Files
frameworks_base/services/java/com/android/server/power/ElectronBeam.java
Jeff Brown 9630704ed3 Power manager rewrite.
The major goal of this rewrite is to make it easier to implement
power management policies correctly.  According, the new
implementation primarily uses state-based rather than event-based
triggers for applying changes to the current power state.

For example, when an application requests that the proximity
sensor be used to manage the screen state (by way of a wake lock),
the power manager makes note of the fact that the set of
wake locks changed.  Then it executes a common update function
that recalculates the entire state, first looking at wake locks,
then considering user activity, and eventually determining whether
the screen should be turned on or off.  At this point it may
make a request to a component called the DisplayPowerController
to asynchronously update the display's powe state.  Likewise,
DisplayPowerController makes note of the updated power request
and schedules its own update function to figure out what needs
to be changed.

The big benefit of this approach is that it's easy to mutate
multiple properties of the power state simultaneously then
apply their joint effects together all at once.  Transitions
between states are detected and resolved by the update in
a consistent manner.

The new power manager service has is implemented as a set of
loosely coupled components.  For the most part, information
only flows one way through these components (by issuing a
request to that component) although some components support
sending a message back to indicate when the work has been
completed.  For example, the DisplayPowerController posts
a callback runnable asynchronously to tell the PowerManagerService
when the display is ready.  An important feature of this
approach is that each component neatly encapsulates its
state and maintains its own invariants.  Moreover, we do
not need to worry about deadlocks or awkward mutual exclusion
semantics because most of the requests are asynchronous.

The benefits of this design are especially apparent in
the implementation of the screen on / off and brightness
control animations which are able to take advantage of
framework features like properties, ObjectAnimator
and Choreographer.

The screen on / off animation is now the responsibility
of the power manager (instead of surface flinger).  This change
makes it much easier to ensure that the animation is properly
coordinated with other power state changes and eliminates
the cause of race conditions in the older implementation.

The because of the userActivity() function has been changed
so that it never wakes the device from sleep.  This change
removes ambiguity around forcing or disabling user activity
for various purposes.  To wake the device, use wakeUp().
To put it to sleep, use goToSleep().  Simple.

The power manager service interface and API has been significantly
simplified and consolidated.  Also fixed some inconsistencies
related to how the minimum and maximum screen brightness setting
was presented in brightness control widgets and enforced behind
the scenes.

At present the following features are implemented:

- Wake locks.
- User activity.
- Wake up / go to sleep.
- Power state broadcasts.
- Battery stats and event log notifications.
- Dreams.
- Proximity screen off.
- Animated screen on / off transitions.
- Auto-dimming.
- Auto-brightness control for the screen backlight with
  different timeouts for ramping up versus ramping down.
- Auto-on when plugged or unplugged.
- Stay on when plugged.
- Device administration maximum user activity timeout.
- Application controlled brightness via window manager.

The following features are not yet implemented:

- Reduced user activity timeout for the key guard.
- Reduced user activity timeout for the phone application.
- Coordinating screen on barriers with the window manager.
- Preventing auto-rotation during power state changes.
- Auto-brightness adjustment setting (feature was disabled
  in previous version of the power manager service pending
  an improved UI design so leaving it out for now).
- Interpolated brightness control (a proposed new scheme
  for more compactly specifying auto-brightness levels
  in config.xml).
- Button / keyboard backlight control.
- Change window manager to associated WorkSource with
  KEEP_SCREEN_ON_FLAG wake lock instead of talking
  directly to the battery stats service.
- Optionally support animating screen brightness when
  turning on/off instead of playing electron beam animation
  (config_animateScreenLights).

