Merge "New screen shut down animation." into lmp-dev

This commit is contained in:
Michael Lentine
2014-08-08 15:24:39 +00:00
committed by Android (Google) Code Review
6 changed files with 385 additions and 321 deletions

View File

@@ -0,0 +1,42 @@
#extension GL_OES_EGL_image_external : require
precision mediump float;
uniform samplerExternalOES texUnit;
uniform float opacity;
uniform float saturation;
uniform float gamma;
varying vec2 UV;
vec3 rgb2hsl(vec3 rgb)
{
float e = 1.0e-7;
vec4 p = rgb.g < rgb.b ? vec4(rgb.bg, -1.0, 2.0 / 3.0) : vec4(rgb.gb, 0.0, -1.0 / 3.0);
vec4 q = rgb.r < p.x ? vec4(p.xyw, rgb.r) : vec4(rgb.r, p.yzx);
float v = q.x;
float c = v - min(q.w, q.y);
float h = abs((q.w - q.y) / (6.0 * c + e) + q.z);
float l = v - c * 0.5;
float s = c / (1.0 - abs(2.0 * l - 1.0) + e);
return clamp(vec3(h, s, l), 0.0, 1.0);
}
vec3 hsl2rgb(vec3 hsl)
{
vec3 h = vec3(hsl.x * 6.0);
vec3 p = abs(h - vec3(3.0, 2.0, 4.0));
vec3 q = 2.0 - p;
vec3 rgb = clamp(vec3(p.x - 1.0, q.yz), 0.0, 1.0);
float c = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y;
return (rgb - vec3(0.5)) * c + hsl.z;
}
void main()
{
vec4 color = texture2D(texUnit, UV);
vec3 hsl = rgb2hsl(color.xyz);
vec3 rgb = pow(hsl2rgb(vec3(hsl.x, hsl.y * saturation, hsl.z * opacity)), vec3(gamma));
gl_FragColor = vec4(rgb, 1.0);
}

View File

@@ -0,0 +1,13 @@
uniform mat4 proj_matrix;
uniform mat4 tex_matrix;
uniform float scale;
attribute vec2 position;
attribute vec2 uv;
varying vec2 UV;
void main()
{
vec4 transformed_uv = tex_matrix * vec4(uv.x, uv.y, 1.0, 1.0);
UV = transformed_uv.st / transformed_uv.q;
gl_Position = vec4(scale, scale, 1.0, 1.0) * (proj_matrix * vec4(position.x, position.y, 0.0, 1.0));
}

View File

@@ -1266,6 +1266,8 @@
<java-symbol type="xml" name="default_zen_mode_config" />
<java-symbol type="xml" name="tv_content_rating_systems" />
<java-symbol type="raw" name="color_fade_vert" />
<java-symbol type="raw" name="color_fade_frag" />
<java-symbol type="raw" name="accessibility_gestures" />
<java-symbol type="raw" name="incognito_mode_start_page" />
<java-symbol type="raw" name="loaderror" />

View File

@@ -1,5 +1,5 @@
/*
* Copyright (C) 2012 The Android Open Source Project
* Copyright (C) 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@ -16,11 +16,16 @@
package com.android.server.display;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.io.PrintWriter;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.content.Context;
import android.content.res.Resources;
import android.graphics.PixelFormat;
import android.graphics.SurfaceTexture;
import android.hardware.display.DisplayManagerInternal;
@@ -30,9 +35,8 @@ import android.opengl.EGLConfig;
import android.opengl.EGLContext;
import android.opengl.EGLDisplay;
import android.opengl.EGLSurface;
import android.opengl.GLES10;
import android.opengl.GLES20;
import android.opengl.GLES11Ext;
import android.os.Looper;
import android.util.FloatMath;
import android.util.Slog;
import android.view.DisplayInfo;
@@ -41,10 +45,12 @@ import android.view.Surface;
import android.view.SurfaceControl;
import android.view.SurfaceSession;
import libcore.io.Streams;
import com.android.server.LocalServices;
import com.android.internal.R;
/**
* Bzzzoooop! *crackle*
* <p>
* Animates a screen transition from on to off or off to on by applying
* some GL transformations to a screenshot.
@@ -53,20 +59,14 @@ import com.android.server.LocalServices;
* that belongs to the {@link DisplayPowerController}.
* </p>
*/
final class ElectronBeam {
private static final String TAG = "ElectronBeam";
final class ColorFade {
private static final String TAG = "ColorFade";
private static final boolean DEBUG = false;
// The layer for the electron beam surface.
// This is currently hardcoded to be one layer above the boot animation.
private static final int ELECTRON_BEAM_LAYER = 0x40000001;
// The relative proportion of the animation to spend performing
// the horizontal stretch effect. The remainder is spent performing
// the vertical stretch effect.
private static final float HSTRETCH_DURATION = 0.5f;
private static final float VSTRETCH_DURATION = 1.0f - HSTRETCH_DURATION;
private static final int COLOR_FADE_LAYER = 0x40000001;
// The number of frames to draw when preparing the animation so that it will
// be ready to run smoothly. We use 3 frames because we are triple-buffered.
@@ -98,6 +98,11 @@ final class ElectronBeam {
private final int[] mTexNames = new int[1];
private boolean mTexNamesGenerated;
private final float mTexMatrix[] = new float[16];
private final float mProjMatrix[] = new float[16];
private final int[] mGLBuffers = new int[2];
private int mTexCoordLoc, mVertexLoc, mTexUnitLoc, mProjMatrixLoc, mTexMatrixLoc;
private int mOpacityLoc, mScaleLoc, mGammaLoc, mSaturationLoc;
private int mProgram;
// Vertex and corresponding texture coordinates.
// We have 4 2D vertices, so 8 elements. The vertices form a quad.
