Make incoming call screen style configurable (1/3)

Change-Id: I12e108e11afcc87cd0ed717dbc6f8a2a2c0f1743
(cherry picked from commit ad99f081ffbaa78ec3c2787384752590e526be7d)

Conflicts:
	core/java/android/provider/Settings.java
Add NULL pointer check for canvas in GLES20RenderLayer

The canvas member in GLES20RenderLayer is possibly NULL
when some lower level OpenGL API leads to some error.
Such error includes something like insufficient memory
for texture creation. Once the NULL pointer of
canvas is encountered in start API, it should be
correctly detected. A NULL pointer is returned by
start API to indicate failure of canvas creation,
which should be further processed by callers.

Change-Id: Iddfdda0f577a4a01fc0e729b12ccffa4479e60ae
Signed-off-by: Allen Shen <ashen@nvidia.com>
(cherry picked from commit 1edc81e3d075ce294db4bc520db5ad134d1fe9a1)
[HWUI] Infinite recursion in PathTessellator::recursiveQuadraticBezierVertices()

Symptom: In some cases like the distance between the calculating point is very
         small, the recursion may not terminate.
         If the calculated dx and dy are 0, d is 0 too. Then the termination
         condition(d*d < TH*TH*(dx*dx*sq + dy*dy*sq)) will never be met.
         Infinite recursion will cause stack-overflow.

Solution: We added one more threshold to terminate the recursion when d is very
          small (possibly 0).

Change-Id: I7d27a72811109766766f8f8cc5d8d88e75db7f60
(cherry picked from commit bc731e9b5861f67eb961701f35353b2b2158c058)
Optimize drawBitmapMesh using TRIANGLE_STRIP

Draw BitmapMesh using STRIP instead of TRIANGLES.
Depending on where the bottleneck is located in the pipeline,
there is a potential for saving two-thirds of the time spent rendering.
The speedup is due to avoiding redundant operations,
i.e., mapping each vertex four times to texture and color attribute,
sending each vertex twice to the GPU, vertex processing of GPU ...

In this patch:
1. Refactoring mesh using Strip.
2. Batch triangles by adding extra vertexs at the start and end of rows.
3. Optimize computing positions of texture and color attribute.

Benchmark: Drawing Bitmap(1152x768 px) with 200x200 meshes
Performance: ~46% improvements (from 26.4 fps to 38.7 fps)
Memory: Reduce 80800 vertices with xy, uv, rgba data.

Change-Id: I08c5c20d981d88528ce7b02012feefae468d6ec4
Signed-off-by: kui.zheng <kui.zheng@arm.com>
(cherry picked from commit fd5ef611e78511b9e6cc02a9c931a4375a6f1adc)
Wifi: Fix 2 ip addresses issue

Invoking the function clearInterfaceAddresses to clear
the initial IP first when change the "IP Settings"
for the select AP.

Change-Id: I38f6614e66cc3cf8d84e03c19d2d4badb1b16108
CRs-Fixed: 683307
(cherry picked from commit 3faa11d6f88d876ee941d0c88909a4bb9153175a)
Framework: add the scan_id parameter of the command SCAN

if a hidden AP is disabled by framework, wpa_supplicant will never
scan it, so add this parameter to tell wpa_supplicant to scan it.
This parameter contain all ID that should be scan.

CRs-Fixed: 685236
Change-Id: I1a70b2641eff0d1af78b09eeabb0ac84f115d8c6
(cherry picked from commit 5fe07b140dfa8b12a79f75b24356b4c7116c05b3)
HOVER: Fix status bar icon size

Thanks to Lo Huot

Signed-off-by: Carlo Savignano <stevewatersy@gmail.com>
Change-Id: I59d7a0d8712a5d0f7aa3dc12d9bc3e9884f69f98
(cherry picked from commit a2cc9f23289c2d3b26e9eb2f02ef0770025a4792)