Change-Id: I1d7a52e98f0449f76d70bf421f6a7f245957d1d7
2012-08-15 03:06:24 -07:00

653 lines
23 KiB
Java

/*
* Copyright (C) 2012 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.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.android.server.power;
import android.graphics.Bitmap;
import android.graphics.PixelFormat;
import android.opengl.EGL14;
import android.opengl.EGLConfig;
import android.opengl.EGLContext;
import android.opengl.EGLDisplay;
import android.opengl.EGLSurface;
import android.opengl.GLES10;
import android.opengl.GLUtils;
import android.os.Looper;
import android.os.Process;
import android.util.FloatMath;
import android.util.Slog;
import android.view.Display;
import android.view.DisplayInfo;
import android.view.Surface;
import android.view.SurfaceSession;
import android.view.WindowManagerImpl;
import java.io.PrintWriter;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
/**
* Bzzzoooop! *crackle*
*
* Animates a screen transition from on to off or off to on by applying
* some GL transformations to a screenshot.
*
* This component must only be created or accessed by the {@link Looper} thread
* that belongs to the {@link DisplayPowerController}.
*/
final class ElectronBeam {
private static final String TAG = "ElectronBeam";
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 = 0.3f;
private static final float VSTRETCH_DURATION = 1.0f - HSTRETCH_DURATION;
// Set to true when the animation context has been fully prepared.
private boolean mPrepared;
private boolean mWarmUp;
private final DisplayInfo mDisplayInfo = new DisplayInfo();
private int mDisplayLayerStack; // layer stack associated with primary display
private int mDisplayRotation;
private int mDisplayWidth; // real width, not rotated
private int mDisplayHeight; // real height, not rotated
private SurfaceSession mSurfaceSession;
private Surface mSurface;
private EGLDisplay mEglDisplay;
private EGLConfig mEglConfig;
private EGLContext mEglContext;
private EGLSurface mEglSurface;
private boolean mSurfaceVisible;
// Texture names. We only use one texture, which contains the screenshot.
private final int[] mTexNames = new int[1];
private boolean mTexNamesGenerated;
// Vertex and corresponding texture coordinates.
// We have 4 2D vertices, so 8 elements. The vertices form a quad.
private final FloatBuffer mVertexBuffer = createNativeFloatBuffer(8);
private final FloatBuffer mTexCoordBuffer = createNativeFloatBuffer(8);
public ElectronBeam() {
}
/**
* Warms up the electron beam in preparation for turning on or off.
* This method prepares a GL context, and captures a screen shot.
*
* @param warmUp True if the electron beam is about to be turned on, false if
* it is about to be turned off.
* @return True if the electron beam is ready, false if it is uncontrollable.
*/
public boolean prepare(boolean warmUp) {
if (DEBUG) {
Slog.d(TAG, "prepare: warmUp=" + warmUp);
}
mWarmUp = warmUp;
// Get the display size and adjust it for rotation.
Display display = WindowManagerImpl.getDefault().getDefaultDisplay();
display.getDisplayInfo(mDisplayInfo);
mDisplayLayerStack = display.getDisplayId();
mDisplayRotation = mDisplayInfo.rotation;
if (mDisplayRotation == Surface.ROTATION_90
|| mDisplayRotation == Surface.ROTATION_270) {
mDisplayWidth = mDisplayInfo.logicalHeight;
mDisplayHeight = mDisplayInfo.logicalWidth;
} else {