@@ -105,12 +110,12 @@ final class ElectronBeam {
private final FloatBuffer mTexCoordBuffer = createNativeFloatBuffer(8);
/**
* Animates an electron beam warming up.
* Animates an color fade warming up.
*/
public static final int MODE_WARM_UP = 0;
/**
* Animates an electron beam shutting off.
* Animates an color fade shutting off.
*/
public static final int MODE_COOL_DOWN = 1;
@@ -119,19 +124,19 @@ final class ElectronBeam {
*/
public static final int MODE_FADE = 2;
public ElectronBeam(int displayId) {
public ColorFade(int displayId) {
mDisplayId = displayId;
mDisplayManagerInternal = LocalServices.getService(DisplayManagerInternal.class);
}
/**
* Warms up the electron beam in preparation for turning on or off.
* Warms up the color fade in preparation for turning on or off.
* This method prepares a GL context, and captures a screen shot.
*
* @param mode The desired mode for the upcoming animation.
* @return True if the electron beam is ready, false if it is uncontrollable.
* @return True if the color fade is ready, false if it is uncontrollable.
*/
public boolean prepare(int mode) {
public boolean prepare(Context context, int mode) {
if (DEBUG) {
Slog.d(TAG, "prepare: mode=" + mode);
}
@@ -139,18 +144,33 @@ final class ElectronBeam {
mMode = mode;
// Get the display size and layer stack.
// This is not expected to change while the electron beam surface is showing.
// This is not expected to change while the color fade surface is showing.
DisplayInfo displayInfo = mDisplayManagerInternal.getDisplayInfo(mDisplayId);
mDisplayLayerStack = displayInfo.layerStack;
mDisplayWidth = displayInfo.getNaturalWidth();
mDisplayHeight = displayInfo.getNaturalHeight();
// Prepare the surface for drawing.
if (!tryPrepare()) {
if (!(createSurface() && createEglContext() && createEglSurface() &&
captureScreenshotTextureAndSetViewport())) {
dismiss();
return false;
}
// Init GL
if (!attachEglContext()) {
return false;
}
try {
if(!initGLShaders(context) || !initGLBuffers() || checkGlErrors("prepare")) {
detachEglContext();
dismiss();
return false;
}
} finally {
detachEglContext();
}
// Done.
mPrepared = true;
@@ -169,24 +189,125 @@ final class ElectronBeam {
return true;
}
private boolean tryPrepare() {
if (createSurface()) {
if (mMode == MODE_FADE) {
return true;
}
return createEglContext()
&& createEglSurface()
&& captureScreenshotTextureAndSetViewport();
private String readFile(Context context, int resourceId) {
try{
InputStream stream = context.getResources().openRawResource(resourceId);
return new String(Streams.readFully(new InputStreamReader(stream)));
}
return false;
catch (IOException e) {
Slog.e(TAG, "Unrecognized shader " + Integer.toString(resourceId));
throw new RuntimeException(e);
}
}
private int loadShader(Context context, int resourceId, int type) {
String source = readFile(context, resourceId);
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Slog.e(TAG, "Could not compile shader " + shader + ", " + type + ":");
Slog.e(TAG, GLES20.glGetShaderSource(shader));
Slog.e(TAG, GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
return shader;
}
private boolean initGLShaders(Context context) {
int vshader = loadShader(context, com.android.internal.R.raw.color_fade_vert,
GLES20.GL_VERTEX_SHADER);
int fshader = loadShader(context, com.android.internal.R.raw.color_fade_frag,
GLES20.GL_FRAGMENT_SHADER);
if (vshader == 0 || fshader == 0) return false;
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vshader);
GLES20.glAttachShader(mProgram, fshader);
GLES20.glLinkProgram(mProgram);
mVertexLoc = GLES20.glGetAttribLocation(mProgram, "position");
mTexCoordLoc = GLES20.glGetAttribLocation(mProgram, "uv");
mProjMatrixLoc = GLES20.glGetUniformLocation(mProgram, "proj_matrix");
mTexMatrixLoc = GLES20.glGetUniformLocation(mProgram, "tex_matrix");
mOpacityLoc = GLES20.glGetUniformLocation(mProgram, "opacity");
mGammaLoc = GLES20.glGetUniformLocation(mProgram, "gamma");
mSaturationLoc = GLES20.glGetUniformLocation(mProgram, "saturation");
mScaleLoc = GLES20.glGetUniformLocation(mProgram, "scale");
mTexUnitLoc = GLES20.glGetUniformLocation(mProgram, "texUnit");
GLES20.glUseProgram(mProgram);
GLES20.glUniform1i(mTexUnitLoc, 0);
GLES20.glUseProgram(0);
return true;
}
private boolean initGLBuffers() {
//Fill vertices
setQuad(mVertexBuffer, 0, 0, mDisplayWidth, mDisplayHeight);
// Setup GL Textures
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTexNames[0]);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
// Setup GL Buffers
GLES20.glGenBuffers(2, mGLBuffers, 0);
// fill vertex buffer
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLBuffers[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, mVertexBuffer.capacity() * 4,
mVertexBuffer, GLES20.GL_STATIC_DRAW);
// fill tex buffer
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLBuffers[1]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, mTexCoordBuffer.capacity() * 4,
mTexCoordBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
return true;
}
private static void setQuad(FloatBuffer vtx, float x, float y, float w, float h) {
if (DEBUG) {
Slog.d(TAG, "setQuad: x=" + x + ", y=" + y + ", w=" + w + ", h=" + h);
}
vtx.put(0, x);
vtx.put(1, y);
vtx.put(2, x);
vtx.put(3, y + h);
vtx.put(4, x + w);
vtx.put(5, y + h);
vtx.put(6, x + w);
vtx.put(7, y);
}
/**
* Dismisses the electron beam animation surface and cleans up.
* Dismisses the color fade animation surface and cleans up.
