Loading packages/SystemUI/src/com/android/systemui/statusbar/StatusBar.java +9 −4 Original line number Diff line number Diff line Loading @@ -118,15 +118,20 @@ public abstract class StatusBar extends SystemUI implements CommandQueue.Callbac WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE | WindowManager.LayoutParams.FLAG_TOUCHABLE_WHEN_WAKING | WindowManager.LayoutParams.FLAG_SPLIT_TOUCH, PixelFormat.OPAQUE); // We use a pixel format of RGB565 for the status bar to save memory bandwidth and // to ensure that the layer can be handled by HWComposer. On some devices the // HWComposer is unable to handle SW-rendered RGBX_8888 layers. PixelFormat.RGB_565); // the status bar should be in an overlay if possible final Display defaultDisplay = ((WindowManager)mContext.getSystemService(Context.WINDOW_SERVICE)) .getDefaultDisplay(); if (ActivityManager.isHighEndGfx(defaultDisplay)) { lp.flags |= WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED; } // We explicitly leave FLAG_HARDWARE_ACCELERATED out of the flags. The status bar occupies // very little screen real-estate and is updated fairly frequently. By using CPU rendering // for the status bar, we prevent the GPU from having to wake up just to do these small // updates, which should help keep power consumption down. lp.gravity = getStatusBarGravity(); lp.setTitle("StatusBar"); Loading Loading
packages/SystemUI/src/com/android/systemui/statusbar/StatusBar.java +9 −4 Original line number Diff line number Diff line Loading @@ -118,15 +118,20 @@ public abstract class StatusBar extends SystemUI implements CommandQueue.Callbac WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE | WindowManager.LayoutParams.FLAG_TOUCHABLE_WHEN_WAKING | WindowManager.LayoutParams.FLAG_SPLIT_TOUCH, PixelFormat.OPAQUE); // We use a pixel format of RGB565 for the status bar to save memory bandwidth and // to ensure that the layer can be handled by HWComposer. On some devices the // HWComposer is unable to handle SW-rendered RGBX_8888 layers. PixelFormat.RGB_565); // the status bar should be in an overlay if possible final Display defaultDisplay = ((WindowManager)mContext.getSystemService(Context.WINDOW_SERVICE)) .getDefaultDisplay(); if (ActivityManager.isHighEndGfx(defaultDisplay)) { lp.flags |= WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED; } // We explicitly leave FLAG_HARDWARE_ACCELERATED out of the flags. The status bar occupies // very little screen real-estate and is updated fairly frequently. By using CPU rendering // for the status bar, we prevent the GPU from having to wake up just to do these small // updates, which should help keep power consumption down. lp.gravity = getStatusBarGravity(); lp.setTitle("StatusBar"); Loading