mDisplayWidth = mDisplayInfo.logicalWidth;
mDisplayHeight = mDisplayInfo.logicalHeight;
}
// Prepare the surface for drawing.
if (!createEglContext()
|| !createEglSurface()
|| !captureScreenshotTextureAndSetViewport()) {
dismiss();
return false;
}
mPrepared = true;
return true;
}
/**
* Dismisses the electron beam animation surface and cleans up.
*
* To prevent stray photons from leaking out after the electron beam has been
* turned off, it is a good idea to defer dismissing the animation until the
* electron beam has been turned back on fully.
*/
public void dismiss() {
if (DEBUG) {
Slog.d(TAG, "dismiss");
}
destroyScreenshotTexture();
destroyEglSurface();
mPrepared = false;
}
/**
* Draws an animation frame showing the electron beam activated at the
* specified level.
*
* @param level The electron beam level.
* @return True if successful.
*/
public boolean draw(float level) {
if (DEBUG) {
Slog.d(TAG, "drawFrame: level=" + level);
}
if (!attachEglContext()) {
return false;
}
try {
// Clear frame to solid black.
GLES10.glClearColor(0f, 0f, 0f, 1f);
GLES10.glClear(GLES10.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));
}
if (checkGlErrors("drawFrame")) {
return false;
}
EGL14.eglSwapBuffers(mEglDisplay, mEglSurface);
} finally {
detachEglContext();
}
return showEglSurface();
}
/**
* 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);
if (DEBUG) {
Slog.d(TAG, "drawVStretch: stretch=" + stretch
+ ", ar=" + ar + ", ag=" + ag + ", ab=" + ab);
}
// set blending
GLES10.glBlendFunc(GLES10.GL_ONE, GLES10.GL_ONE);
GLES10.glEnable(GLES10.GL_BLEND);
// bind vertex buffer
GLES10.glVertexPointer(2, GLES10.GL_FLOAT, 0, mVertexBuffer);
GLES10.glEnableClientState(GLES10.GL_VERTEX_ARRAY);
// bind texture and set blending for drawing planes
GLES10.glBindTexture(GLES10.GL_TEXTURE_2D, mTexNames[0]);
GLES10.glTexEnvx(GLES10.GL_TEXTURE_ENV, GLES10.GL_TEXTURE_ENV_MODE,
mWarmUp ? GLES10.GL_MODULATE : GLES10.GL_REPLACE);
GLES10.glTexParameterx(GLES10.GL_TEXTURE_2D,
GLES10.GL_TEXTURE_MAG_FILTER, GLES10.GL_LINEAR);
GLES10.glTexParameterx(GLES10.GL_TEXTURE_2D,
GLES10.GL_TEXTURE_MIN_FILTER, GLES10.GL_LINEAR);
GLES10.glTexParameterx(GLES10.GL_TEXTURE_2D,
GLES10.GL_TEXTURE_WRAP_S, GLES10.GL_CLAMP_TO_EDGE);
GLES10.glTexParameterx(GLES10.GL_TEXTURE_2D,
GLES10.GL_TEXTURE_WRAP_T, GLES10.GL_CLAMP_TO_EDGE);
GLES10.glEnable(GLES10.GL_TEXTURE_2D);
GLES10.glTexCoordPointer(2, GLES10.GL_FLOAT, 0, mTexCoordBuffer);
GLES10.glEnableClientState(GLES10.GL_TEXTURE_COORD_ARRAY);
// 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(GLES10.GL_TEXTURE_2D);
GLES10.glDisableClientState(GLES10.GL_TEXTURE_COORD_ARRAY);
GLES10.glColorMask(true, true, true, true);
// draw the white highlight (we use the last vertices)
if (!mWarmUp) {
GLES10.glColor4f(ag, ag, ag, 1.0f);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
}
// clean up
GLES10.glDisableClientState(GLES10.GL_VERTEX_ARRAY);
GLES10.glDisable(GLES10.GL_BLEND);
}
/**
* Draws a frame where the electron beam has been stretched out into
* a thin white horizontal line that fades as it expands outwards.
*
* @param stretch The stretch factor. 0.0 is no stretch / no fade,
* 1.0 is maximum stretch / 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, 1.0f - ag, 1.0f - ag, 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 = dw + (dw * 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 boolean captureScreenshotTextureAndSetViewport() {