*
* To prevent stray photons from leaking out after the electron beam has been
* To prevent stray photons from leaking out after the color fade has been
* turned off, it is a good idea to defer dismissing the animation until the
* electron beam has been turned back on fully.
* color fade has been turned back on fully.
*/
public void dismiss() {
if (DEBUG) {
@@ -200,10 +321,10 @@ final class ElectronBeam {
}
/**
* Draws an animation frame showing the electron beam activated at the
* Draws an animation frame showing the color fade activated at the
* specified level.
*
* @param level The electron beam level.
* @param level The color fade level.
* @return True if successful.
*/
public boolean draw(float level) {
@@ -224,15 +345,18 @@ final class ElectronBeam {
}
try {
// Clear frame to solid black.
GLES10.glClearColor(0f, 0f, 0f, 1f);
GLES10.glClear(GLES10.GL_COLOR_BUFFER_BIT);
GLES20.glClearColor(0f, 0f, 0f, 1f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Draw the frame.
if (level < HSTRETCH_DURATION) {
drawHStretch(1.0f - (level / HSTRETCH_DURATION));
} else {
drawVStretch(1.0f - ((level - HSTRETCH_DURATION) / VSTRETCH_DURATION));
}
float one_minus_level = 1 - level;
float cos = FloatMath.cos((float)Math.PI * one_minus_level);
float sign = cos < 0 ? -1 : 1;
float opacity = -FloatMath.pow(one_minus_level, 2) + 1;
float saturation = FloatMath.pow(level, 4);
float scale = (-FloatMath.pow(one_minus_level, 2) + 1) * 0.1f + 0.9f;
float gamma = (0.5f * sign * FloatMath.pow(cos, 2) + 0.5f) * 0.9f + 0.1f;
drawFaded(opacity, 1.f / gamma, saturation, scale);
if (checkGlErrors("drawFrame")) {
return false;
}
@@ -244,139 +368,59 @@ final class ElectronBeam {
return showSurface(1.0f);
}
/**
* Draws a frame where the content of the electron beam is collapsing inwards upon
* itself vertically with red / green / blue channels dispersing and eventually
* merging down to a single horizontal line.
*
* @param stretch The stretch factor. 0.0 is no collapse, 1.0 is full collapse.
*/
private void drawVStretch(float stretch) {
// compute interpolation scale factors for each color channel
final float ar = scurve(stretch, 7.5f);
final float ag = scurve(stretch, 8.0f);
final float ab = scurve(stretch, 8.5f);
private void drawFaded(float opacity, float gamma, float saturation, float scale) {
if (DEBUG) {
Slog.d(TAG, "drawVStretch: stretch=" + stretch
+ ", ar=" + ar + ", ag=" + ag + ", ab=" + ab);
Slog.d(TAG, "drawFaded: opacity=" + opacity + ", gamma=" + gamma +
", saturation=" + saturation + ", scale=" + scale);
}
// Use shaders
GLES20.glUseProgram(mProgram);
// set blending
GLES10.glBlendFunc(GLES10.GL_ONE, GLES10.GL_ONE);
GLES10.glEnable(GLES10.GL_BLEND);
// Set Uniforms
GLES20.glUniformMatrix4fv(mProjMatrixLoc, 1, false, mProjMatrix, 0);
GLES20.glUniformMatrix4fv(mTexMatrixLoc, 1, false, mTexMatrix, 0);
GLES20.glUniform1f(mOpacityLoc, opacity);
GLES20.glUniform1f(mGammaLoc, gamma);
GLES20.glUniform1f(mSaturationLoc, saturation);
GLES20.glUniform1f(mScaleLoc, scale);
// bind vertex buffer
GLES10.glVertexPointer(2, GLES10.GL_FLOAT, 0, mVertexBuffer);
GLES10.glEnableClientState(GLES10.GL_VERTEX_ARRAY);
// Use textures
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTexNames[0]);
// set-up texturing
GLES10.glDisable(GLES10.GL_TEXTURE_2D);
GLES10.glEnable(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
// draw the plane
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLBuffers[0]);
GLES20.glEnableVertexAttribArray(mVertexLoc);
GLES20.glVertexAttribPointer(mVertexLoc, 2, GLES20.GL_FLOAT, false, 0, 0);
// bind texture and set blending for drawing planes
GLES10.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTexNames[0]);
GLES10.glTexEnvx(GLES10.GL_TEXTURE_ENV, GLES10.GL_TEXTURE_ENV_MODE,
mMode == MODE_WARM_UP ? GLES10.GL_MODULATE : GLES10.GL_REPLACE);
GLES10.glTexParameterx(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GLES10.GL_TEXTURE_MAG_FILTER, GLES10.GL_LINEAR);
GLES10.glTexParameterx(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GLES10.GL_TEXTURE_MIN_FILTER, GLES10.GL_LINEAR);
GLES10.glTexParameterx(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GLES10.GL_TEXTURE_WRAP_S, GLES10.GL_CLAMP_TO_EDGE);
GLES10.glTexParameterx(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GLES10.GL_TEXTURE_WRAP_T, GLES10.GL_CLAMP_TO_EDGE);
GLES10.glEnable(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
GLES10.glTexCoordPointer(2, GLES10.GL_FLOAT, 0, mTexCoordBuffer);
GLES10.glEnableClientState(GLES10.GL_TEXTURE_COORD_ARRAY);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLBuffers[1]);
GLES20.glEnableVertexAttribArray(mTexCoordLoc);
GLES20.glVertexAttribPointer(mTexCoordLoc, 2, GLES20.GL_FLOAT, false, 0, 0);
// draw the red plane
setVStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ar);
GLES10.glColorMask(true, false, false, true);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
// draw the green plane
setVStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ag);
GLES10.glColorMask(false, true, false, true);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
// draw the blue plane
setVStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ab);
GLES10.glColorMask(false, false, true, true);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
// clean up after drawing planes
GLES10.glDisable(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
GLES10.glDisableClientState(GLES10.GL_TEXTURE_COORD_ARRAY);
GLES10.glColorMask(true, true, true, true);
// draw the white highlight (we use the last vertices)
if (mMode == MODE_COOL_DOWN) {
GLES10.glColor4f(ag, ag, ag, 1.0f);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
}
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4);
// clean up
GLES10.glDisableClientState(GLES10.GL_VERTEX_ARRAY);
GLES10.glDisable(GLES10.GL_BLEND);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
}
/**
* Draws a frame where the electron beam has been stretched out into
* a thin white horizontal line that fades as it collapses inwards.
