small) up for this specific task - this will later be used for the acceleration
engine as well.
Some more work on overlay initialization, doesn't do anything yet, though.
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class, and only wraps around that one.
* Translating is no longer serialized, you can translate more than one object
at a time now.
* A BTranslator that is released (ie. deleted) will no longer let its BTranslatorRoster
crash.
* Removed BTranslatorRoster::Version() - this kind of call definitely makes no
sense at all. It's still exported from the sources, though, for backwards
compatibility.
* Simplified and improved code.
* Images are now unloaded only once.
* Added new method IsTranslator() that will be used by the DataTranslations preferences
application.
* Began implementing new methods StartWatching()/StopWatching() that will notify
you if new translators are installed or old ones removed (this will also be used
by DataTranslations once it's ready).
* The private BTranslatorRoster class will now add itself to the existing BApplication,
in order to provide automatic updating of the translators if needed (not yet implemented
though).
* Not heavily tested yet, there might be some regressions.
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* The overlay register update buffer is now created and exported, ready
to be used.
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* The Decorator are temporarily using ui_color() - this needs to be changed
to use the DesktopSettings (when the decorator stuff gets refactored); right
now, the colors are fixed.
* Added B_WINDOW_TEXT_COLOR, B_WINDOW_INACTIVE_TAB_COLOR, and
B_WINDOW_INACTIVE_TEXT_COLOR to the UI colors, B_WINDOW_TAB_COLOR is no
longer deprecated. Note, however, that not every decorator may use these
colors.
* Removed unused and wrong (ie. hard-coded paths) stuff from ServerConfig.h.
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read-only area shared between the Desktop and all applications.
* Right now, this area only contains the desktop colors, ie. B_PANEL_BACKGROUND_COLOR
etc.; ui_color() no longer needs to ask the server for these colors.
* The ui_colors are now maintained by DesktopSettings, though ColorSet is still there.
* The default colors are now hardcoded once and for everyone in InterfaceDefs.h, ie.
the app_server uses them as well.
* Desktop::Init() can now also return an error (but that is not yet accounted for).
* Cleaned up InterfaceDefs.h.
* Fixed wrong include in moreUTF8.h.
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of graphics memory is now possible.
* Changed driver name to start with "intel_extreme" to have a nicer device
name.
* Renamed frame_buffer* stuff to graphics_memory* as the frame buffer just
happens to be located somewhere in the graphics memory.
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* The functions now check the acquire_sem() result.
* mem_freetag() will return an status code now, too.
* Moved the mem_block and mem_info definitions into the source file; no
reason to have them public.
* You can now give the memory manager a name which it will use for its
heap area and lock.
* Minor cleanup.
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* some fixes to make screen_blanker wait_for_thread() instead of
killing the screen saver thread, BScreenSaver::Stop() is now called
as well as its destructor
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is managed for those bitmaps:
- the shared client memory mechanism is used to allocate a small overlay_client_data
structure that contains the actual buffer and a semaphore that you have acquire in
order to access it.
- LockBits()/UnlockBits() now have a function: you need to call them before accessing
the overlay buffer, and you need to keep that lock until you're done with it.
* The overlay cookie is now an extra member of the ServerBitmap class.
* Removed fInitialized from ServerBitmap - IsValid() now just checks the buffer associated
with the bitmap.
* ViewLayer::Draw() will now handle overlay bitmaps specially and will draw the overlay
color instead of any contents (this is currently in ugly pink, but will become some
dark color later on).
* All what's missing from actually being able to use overlays now is to configure
them so that they are shown on screen. VLC will now show an empty pink window when
overlay video is enabled.
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via the graphics driver (but not yet shown on screen).
I probably got the meaning of the "overlay count" wrong - I guess that you
can allocate any number of overlay bitmaps, but can only see "overlay count"
on screen at a time (right now, I only allow to create "overlay count" bitmaps).
Stephan?
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systems a chance to know if they have locked already.
This fixes a locking problem in BFS where one thread tried to acquire two read
locks (where someone else trying to acquire a write lock would have caused a
dead lock).
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to cut down on BRegion related allocations, cannot really tell
if it speeds things up
* used the new BRegion pool in WindowLayer and ViewLayer whereever
a BRegion was used on the stack
* fixed the debugging stuff in MultiLocker - it will get you into
the debugger if you
- try to nest read locks
- try to write lock when your are a reader already
- don't match up nested locks when your a writer
-> but only if you #define DEBUG 1 in the .cpp, is off by default now
* went over WindowLayer, ServerWindow, Desktop and a few other places
and fixed the locking for use with the MultiLocker, the "a reader can
not become a writer" is especially tricky, feel free to review the
changes
* activated the MultiLocker, I tested this quite a bit, if there are
problems simply turn on DEBUG and you should drop into the debugger
right where the problem is... hope all is good
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is public now, even if it may not yet be public and fixed API.