// TODO: Use a SurfaceTexture to avoid the extra texture upload.
Bitmap bitmap = Surface.screenshot(mDisplayWidth, mDisplayHeight,
0, ELECTRON_BEAM_LAYER - 1);
if (bitmap == null) {
Slog.e(TAG, "Could not take a screenshot!");
return false;
}
try {
if (!attachEglContext()) {
return false;
}
try {
if (!mTexNamesGenerated) {
GLES10.glGenTextures(1, mTexNames, 0);
if (checkGlErrors("glGenTextures")) {
return false;
}
mTexNamesGenerated = true;
}
GLES10.glBindTexture(GLES10.GL_TEXTURE_2D, mTexNames[0]);
if (checkGlErrors("glBindTexture")) {
return false;
}
float u = 1.0f;
float v = 1.0f;
GLUtils.texImage2D(GLES10.GL_TEXTURE_2D, 0, bitmap, 0);
if (checkGlErrors("glTexImage2D, first try", false)) {
// Try a power of two size texture instead.
int tw = nextPowerOfTwo(mDisplayWidth);
int th = nextPowerOfTwo(mDisplayHeight);
int format = GLUtils.getInternalFormat(bitmap);
GLES10.glTexImage2D(GLES10.GL_TEXTURE_2D, 0,
format, tw, th, 0,
format, GLES10.GL_UNSIGNED_BYTE, null);
if (checkGlErrors("glTexImage2D, second try")) {
return false;
}
GLUtils.texSubImage2D(GLES10.GL_TEXTURE_2D, 0, 0, 0, bitmap);
if (checkGlErrors("glTexSubImage2D")) {
return false;
}
u = (float)mDisplayWidth / tw;
v = (float)mDisplayHeight / th;
}
// Set up texture coordinates for a quad.
// We might need to change this if the texture ends up being
// a different size from the display for some reason.
mTexCoordBuffer.put(0, 0f);
mTexCoordBuffer.put(1, v);
mTexCoordBuffer.put(2, 0f);
mTexCoordBuffer.put(3, 0f);
mTexCoordBuffer.put(4, u);
mTexCoordBuffer.put(5, 0f);
mTexCoordBuffer.put(6, u);
mTexCoordBuffer.put(7, v);
// 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();
} finally {
detachEglContext();
}
} finally {
bitmap.recycle();
}
return true;
}
private void destroyScreenshotTexture() {
if (mTexNamesGenerated) {
mTexNamesGenerated = false;
if (attachEglContext()) {
try {
GLES10.glDeleteTextures(1, mTexNames, 0);
checkGlErrors("glDeleteTextures");
} finally {
detachEglContext();
}
}
}
}
private boolean createEglContext() {
if (mEglDisplay == null) {
mEglDisplay = EGL14.eglGetDisplay(EGL14.EGL_DEFAULT_DISPLAY);
if (mEglDisplay == EGL14.EGL_NO_DISPLAY) {
logEglError("eglGetDisplay");
return false;
}
int[] version = new int[2];
if (!EGL14.eglInitialize(mEglDisplay, version, 0, version, 1)) {
mEglDisplay = null;
logEglError("eglInitialize");
return false;
}
}
if (mEglConfig == null) {
int[] eglConfigAttribList = new int[] {
EGL14.EGL_RED_SIZE, 8,
EGL14.EGL_GREEN_SIZE, 8,
EGL14.EGL_BLUE_SIZE, 8,
EGL14.EGL_ALPHA_SIZE, 8,
EGL14.EGL_NONE
};
int[] numEglConfigs = new int[1];
EGLConfig[] eglConfigs = new EGLConfig[1];
if (!EGL14.eglChooseConfig(mEglDisplay, eglConfigAttribList, 0,
eglConfigs, 0, eglConfigs.length, numEglConfigs, 0)) {
logEglError("eglChooseConfig");
return false;
}
mEglConfig = eglConfigs[0];
}
if (mEglContext == null) {
int[] eglContextAttribList = new int[] {
EGL14.EGL_NONE
};
mEglContext = EGL14.eglCreateContext(mEglDisplay, mEglConfig,
EGL14.EGL_NO_CONTEXT, eglContextAttribList, 0);
if (mEglContext == null) {
logEglError("eglCreateContext");
return false;
}
}
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 createEglSurface() {
if (mSurfaceSession == null) {
mSurfaceSession = new SurfaceSession();
}
Surface.openTransaction();
try {