*
* @param stretch The stretch factor. 0.0 is maximum stretch / no fade,
* 1.0 is collapsed / maximum fade.
*/
private void drawHStretch(float stretch) {
// compute interpolation scale factor
final float ag = scurve(stretch, 8.0f);
if (DEBUG) {
Slog.d(TAG, "drawHStretch: stretch=" + stretch + ", ag=" + ag);
}
if (stretch < 1.0f) {
// bind vertex buffer
GLES10.glVertexPointer(2, GLES10.GL_FLOAT, 0, mVertexBuffer);
GLES10.glEnableClientState(GLES10.GL_VERTEX_ARRAY);
// draw narrow fading white line
setHStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ag);
GLES10.glColor4f(1.0f - ag*0.75f, 1.0f - ag*0.75f, 1.0f - ag*0.75f, 1.0f);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
// clean up
GLES10.glDisableClientState(GLES10.GL_VERTEX_ARRAY);
}
}
private static void setVStretchQuad(FloatBuffer vtx, float dw, float dh, float a) {
final float w = dw + (dw * a);
final float h = dh - (dh * a);
final float x = (dw - w) * 0.5f;
final float y = (dh - h) * 0.5f;
setQuad(vtx, x, y, w, h);
}
private static void setHStretchQuad(FloatBuffer vtx, float dw, float dh, float a) {
final float w = 2 * dw * (1.0f - a);
final float h = 1.0f;
final float x = (dw - w) * 0.5f;
final float y = (dh - h) * 0.5f;
setQuad(vtx, x, y, w, h);
}
private static void setQuad(FloatBuffer vtx, float x, float y, float w, float h) {
if (DEBUG) {
Slog.d(TAG, "setQuad: x=" + x + ", y=" + y + ", w=" + w + ", h=" + h);
}
vtx.put(0, x);
vtx.put(1, y);
vtx.put(2, x);
vtx.put(3, y + h);
vtx.put(4, x + w);
vtx.put(5, y + h);
vtx.put(6, x + w);
vtx.put(7, y);
private void ortho(float left, float right, float bottom, float top, float znear, float zfar) {
mProjMatrix[0] = 2f / (right - left);
mProjMatrix[1] = 0;
mProjMatrix[2] = 0;
mProjMatrix[3] = 0;
mProjMatrix[4] = 0;
mProjMatrix[5] = 2f / (top - bottom);
mProjMatrix[6] = 0;
mProjMatrix[7] = 0;
mProjMatrix[8] = 0;
mProjMatrix[9] = 0;
mProjMatrix[10] = -2f / (zfar - znear);
mProjMatrix[11] = 0;
mProjMatrix[12] = -(right + left) / (right - left);
mProjMatrix[13] = -(top + bottom) / (top - bottom);
mProjMatrix[14] = -(zfar + znear) / (zfar - znear);
mProjMatrix[15] = 1f;
}
private boolean captureScreenshotTextureAndSetViewport() {
@@ -385,7 +429,7 @@ final class ElectronBeam {
}
try {
if (!mTexNamesGenerated) {
GLES10.glGenTextures(1, mTexNames, 0);
GLES20.glGenTextures(1, mTexNames, 0);
if (checkGlErrors("glGenTextures")) {
return false;
}
@@ -413,15 +457,8 @@ final class ElectronBeam {
mTexCoordBuffer.put(6, 1f); mTexCoordBuffer.put(7, 0f);
// Set up our viewport.
GLES10.glViewport(0, 0, mDisplayWidth, mDisplayHeight);
GLES10.glMatrixMode(GLES10.GL_PROJECTION);
GLES10.glLoadIdentity();
GLES10.glOrthof(0, mDisplayWidth, 0, mDisplayHeight, 0, 1);
GLES10.glMatrixMode(GLES10.GL_MODELVIEW);
GLES10.glLoadIdentity();
GLES10.glMatrixMode(GLES10.GL_TEXTURE);
GLES10.glLoadIdentity();
GLES10.glLoadMatrixf(mTexMatrix, 0);
GLES20.glViewport(0, 0, mDisplayWidth, mDisplayHeight);
ortho(0, mDisplayWidth, 0, mDisplayHeight, -1, 1);
} finally {
detachEglContext();
}
@@ -433,7 +470,7 @@ final class ElectronBeam {
mTexNamesGenerated = false;
if (attachEglContext()) {
try {
GLES10.glDeleteTextures(1, mTexNames, 0);
GLES20.glDeleteTextures(1, mTexNames, 0);
checkGlErrors("glDeleteTextures");
} finally {
detachEglContext();
@@ -460,6 +497,8 @@ final class ElectronBeam {
if (mEglConfig == null) {
int[] eglConfigAttribList = new int[] {
EGL14.EGL_RENDERABLE_TYPE,
EGL14.EGL_OPENGL_ES2_BIT,
EGL14.EGL_RED_SIZE, 8,
EGL14.EGL_GREEN_SIZE, 8,
EGL14.EGL_BLUE_SIZE, 8,
@@ -478,6 +517,7 @@ final class ElectronBeam {
if (mEglContext == null) {
int[] eglContextAttribList = new int[] {
EGL14.EGL_CONTEXT_CLIENT_VERSION, 2,
EGL14.EGL_NONE
};
mEglContext = EGL14.eglCreateContext(mEglDisplay, mEglConfig,
@@ -490,16 +530,6 @@ final class ElectronBeam {
return true;
}
/* not used because it is too expensive to create / destroy contexts all of the time
private void destroyEglContext() {
if (mEglContext != null) {
if (!EGL14.eglDestroyContext(mEglDisplay, mEglContext)) {
logEglError("eglDestroyContext");
}
mEglContext = null;
}
}*/
private boolean createSurface() {
if (mSurfaceSession == null) {
mSurfaceSession = new SurfaceSession();
@@ -516,7 +546,7 @@ final class ElectronBeam {
flags = SurfaceControl.OPAQUE | SurfaceControl.HIDDEN;
}
mSurfaceControl = new SurfaceControl(mSurfaceSession,
"ElectronBeam", mDisplayWidth, mDisplayHeight,
"ColorFade", mDisplayWidth, mDisplayHeight,
PixelFormat.OPAQUE, flags);
} catch (OutOfResourcesException ex) {
Slog.e(TAG, "Unable to create surface.", ex);
@@ -584,7 +614,7 @@ final class ElectronBeam {
if (!mSurfaceVisible || mSurfaceAlpha != alpha) {
SurfaceControl.openTransaction();
try {
mSurfaceControl.setLayer(ELECTRON_BEAM_LAYER);
