Merge "Move boot color sysprop parsing to after loading zips." into sc-qpr1-dev
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@@ -729,22 +729,6 @@ void BootAnimation::initShaders() {
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glVertexAttribPointer(uvLocation, 2, GL_FLOAT, GL_FALSE, 0, quadUVs);
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glEnableVertexAttribArray(uvLocation);
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if (dynamicColoringEnabled) {
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glUseProgram(mImageShader);
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SLOGI("[BootAnimation] Dynamically coloring boot animation.");
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for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
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float *startColor = mAnimation->startColors[i];
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float *endColor = mAnimation->endColors[i];
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glUniform4f(glGetUniformLocation(mImageShader,
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(U_START_COLOR_PREFIX + std::to_string(i)).c_str()),
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startColor[0], startColor[1], startColor[2], 1 /* alpha */);
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glUniform4f(glGetUniformLocation(mImageShader,
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(U_END_COLOR_PREFIX + std::to_string(i)).c_str()),
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endColor[0], endColor[1], endColor[2], 1 /* alpha */);
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}
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mImageColorProgressLocation = glGetUniformLocation(mImageShader, U_COLOR_PROGRESS);
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}
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// Initialize text shader.
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mTextShader = linkShader(vertexShader, textFragmentShader);
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positionLocation = glGetAttribLocation(mTextShader, A_POSITION);
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@@ -1180,12 +1164,6 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
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s = ++endl;
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}
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for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
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parseColorDecimalString(
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android::base::GetProperty("persist.bootanim.color" + std::to_string(i + 1), ""),
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animation.endColors[i], animation.startColors[i]);
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}
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return true;
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}
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@@ -1362,6 +1340,10 @@ bool BootAnimation::movie() {
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mTimeCheckThread->run("BootAnimation::TimeCheckThread", PRIORITY_NORMAL);
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}
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if (mAnimation != nullptr && mAnimation->dynamicColoringEnabled) {
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initDynamicColors();
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}
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playAnimation(*mAnimation);
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if (mTimeCheckThread != nullptr) {
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@@ -1415,6 +1397,27 @@ void BootAnimation::drawTexturedQuad(float xStart, float yStart, float width, fl
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sizeof(quadPositions) / sizeof(quadPositions[0]) / 2);
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}
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void BootAnimation::initDynamicColors() {
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for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
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parseColorDecimalString(
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android::base::GetProperty("persist.bootanim.color" + std::to_string(i + 1), ""),
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mAnimation->endColors[i], mAnimation->startColors[i]);
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}
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glUseProgram(mImageShader);
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SLOGI("[BootAnimation] Dynamically coloring boot animation.");
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for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
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float *startColor = mAnimation->startColors[i];
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float *endColor = mAnimation->endColors[i];
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glUniform4f(glGetUniformLocation(mImageShader,
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(U_START_COLOR_PREFIX + std::to_string(i)).c_str()),
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startColor[0], startColor[1], startColor[2], 1 /* alpha */);
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glUniform4f(glGetUniformLocation(mImageShader,
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(U_END_COLOR_PREFIX + std::to_string(i)).c_str()),
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endColor[0], endColor[1], endColor[2], 1 /* alpha */);
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}
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mImageColorProgressLocation = glGetUniformLocation(mImageShader, U_COLOR_PROGRESS);
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}
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bool BootAnimation::playAnimation(const Animation& animation) {
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const size_t pcount = animation.parts.size();
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nsecs_t frameDuration = s2ns(1) / animation.fps;
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@@ -204,6 +204,7 @@ private:
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void checkExit();
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void handleViewport(nsecs_t timestep);
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void initDynamicColors();
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sp<SurfaceComposerClient> mSession;
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AssetManager mAssets;
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