if (mSurface == null) {
try {
mSurface = new Surface(mSurfaceSession, Process.myPid(),
"ElectronBeam", mDisplayLayerStack, mDisplayWidth, mDisplayHeight,
PixelFormat.OPAQUE, Surface.OPAQUE | Surface.HIDDEN);
} catch (Surface.OutOfResourcesException ex) {
Slog.e(TAG, "Unable to create surface.", ex);
return false;
}
}
mSurface.setSize(mDisplayWidth, mDisplayHeight);
switch (mDisplayRotation) {
case Surface.ROTATION_0:
mSurface.setPosition(0, 0);
mSurface.setMatrix(1, 0, 0, 1);
break;
case Surface.ROTATION_90:
mSurface.setPosition(0, mDisplayWidth);
mSurface.setMatrix(0, -1, 1, 0);
break;
case Surface.ROTATION_180:
mSurface.setPosition(mDisplayWidth, mDisplayHeight);
mSurface.setMatrix(-1, 0, 0, -1);
break;
case Surface.ROTATION_270:
mSurface.setPosition(mDisplayHeight, 0);
mSurface.setMatrix(0, 1, -1, 0);
break;
}
} finally {
Surface.closeTransaction();
}
if (mEglSurface == null) {
int[] eglSurfaceAttribList = new int[] {
EGL14.EGL_NONE
};
mEglSurface = EGL14.eglCreateWindowSurface(mEglDisplay, mEglConfig, mSurface,
eglSurfaceAttribList, 0);
if (mEglSurface == null) {
logEglError("eglCreateWindowSurface");
return false;
}
}
return true;
}
private void destroyEglSurface() {
if (mEglSurface != null) {
if (!EGL14.eglDestroySurface(mEglDisplay, mEglSurface)) {
logEglError("eglDestroySurface");
}
mEglSurface = null;
}
if (mSurface != null) {
Surface.openTransaction();
try {
mSurface.destroy();
} finally {
Surface.closeTransaction();
}
mSurface = null;
mSurfaceVisible = false;
}
}
private boolean showEglSurface() {
if (!mSurfaceVisible) {
Surface.openTransaction();
try {
mSurface.setLayer(ELECTRON_BEAM_LAYER);
mSurface.show();
} finally {
Surface.closeTransaction();
}
mSurfaceVisible = true;
}
return true;
}
private boolean attachEglContext() {
if (mEglSurface == null) {
return false;
}
if (!EGL14.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
logEglError("eglMakeCurrent");
return false;
}
return true;
}
private void detachEglContext() {
if (mEglDisplay != null) {
EGL14.eglMakeCurrent(mEglDisplay,
EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_CONTEXT);
}
}
/**
* 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 int nextPowerOfTwo(int value) {
return 1 << (32 - Integer.numberOfLeadingZeros(value));
}
private static FloatBuffer createNativeFloatBuffer(int size) {
ByteBuffer bb = ByteBuffer.allocateDirect(size * 4);
bb.order(ByteOrder.nativeOrder());
return bb.asFloatBuffer();
}
private static void logEglError(String func) {
Slog.e(TAG, func + " failed: error " + EGL14.eglGetError(), new Throwable());
}
private static boolean checkGlErrors(String func) {
return checkGlErrors(func, true);
}
private static boolean checkGlErrors(String func, boolean log) {
boolean hadError = false;
int error;
while ((error = GLES10.glGetError()) != GLES10.GL_NO_ERROR) {
if (log) {
Slog.e(TAG, func + " failed: error " + error, new Throwable());
}
hadError = true;
}
return hadError;
}
public void dump(PrintWriter pw) {
pw.println();
pw.println("Electron Beam State:");
pw.println(" mPrepared=" + mPrepared);
pw.println(" mWarmUp=" + mWarmUp);
pw.println(" mDisplayLayerStack=" + mDisplayLayerStack);
pw.println(" mDisplayRotation=" + mDisplayRotation);
pw.println(" mDisplayWidth=" + mDisplayWidth);
pw.println(" mDisplayHeight=" + mDisplayHeight);
pw.println(" mSurfaceVisible=" + mSurfaceVisible);
}
}