mSurfaceControl.setLayer(COLOR_FADE_LAYER);
mSurfaceControl.setAlpha(alpha);
mSurfaceControl.show();
} finally {
@@ -614,34 +644,6 @@ final class ElectronBeam {
}
}
/**
* Interpolates a value in the range 0 .. 1 along a sigmoid curve
* yielding a result in the range 0 .. 1 scaled such that:
* scurve(0) == 0, scurve(0.5) == 0.5, scurve(1) == 1.
*/
private static float scurve(float value, float s) {
// A basic sigmoid has the form y = 1.0f / FloatMap.exp(-x * s).
// Here we take the input datum and shift it by 0.5 so that the
// domain spans the range -0.5 .. 0.5 instead of 0 .. 1.
final float x = value - 0.5f;
// Next apply the sigmoid function to the scaled value
// which produces a value in the range 0 .. 1 so we subtract
// 0.5 to get a value in the range -0.5 .. 0.5 instead.
final float y = sigmoid(x, s) - 0.5f;
// To obtain the desired boundary conditions we need to scale
// the result so that it fills a range of -1 .. 1.
final float v = sigmoid(0.5f, s) - 0.5f;
// And finally remap the value back to a range of 0 .. 1.
return y / v * 0.5f + 0.5f;
}
private static float sigmoid(float x, float s) {
return 1.0f / (1.0f + FloatMath.exp(-x * s));
}
private static FloatBuffer createNativeFloatBuffer(int size) {
ByteBuffer bb = ByteBuffer.allocateDirect(size * 4);
bb.order(ByteOrder.nativeOrder());
@@ -659,7 +661,7 @@ final class ElectronBeam {
private static boolean checkGlErrors(String func, boolean log) {
boolean hadError = false;
int error;
while ((error = GLES10.glGetError()) != GLES10.GL_NO_ERROR) {
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
if (log) {
Slog.e(TAG, func + " failed: error " + error, new Throwable());
}
@@ -670,7 +672,7 @@ final class ElectronBeam {
public void dump(PrintWriter pw) {
pw.println();
pw.println("Electron Beam State:");
pw.println("Color Fade State:");
pw.println(" mPrepared=" + mPrepared);
pw.println(" mMode=" + mMode);
pw.println(" mDisplayLayerStack=" + mDisplayLayerStack);
@@ -685,7 +687,7 @@ final class ElectronBeam {
* Updates the position and transformation of the matrix whenever the display
* is rotated. This is a little tricky because the display transaction
* callback can be invoked on any thread, not necessarily the thread that
* owns the electron beam.
* owns the color fade.
*/
private static final class NaturalSurfaceLayout implements DisplayTransactionListener {
private final DisplayManagerInternal mDisplayManagerInternal;
@@ -725,7 +727,8 @@ final class ElectronBeam {
mSurfaceControl.setMatrix(0, -1, 1, 0);
break;
case Surface.ROTATION_180:
mSurfaceControl.setPosition(displayInfo.logicalWidth, displayInfo.logicalHeight);
mSurfaceControl.setPosition(displayInfo.logicalWidth,
displayInfo.logicalHeight);
mSurfaceControl.setMatrix(-1, 0, 0, -1);
break;
case Surface.ROTATION_270:

View File

@@ -64,7 +64,7 @@ import java.io.PrintWriter;
* blocker as long as the display is not ready. So most of the work done here
* does not need to worry about holding a suspend blocker unless it happens
* independently of the display ready signal.
*
*
* For debugging, you can make the electron beam and brightness animations run
* slower by changing the "animator duration scale" option in Development Settings.
*/
@@ -78,14 +78,14 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
// We might want to turn this off if we cannot get a guarantee that the screen
// actually turns on and starts showing new content after the call to set the
// screen state returns. Playing the animation can also be somewhat slow.
private static final boolean USE_ELECTRON_BEAM_ON_ANIMATION = false;
private static final boolean USE_COLOR_FADE_ON_ANIMATION = false;
// The minimum reduction in brightness when dimmed.
private static final int SCREEN_DIM_MINIMUM_REDUCTION = 10;
private static final int ELECTRON_BEAM_ON_ANIMATION_DURATION_MILLIS = 250;
private static final int ELECTRON_BEAM_OFF_ANIMATION_DURATION_MILLIS = 400;
private static final int COLOR_FADE_ON_ANIMATION_DURATION_MILLIS = 250;
private static final int COLOR_FADE_OFF_ANIMATION_DURATION_MILLIS = 600;
private static final int MSG_UPDATE_POWER_STATE = 1;
private static final int MSG_PROXIMITY_SENSOR_DEBOUNCED = 2;
@@ -107,6 +107,8 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
private final Object mLock = new Object();
private final Context mContext;
// Our handler.
private final DisplayControllerHandler mHandler;
@@ -146,7 +148,7 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
// True if we should fade the screen while turning it off, false if we should play
// a stylish electron beam animation instead.
private boolean mElectronBeamFadesConfig;
private boolean mColorFadeFadesConfig;
// The pending power request.
