obsolete back-compat tips for <=donut bug: 8746126
* commit '05759d1531f4e36b51f386fa884454eeda88ecb8':
add notice to not use 0 in startForeground(). also delete some obsolete back-compat tips for <=donut bug: 8746126
Media buttons: note when an application tries to take ownership
of the media buttons.
Audio focus: note when an application tries to take audio focus.
Volume levels: note changes to the volume level of the various
streams.
Maybe we should also have some ops for muting streams, soloing
streams, etc?
Change-Id: I79a5d477b0bad4ff61486cdb73ffb1196a674964
Fixed b/8834502. Wake lock might not be released when the callback is null.
NPE is thrown when the callback is null in some cases too.
Change-Id: I27d3af810669e446cfb57aba8715c80cba3e15e7
IActivityController has a new callback which the Watchdog calls
when it detects that the system process is hung. This may be
use full monkey. All hail the monkey!
Also add a new private feature to Binder to be able to turn off
all incoming dump() calls to a process. The watchdog uses this
when it reports it is hung, so that if someone, say, wants to
collect a bug report at this point they won't get stuck waiting
for things that are all busted.
Change-Id: Ib514d97451cf3b93f29e194c1954e29f948c13b1
- dont bother children about resolving RTL properties if the ViewGroup parent
has not done anything
Change-Id: Iedf8a337097e04e1ab0054d59fc347e06b347ea7
The counter can be enabled by setting the system property called
debug.hwui.overdraw to the string "count". If the string is set
to "show", overdraw will be highlighted on screen instead of
printing out a simple counter.
Change-Id: I9a9c970d54bffab43138bbb7682f6c04bc2c40bd
1. The scheduling was relying on receiving battery level broadcasts
which however are not sent if the device is asleep. The maintenance
window was not bound and we could miss a frame if the user did
not interact the device longer than the min time between two
maintenance windows.
2. Hide the idle maintenance intents since this will be rewritten
to user services.
bug:8688454
Change-Id: I17b421b09823cb46ec218cabda19e02432d94f8c
The NsdManager init was thinking it was done before the AsyncChannel
was fully setup and if the setup were slow and the app fast, the app
could make calls to the NsdManager that it wasn't ready for.
bug:8545006
Change-Id: I2cb2a7c0a1c7f3d2b81ac0f66d37346e6d2d720d
When the Android runtime starts, the system preloads a series of assets
in the Zygote process. These assets are shared across all processes.
Unfortunately, each one of these assets is later uploaded in its own
OpenGL texture, once per process. This wastes memory and generates
unnecessary OpenGL state changes.
This CL introduces an asset server that provides an atlas to all processes.
Note: bitmaps used by skia shaders are *not* sampled from the atlas.
It's an uncommon use case and would require extra texture transforms
in the GL shaders.
WHAT IS THE ASSETS ATLAS
The "assets atlas" is a single, shareable graphic buffer that contains
all the system's preloaded bitmap drawables (this includes 9-patches.)
The atlas is made of two distinct objects: the graphic buffer that
contains the actual pixels and the map which indicates where each
preloaded bitmap can be found in the atlas (essentially a pair of
x and y coordinates.)
HOW IS THE ASSETS ATLAS GENERATED
Because we need to support a wide variety of devices and because it
is easy to change the list of preloaded drawables, the atlas is
generated at runtime, during the startup phase of the system process.
There are several steps that lead to the atlas generation:
1. If the device is booting for the first time, or if the device was
updated, we need to find the best atlas configuration. To do so,
the atlas service tries a number of width, height and algorithm
variations that allows us to pack as many assets as possible while
using as little memory as possible. Once a best configuration is found,
it gets written to disk in /data/system/framework_atlas
2. Given a best configuration (algorithm variant, dimensions and
number of bitmaps that can be packed in the atlas), the atlas service
packs all the preloaded bitmaps into a single graphic buffer object.
3. The packing is done using Skia in a temporary native bitmap. The
Skia bitmap is then copied into the graphic buffer using OpenGL ES
to benefit from texture swizzling.
HOW PROCESSES USE THE ATLAS
Whenever a process' hardware renderer initializes its EGL context,
it queries the atlas service for the graphic buffer and the map.
It is important to remember that both the context and the map will
be valid for the lifetime of the hardware renderer (if the system
process goes down, all apps get killed as well.)
Every time the hardware renderer needs to render a bitmap, it first
checks whether the bitmap can be found in the assets atlas. When
the bitmap is part of the atlas, texture coordinates are remapped
appropriately before rendering.
Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0