Thank you !
It is very clear now!
On Jan 23, 3:43 pm, Dave Sparks davidspa...@android.com wrote:
I probably haven't done a good job of explaining the distinction
between the push buffer interface (using ISurface-postBuffer calls)
and the overlay interface.
For push buffer interface,
Thanks Dave.
Regards,
iblues
On Jan 23, 10:40 am, Dave Sparks davidspa...@android.com wrote:
1. ISurface is the remote interface for SurfaceFlinger. When you call
an ISurface method like postBuffer, you are executing an RPC in
SurfaceFlinger. There is only one way to render 2D graphics
Ok, very interesting and useful. Thank you.
Can you please tell me where I should look for more information about
this and other interesting build switches?
On Jan 22, 6:05 pm, Dianne Hackborn hack...@android.com wrote:
On Thu, Jan 22, 2009 at 2:39 PM, vol volmar...@gmail.com wrote:
So, if I
Correction:
SurfaceFlinger just leaves a hole (not whole) in the 2D composited
frame (black pixels with alpha = 0) to allow overlay surface to show
through the 2D surfaces.
To be clear, this means that the video overlay is behind the 2D
overlay. I believe there are provisions for chroma-key if
Use Binder.getCallingUid() on the incoming call, and you can use that uid
with the package manager to find out the app packages associated with it and
such. This is used, for example, in the Settings provided to apply
different permissions for different paths in the provider, and the Download
Thanks Dianne.
Dianne Hackborn wrote:
Use Binder.getCallingUid() on the incoming call, and you can use that
uid with the package manager to find out the app packages associated
with it and such. This is used, for example, in the Settings provided
to apply different permissions for
We are having problems trying to put system in suspend state because some
clock are kept alive. These clocks are audio related.
AudioFlinger's constructor calls openOutputStream method, which opens ALSA
pcm interface by calling snd_pcm_open (ALSA API). In ALSA kernel driver it
means that
The correct place to spin up the audio hardware is in the
AudioOutputStream::write() method. In our other implementations, we
have a standby flag that is checked at the start of write and if true,
the kernel driver is opened. In AudioOutputStream::standby(), we close
the driver and set the