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* Some preparations to support more than one chipset, added i855G (device ID 0x3582)
to test with - the accelerant_device_info is now filled with that additional data
as well.
* Some minor cleanup.
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it and rebuilding it on the server side (that causes a huge speed
up for regions containing many rects)
* There is a method in ServerLink that could have been used, but I
actually needed to add the direct BRegion support to LinkReceiver
* added LinkReceiver as a friend to BRegion class
* ServerApp and ServerWindow keep the CursorManager locked after they
have retrieved a cursor until they have called Acquire() on the
cursor. (Axel: what good is using atomic* stuff in Acquire() and
Release() if we have to protect this by a lock anyways?)
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function, and added a vfs_disconnect_vnode() for other kernel components.
* devfs_unpublish_device() can now optionally make use of this call.
* Fixed the type check of devfs' unpublish_node().
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though it looks so simple, I see no reason why it shouldn't work 8-)).
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information to identify the boot volume - if we want to be able to map all BIOS
drive IDs to the disks in the system, we need to do this always, though.
* Forgot to commit the updated disk_identifier.h in the last commit...
* Removed the unused dumpBlock() function from devices.cpp.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16892 a95241bf-73f2-0310-859d-f6bbb57e9c96
* Adapt other sources where needed (the boot loader's RootFileSystem still
used the old implementation).
* Implemented RootFileSystem::Rewind().
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loader): it now supports holes between segments, and accepts any segment order.
* Renamed elf.c to elf.cpp and fixed warnings.
* Renamed elf_image_info::dynamic_ptr and eheader to dynamic_section and elf_header.
* Some cleanup.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16878 a95241bf-73f2-0310-859d-f6bbb57e9c96
Only mode switches do work, doesn't yet make sure the mode is valid, though.
At this point, this driver only works on Haiku, the R5 app_server is crashing for some
reason I need to investigate some day (maybe tomorrow :)).
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16872 a95241bf-73f2-0310-859d-f6bbb57e9c96
BRect to clipping_rect with simple C casts. I think this
is more adequate, since clipping_rects are used for
pixel indices. This change fixes some graphics problems too,
it appears that cursor coords are fractional on Haiku, even
with a normal mouse. In Playground, this resulted in the
hit points being rendered wrongly.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16840 a95241bf-73f2-0310-859d-f6bbb57e9c96
now on the amount of memory installed in the system. Ie. if you have only
128 MB the kernel heap will be only half in size.
* Minor cleanup in vm_page.c, renamed some variables to match our style guide.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16838 a95241bf-73f2-0310-859d-f6bbb57e9c96
now reflects the number of pages in the areas cache, instead of just the size of the
area.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16834 a95241bf-73f2-0310-859d-f6bbb57e9c96
* Removed DisplaySupport.h, wasn't needed anymore.
* Removed private color set functions from InterfaceDefs.cpp - we might want
something similar, but definitely not like that.
* Minor cleanup, added some missing licenses.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16831 a95241bf-73f2-0310-859d-f6bbb57e9c96
even though we might need something similar, we can't use it (since it was
based on BGet++).
* Removed BGet++, it's not used anymore.
* Removed ServerMemIO class, was never used.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16830 a95241bf-73f2-0310-859d-f6bbb57e9c96
all teams in serveral server areas, and instead of having to eventually clone
them all several times in BBitmap, we now have one or more areas per team,
and BBitmap will only clone areas once if needed. As a side effect, this
method should be magnitudes faster than the previous version.
* This method is also much more secure: instead of putting the allocation
maintenance structures into those everyone-read-write areas, they are now
separated, so that faulty applications cannot crash the app_server this
way anymore. This should fix bug #172.
* Freeing memory is not yet implemented though! (although all memory will
be freed upon app exit)
* There are now 3 different bitmap allocation strategies: per ClientMemoryAllocator
(ie. via ServerApp), per area (for overlays, not yet implemented), and using
malloc()/free() for server-only bitmaps.
* ServerBitmap now deletes its buffers itself.
* Cleaned up BBitmap and BApplication a bit.
* The test environment currently doesn't build anymore, will fix it next.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16826 a95241bf-73f2-0310-859d-f6bbb57e9c96
these should be public (they don't match any basic Be naming style
anyway :-).
* Put the code that's used by the app_server where it's needed.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16804 a95241bf-73f2-0310-859d-f6bbb57e9c96
That buys some more time before switching to a slab allocator :)
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16767 a95241bf-73f2-0310-859d-f6bbb57e9c96