// Initially null until the first call to requestPowerState.
@@ -223,8 +225,8 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
private AutomaticBrightnessController mAutomaticBrightnessController;
// Animators.
private ObjectAnimator mElectronBeamOnAnimator;
private ObjectAnimator mElectronBeamOffAnimator;
private ObjectAnimator mColorFadeOnAnimator;
private ObjectAnimator mColorFadeOffAnimator;
private RampAnimator<DisplayPowerState> mScreenBrightnessRampAnimator;
/**
@@ -240,6 +242,7 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
mLights = LocalServices.getService(LightsManager.class);
mSensorManager = sensorManager;
mBlanker = blanker;
mContext = context;
final Resources resources = context.getResources();
@@ -287,7 +290,7 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
mScreenBrightnessRangeMinimum = screenBrightnessRangeMinimum;
mElectronBeamFadesConfig = resources.getBoolean(
mColorFadeFadesConfig = resources.getBoolean(
com.android.internal.R.bool.config_animateScreenLights);
if (!DEBUG_PRETEND_PROXIMITY_SENSOR_ABSENT) {
@@ -378,17 +381,17 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
// In the future, we might manage multiple displays independently.
mPowerState = new DisplayPowerState(mBlanker,
mLights.getLight(LightsManager.LIGHT_ID_BACKLIGHT),
new ElectronBeam(Display.DEFAULT_DISPLAY));
new ColorFade(Display.DEFAULT_DISPLAY));
mElectronBeamOnAnimator = ObjectAnimator.ofFloat(
mPowerState, DisplayPowerState.ELECTRON_BEAM_LEVEL, 0.0f, 1.0f);
mElectronBeamOnAnimator.setDuration(ELECTRON_BEAM_ON_ANIMATION_DURATION_MILLIS);
mElectronBeamOnAnimator.addListener(mAnimatorListener);
mColorFadeOnAnimator = ObjectAnimator.ofFloat(
mPowerState, DisplayPowerState.COLOR_FADE_LEVEL, 0.0f, 1.0f);
mColorFadeOnAnimator.setDuration(COLOR_FADE_ON_ANIMATION_DURATION_MILLIS);
mColorFadeOnAnimator.addListener(mAnimatorListener);
mElectronBeamOffAnimator = ObjectAnimator.ofFloat(
mPowerState, DisplayPowerState.ELECTRON_BEAM_LEVEL, 1.0f, 0.0f);
mElectronBeamOffAnimator.setDuration(ELECTRON_BEAM_OFF_ANIMATION_DURATION_MILLIS);
mElectronBeamOffAnimator.addListener(mAnimatorListener);
mColorFadeOffAnimator = ObjectAnimator.ofFloat(
mPowerState, DisplayPowerState.COLOR_FADE_LEVEL, 1.0f, 0.0f);
mColorFadeOffAnimator.setDuration(COLOR_FADE_OFF_ANIMATION_DURATION_MILLIS);
mColorFadeOffAnimator.addListener(mAnimatorListener);
mScreenBrightnessRampAnimator = new RampAnimator<DisplayPowerState>(
mPowerState, DisplayPowerState.SCREEN_BRIGHTNESS);
@@ -600,34 +603,34 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
// Wait for previous off animation to complete beforehand.
// It is relatively short but if we cancel it and switch to the
// on animation immediately then the results are pretty ugly.
if (!mElectronBeamOffAnimator.isStarted()) {
if (!mColorFadeOffAnimator.isStarted()) {
// Turn the screen on. The contents of the screen may not yet
// be visible if the electron beam has not been dismissed because
// its last frame of animation is solid black.
setScreenState(Display.STATE_ON);
if (mPowerRequest.blockScreenOn
&& mPowerState.getElectronBeamLevel() == 0.0f) {
&& mPowerState.getColorFadeLevel() == 0.0f) {
blockScreenOn();
} else {
unblockScreenOn();
if (USE_ELECTRON_BEAM_ON_ANIMATION && mPowerRequest.isBrightOrDim()) {
if (USE_COLOR_FADE_ON_ANIMATION && mPowerRequest.isBrightOrDim()) {
// Perform screen on animation.
if (!mElectronBeamOnAnimator.isStarted()) {
if (mPowerState.getElectronBeamLevel() == 1.0f) {
mPowerState.dismissElectronBeam();
} else if (mPowerState.prepareElectronBeam(
mElectronBeamFadesConfig ?
ElectronBeam.MODE_FADE :
ElectronBeam.MODE_WARM_UP)) {
mElectronBeamOnAnimator.start();
if (!mColorFadeOnAnimator.isStarted()) {
if (mPowerState.getColorFadeLevel() == 1.0f) {
mPowerState.dismissColorFade();
} else if (mPowerState.prepareColorFade(mContext,
mColorFadeFadesConfig ?
