* changes:
hotspot2: expose Passpoint APIs as public
hotspot2: fix class/function/variable names to comply with API guideline
hotspot2: rename classes to comply with API guideline
In order to determine how often devices are reaching various
temperatures, we now cache the last hour of temperature readings.
Once it's been an hour, we calculate the avg/min/max and log the results.
Additionally, this CL adds some logging to show how the temperature has
changed over time during the one hour window and what the charging status
is when the notification shows.
Bug: 34510881, 34379897
Test: manual
Change-Id: I62a5ccc92122f5d2955a52677740e896f0d7892b
In order to determine how often devices are reaching various
temperatures, we now cache the last hour of temperature readings.
Once it's been an hour, we calculate the avg/min/max and log the results.
Additionally, this CL adds some logging to show how the temperature has
changed over time during the one hour window and what the charging status
is when the notification shows.
Bug: 34510881, 34379897
Change-Id: If8c7d39452034313fd01dea0c8d97c7b55b3cb9c
Merged-In: I62a5ccc92122f5d2955a52677740e896f0d7892b
This reverts commit 867210c1de.
This commit is being reverted because the logic it tries to fix does not
make sense and caused a regression causing all animation positions to be
offset incorrectly but applying the animation metrics before applying the
window offset (mainly for bottom screen in multiwindow). The original
case this tries to fix is for older apps like gallery2 which crashes
(ramdump) when trying reproduce the steps.
Fixes: 34769878
Test: ran original case that this tried to fix and played with recents
related to the new bug it created
Bug: 34809371
Test: manual
New benchmark uses several levels of overdraw from just shadows to benchmark
shadow shader performance.
Tessellation workload is minimal, due to simple rect caster shape.
Change-Id: I572476bd54e04566851f39027ada7254597b37f8
Going into VR UI mode, when in VR mode, will not cause an activity recreate
on pre-O apps.
Bug: 30989383,34849643
Test: ran vr mode activity, checked dumpsys uimode for correct values
Change-Id: I0d371cce4920dbf2bdeb84dc6c741d12fc2ce444
New disconnect cause used when wifi call is dropped due to loss of wifi
connection.
Test: Manual, unit.
Merged-In: Iedaa9f54ff6dbfe90a6ce01fc9eb0aad126d05f0
Bug: 32571209
Change-Id: Iedaa9f54ff6dbfe90a6ce01fc9eb0aad126d05f0
Extend the PEAP outer method to contain EAP-SIM innner methods
so these transactions can be encrypted.
Bug: 34835771
Test: Unit tests
Change-Id: I4931ed43e396c93bad0bfce1750291982f8cd146
Adds android.permission.BIND_IMS_SERVICE to the permissions
whitelist xml file.
Bug: 34813244
Test: Manual
Change-Id: I7a7ad1a361c9d2dcc51769bc74a436878ad4adc5
New disconnect cause used when wifi call is dropped due to loss of wifi
connection.
Test: Manual, unit.
Bug: 32571209
Change-Id: Iedaa9f54ff6dbfe90a6ce01fc9eb0aad126d05f0
Under certain conditions, i.e. USAGE_MEDIA and
CONTENT_TYPE UNKNOWN, MUSIC, MOVIE and large buffers
we route the AudioTrack to deep buffer to save power.
Change-Id: Ibc8a31750999da842e36156f939448989ee50511
Test: Play Movies, CTS
Bug: 30687201
Store the entire NetworkScorerAppData instance in the
ScoringServiceConnection instead of just most of its fields.
Test: runtest frameworks-services -c com.android.server.NetworkScoreServiceTest
Bug: 34773276
Change-Id: Id2ed7c431dee9895e85e1966903ac919f1704eba
Bug 34850219
When multiple back stack records were popped together,
to the bottom of the stack, the fragment at the bottom
would be destroyed. This was caused by the back stack
being bumped prior to executing the operations. The
back stack record index didn't properly reflect the
state it should be in during the operation and the
final fragment returned false to isInBackStack().
This CL moves the back stack bumping to immediately
prior to executing the operations.
Test: I887d565d245cd61434963040c20f887a10bf51dc
Change-Id: I3ad2be65cf0e66bf5615c0e912cc233528ee72a3
So trying to mimic what the EglManager does in the fence call.
Technically there are two logical queues I could wait on for the device,
the graphics queue and the present queue. Waiting on the device waits
for both these queues to finish. It wasn't obvious to me if the EGL was
waiting for just graphics work or both queues, so I went for both (by
waiting on device). However, so far every device we've seen in Vulkan
has the present and graphics queue combined on the physical device so
waiting for one or both should really be different.
Test: Manual ran macrobench in skiavk and more realistic values compared
to not waiting for gpu.
Change-Id: I17cde70c677a9ad1b6bf9bc9ca4fd5f8f3b807e3
When writing a rule matching fields and methods at the same
time, only the name '*' is authorized.
Bug: 34916285
Change-Id: I90cb8273f0915e216940faa1b3d9c6e82296798f