Age | Commit message (Collapse) | Author |
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If you want a software GL for bringup or otherwise, use SwiftShader.
now emulator uses ro.hardware.egl in internal master at least (AOSP
needs ro.hardware.egl modernization)
Change-Id: I1b331c493ff0f1b4d904fea2d40f49c1fe497c28
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Test: make checkbuild
Bug: 112564944
Change-Id: I037abe443a47a12136744b8eb3720f75ecd9b578
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- Fix format (print/scanf)
- Suppress unused argument warning messages (bonus)
Change-Id: I05c7724d2aba6da1e82a86000e11f3a8fef4e728
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Implementing this in libagl allows us to start using it for
SurfaceTexture in emulator builds, which is necessary to avoid
corruption in the Browser when using the host-accelerated GL path.
Bug: 6515813
Change-Id: Icafba8687cb5d010d8d42b3866b298d2be984fc9
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this allows the emulator to display some graphics
Change-Id: Ib4671ad70b8df598d02307f2b9c5b843421cea25
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Change-Id: Ibf46b18d7493348e189f2c93e969a6cac61f68b5
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h/w acceleration is not supported through software gl + copybit anylonger,
instead, h/w opengl must be used. in the system compositor, a new h/w
composition api will be introduced to allow h/w accelerated composition with
overlays and/or 2D blocks.
Change-Id: I04949cb074ba8c4d637319ace23497c16a58d5bf
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this is to allow developpers to deal with potiential differences
between the softgl versions.
Change-Id: I7ec2451d6af1be29818d66215b22977405d403e8
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SurfaceFlinger rework for new EGL driver model support.
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