ColorFade.MODE_FADE :
ColorFade.MODE_WARM_UP)) {
mColorFadeOnAnimator.start();
} else {
mElectronBeamOnAnimator.end();
mColorFadeOnAnimator.end();
}
}
} else {
// Skip screen on animation.
mPowerState.setElectronBeamLevel(1.0f);
mPowerState.dismissElectronBeam();
mPowerState.setColorFadeLevel(1.0f);
mPowerState.dismissColorFade();
}
}
}
@@ -640,8 +643,8 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
|| mPowerState.getScreenState() != Display.STATE_ON) {
// Set screen state and dismiss the black surface without fanfare.
setScreenState(state);
mPowerState.setElectronBeamLevel(1.0f);
mPowerState.dismissElectronBeam();
mPowerState.setColorFadeLevel(1.0f);
mPowerState.dismissColorFade();
}
} else if (state == Display.STATE_DOZE_SUSPEND) {
// Want screen dozing and suspended.
@@ -652,27 +655,27 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
|| mPowerState.getScreenState() == Display.STATE_DOZE_SUSPEND) {
// Set screen state and dismiss the black surface without fanfare.
setScreenState(state);
mPowerState.setElectronBeamLevel(1.0f);
mPowerState.dismissElectronBeam();
mPowerState.setColorFadeLevel(1.0f);
mPowerState.dismissColorFade();
}
} else {
// Want screen off.
// Wait for previous on animation to complete beforehand.
unblockScreenOn();
if (!mElectronBeamOnAnimator.isStarted()) {
if (!mColorFadeOnAnimator.isStarted()) {
if (mPowerRequest.policy == DisplayPowerRequest.POLICY_OFF) {
// Perform screen off animation.
if (!mElectronBeamOffAnimator.isStarted()) {
if (mPowerState.getElectronBeamLevel() == 0.0f) {
if (!mColorFadeOffAnimator.isStarted()) {
if (mPowerState.getColorFadeLevel() == 0.0f) {
setScreenState(Display.STATE_OFF);
} else if (mPowerState.prepareElectronBeam(
mElectronBeamFadesConfig ?
ElectronBeam.MODE_FADE :
ElectronBeam.MODE_COOL_DOWN)
} else if (mPowerState.prepareColorFade(mContext,
mColorFadeFadesConfig ?
ColorFade.MODE_FADE :
ColorFade.MODE_COOL_DOWN)
&& mPowerState.getScreenState() != Display.STATE_OFF) {
mElectronBeamOffAnimator.start();
mColorFadeOffAnimator.start();
} else {
mElectronBeamOffAnimator.end();
mColorFadeOffAnimator.end();
}
}
} else {
@@ -687,8 +690,8 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
// which will be handled asynchronously.
if (mustNotify
&& !mScreenOnWasBlocked
&& !mElectronBeamOnAnimator.isStarted()
&& !mElectronBeamOffAnimator.isStarted()
&& !mColorFadeOnAnimator.isStarted()
&& !mColorFadeOffAnimator.isStarted()
&& !mScreenBrightnessRampAnimator.isAnimating()
&& mPowerState.waitUntilClean(mCleanListener)) {
synchronized (mLock) {
@@ -936,13 +939,13 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
pw.println(" mScreenBrightnessRampAnimator.isAnimating()=" +
mScreenBrightnessRampAnimator.isAnimating());
if (mElectronBeamOnAnimator != null) {
pw.println(" mElectronBeamOnAnimator.isStarted()=" +
mElectronBeamOnAnimator.isStarted());
if (mColorFadeOnAnimator != null) {
pw.println(" mColorFadeOnAnimator.isStarted()=" +
mColorFadeOnAnimator.isStarted());
}
if (mElectronBeamOffAnimator != null) {
pw.println(" mElectronBeamOffAnimator.isStarted()=" +
mElectronBeamOffAnimator.isStarted());
if (mColorFadeOffAnimator != null) {
pw.println(" mColorFadeOffAnimator.isStarted()=" +
mColorFadeOffAnimator.isStarted());
}
if (mPowerState != null) {

View File

@@ -18,6 +18,7 @@ package com.android.server.display;
import com.android.server.lights.Light;
import android.content.Context;
import android.os.AsyncTask;
import android.os.Handler;
import android.os.Looper;
@@ -56,7 +57,7 @@ final class DisplayPowerState {
private final Choreographer mChoreographer;
private final DisplayBlanker mBlanker;
private final Light mBacklight;
private final ElectronBeam mElectronBeam;
private final ColorFade mColorFade;
private final PhotonicModulator mPhotonicModulator;
private int mScreenState;
@@ -64,19 +65,19 @@ final class DisplayPowerState {
private boolean mScreenReady;
private boolean mScreenUpdatePending;
private boolean mElectronBeamPrepared;
private float mElectronBeamLevel;
private boolean mElectronBeamReady;
private boolean mElectronBeamDrawPending;
private boolean mColorFadePrepared;
private float mColorFadeLevel;
private boolean mColorFadeReady;
private boolean mColorFadeDrawPending;
private Runnable mCleanListener;
public DisplayPowerState(DisplayBlanker blanker, Light backlight, ElectronBeam electronBeam) {
public DisplayPowerState(DisplayBlanker blanker, Light backlight, ColorFade electronBeam) {
mHandler = new Handler(true /*async*/);
mChoreographer = Choreographer.getInstance();
mBlanker = blanker;
mBacklight = backlight;
mElectronBeam = electronBeam;
mColorFade = electronBeam;
mPhotonicModulator = new PhotonicModulator();
// At boot time, we know that the screen is on and the electron beam
@@ -89,21 +90,21 @@ final class DisplayPowerState {
mScreenBrightness = PowerManager.BRIGHTNESS_ON;
scheduleScreenUpdate();
mElectronBeamPrepared = false;
mElectronBeamLevel = 1.0f;
mElectronBeamReady = true;
mColorFadePrepared = false;
mColorFadeLevel = 1.0f;
mColorFadeReady = true;
}
public static final FloatProperty<DisplayPowerState> ELECTRON_BEAM_LEVEL =
public static final FloatProperty<DisplayPowerState> COLOR_FADE_LEVEL =
new FloatProperty<DisplayPowerState>("electronBeamLevel") {
@Override
public void setValue(DisplayPowerState object, float value) {
object.setElectronBeamLevel(value);
object.setColorFadeLevel(value);
}
@Override
public Float get(DisplayPowerState object) {
return object.getElectronBeamLevel();
return object.getColorFadeLevel();
}
};
@@ -176,26 +177,26 @@ final class DisplayPowerState {
* @param mode The electron beam animation mode to prepare.
* @return True if the electron beam was prepared.
*/
public boolean prepareElectronBeam(int mode) {
if (!mElectronBeam.prepare(mode)) {
mElectronBeamPrepared = false;
mElectronBeamReady = true;
public boolean prepareColorFade(Context context, int mode) {
if (!mColorFade.prepare(context, mode)) {
mColorFadePrepared = false;
mColorFadeReady = true;
return false;
}
mElectronBeamPrepared = true;
mElectronBeamReady = false;
scheduleElectronBeamDraw();
mColorFadePrepared = true;
mColorFadeReady = false;
scheduleColorFadeDraw();
return true;
}
/**
* Dismisses the electron beam surface.
*/
public void dismissElectronBeam() {
mElectronBeam.dismiss();
mElectronBeamPrepared = false;
mElectronBeamReady = true;
public void dismissColorFade() {
mColorFade.dismiss();
mColorFadePrepared = false;
mColorFadeReady = true;
}
/**
@@ -211,20 +212,20 @@ final class DisplayPowerState {
*
* @param level The level, ranges from 0.0 (full off) to 1.0 (full on).
*/
public void setElectronBeamLevel(float level) {
if (mElectronBeamLevel != level) {
public void setColorFadeLevel(float level) {
if (mColorFadeLevel != level) {
if (DEBUG) {
Slog.d(TAG, "setElectronBeamLevel: level=" + level);
Slog.d(TAG, "setColorFadeLevel: level=" + level);
}
mElectronBeamLevel = level;
mColorFadeLevel = level;
if (mScreenState != Display.STATE_OFF) {
mScreenReady = false;
scheduleScreenUpdate(); // update backlight brightness
}
if (mElectronBeamPrepared) {
mElectronBeamReady = false;
scheduleElectronBeamDraw();
if (mColorFadePrepared) {
mColorFadeReady = false;
scheduleColorFadeDraw();
}
}
}
@@ -232,8 +233,8 @@ final class DisplayPowerState {
/**
* Gets the level of the electron beam steering current.
*/
public float getElectronBeamLevel() {
return mElectronBeamLevel;
public float getColorFadeLevel() {
return mColorFadeLevel;
}
/**
@@ -243,7 +244,7 @@ final class DisplayPowerState {
* The listener always overrides any previously set listener.
*/
public boolean waitUntilClean(Runnable listener) {
if (!mScreenReady || !mElectronBeamReady) {
if (!mScreenReady || !mColorFadeReady) {
mCleanListener = listener;
return false;
} else {
@@ -259,13 +260,13 @@ final class DisplayPowerState {
pw.println(" mScreenBrightness=" + mScreenBrightness);
pw.println(" mScreenReady=" + mScreenReady);
pw.println(" mScreenUpdatePending=" + mScreenUpdatePending);
pw.println(" mElectronBeamPrepared=" + mElectronBeamPrepared);
pw.println(" mElectronBeamLevel=" + mElectronBeamLevel);
pw.println(" mElectronBeamReady=" + mElectronBeamReady);
pw.println(" mElectronBeamDrawPending=" + mElectronBeamDrawPending);
pw.println(" mColorFadePrepared=" + mColorFadePrepared);
pw.println(" mColorFadeLevel=" + mColorFadeLevel);
pw.println(" mColorFadeReady=" + mColorFadeReady);
pw.println(" mColorFadeDrawPending=" + mColorFadeDrawPending);
mPhotonicModulator.dump(pw);
mElectronBeam.dump(pw);
mColorFade.dump(pw);
}
private void scheduleScreenUpdate() {
@@ -280,17 +281,17 @@ final class DisplayPowerState {
mHandler.post(mScreenUpdateRunnable);
}
private void scheduleElectronBeamDraw() {
if (!mElectronBeamDrawPending) {
mElectronBeamDrawPending = true;
private void scheduleColorFadeDraw() {
if (!mColorFadeDrawPending) {
mColorFadeDrawPending = true;
mChoreographer.postCallback(Choreographer.CALLBACK_TRAVERSAL,
mElectronBeamDrawRunnable, null);
mColorFadeDrawRunnable, null);
}
}
private void invokeCleanListenerIfNeeded() {
final Runnable listener = mCleanListener;
if (listener != null && mScreenReady && mElectronBeamReady) {
if (listener != null && mScreenReady && mColorFadeReady) {
mCleanListener = null;
listener.run();
}
@@ -302,7 +303,7 @@ final class DisplayPowerState {
mScreenUpdatePending = false;
int brightness = mScreenState != Display.STATE_OFF
&& mElectronBeamLevel > 0f ? mScreenBrightness : 0;
&& mColorFadeLevel > 0f ? mScreenBrightness : 0;
if (mPhotonicModulator.setState(mScreenState, brightness)) {
if (DEBUG) {
Slog.d(TAG, "Screen ready");
@@ -317,16 +318,16 @@ final class DisplayPowerState {
}
};
private final Runnable mElectronBeamDrawRunnable = new Runnable() {
private final Runnable mColorFadeDrawRunnable = new Runnable() {
@Override
public void run() {
mElectronBeamDrawPending = false;
mColorFadeDrawPending = false;
if (mElectronBeamPrepared) {
mElectronBeam.draw(mElectronBeamLevel);
if (mColorFadePrepared) {
mColorFade.draw(mColorFadeLevel);
}
mElectronBeamReady = true;
mColorFadeReady = true;
invokeCleanListenerIfNeeded();
}
};