The motivation is an API change: FloatMath is going to be
deprecated and/or removed. Performance is not the goal of
this change.
That said...
Math is faster than FloatMath with AOT compilation.
While making the change, occurances of:
{Float}Math.sqrt(x * x + y * y) and
{Float}Math.sqrt({Float}Math.pow(x, 2) + {Float}Math.pow(y, 2))
have been replaced with:
{(float)} Math.hypot(x, y)
Right now there is no runtime intrinsic for hypot so is not faster
in all cases for AOT compilation:
Math.sqrt(x * x + y * y) is faster than Math.hypot(x, y) with
AOT, but all other combinations of FloatMath, use of pow() etc.
are slower than hypot().
hypot() has the advantage of being self documenting and
could be optimized in future. None of the behavior differences
around NaN and rounding appear to be important for the cases
looked at: they all assume results and arguments are in range
and usually the results are cast to float.
Different implementations measured on hammerhead / L:
AOT compiled:
[FloatMath.hypot(x, y)]
benchmark=Hypot_FloatMathHypot} 633.85 ns; σ=0.32 ns @ 3 trials
[FloatMath.sqrt(x*x + y*y)]
benchmark=Hypot_FloatMathSqrtMult} 684.17 ns; σ=4.83 ns @ 3 trials
[FloatMath.sqrt(FloatMath.pow(x, 2) + FloatMath.pow(y, 2))]
benchmark=Hypot_FloatMathSqrtPow} 1270.65 ns; σ=12.20 ns @ 6 trials
[(float) Math.hypot(x, y)]
benchmark=Hypot_MathHypot} 96.80 ns; σ=0.05 ns @ 3 trials
[(float) Math.sqrt(x*x + y*y)]
benchmark=Hypot_MathSqrtMult} 23.97 ns; σ=0.01 ns @ 3 trials
[(float) Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2))]
benchmark=Hypot_MathSqrtPow} 156.19 ns; σ=0.12 ns @ 3 trials
Interpreter:
benchmark=Hypot_FloatMathHypot} 1180.54 ns; σ=5.13 ns @ 3 trials
benchmark=Hypot_FloatMathSqrtMult} 1121.05 ns; σ=3.80 ns @ 3 trials
benchmark=Hypot_FloatMathSqrtPow} 3327.14 ns; σ=7.33 ns @ 3 trials
benchmark=Hypot_MathHypot} 856.57 ns; σ=1.41 ns @ 3 trials
benchmark=Hypot_MathSqrtMult} 1028.92 ns; σ=9.11 ns @ 3 trials
benchmark=Hypot_MathSqrtPow} 2539.47 ns; σ=24.44 ns @ 3 trials
Bug: https://code.google.com/p/android/issues/detail?id=36199
Change-Id: I06c91f682095e627cb547d60d936ef87941be692
733 lines
26 KiB
Java
733 lines
26 KiB
Java
/*
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* Copyright (C) 2012 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.server.power;
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import java.io.PrintWriter;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import android.graphics.PixelFormat;
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import android.graphics.SurfaceTexture;
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import android.opengl.EGL14;
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import android.opengl.EGLConfig;
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import android.opengl.EGLContext;
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import android.opengl.EGLDisplay;
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import android.opengl.EGLSurface;
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import android.opengl.GLES10;
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import android.opengl.GLES11Ext;
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import android.os.Looper;
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import android.util.Slog;
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import android.view.Display;
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import android.view.DisplayInfo;
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import android.view.Surface.OutOfResourcesException;
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import android.view.Surface;
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import android.view.SurfaceControl;
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import android.view.SurfaceSession;
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import com.android.server.display.DisplayManagerService;
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import com.android.server.display.DisplayTransactionListener;
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/**
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* Bzzzoooop! *crackle*
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* <p>
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* Animates a screen transition from on to off or off to on by applying
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* some GL transformations to a screenshot.
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* </p><p>
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* This component must only be created or accessed by the {@link Looper} thread
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* that belongs to the {@link DisplayPowerController}.
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* </p>
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*/
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final class ElectronBeam {
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private static final String TAG = "ElectronBeam";
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private static final boolean DEBUG = false;
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// The layer for the electron beam surface.
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// This is currently hardcoded to be one layer above the boot animation.
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private static final int ELECTRON_BEAM_LAYER = 0x40000001;
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// The relative proportion of the animation to spend performing
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// the horizontal stretch effect. The remainder is spent performing
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// the vertical stretch effect.
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private static final float HSTRETCH_DURATION = 0.5f;
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private static final float VSTRETCH_DURATION = 1.0f - HSTRETCH_DURATION;
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// The number of frames to draw when preparing the animation so that it will
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// be ready to run smoothly. We use 3 frames because we are triple-buffered.
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// See code for details.
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private static final int DEJANK_FRAMES = 3;
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// Set to true when the animation context has been fully prepared.
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private boolean mPrepared;
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private int mMode;
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private final DisplayManagerService mDisplayManager;
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private int mDisplayLayerStack; // layer stack associated with primary display
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private int mDisplayWidth; // real width, not rotated
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private int mDisplayHeight; // real height, not rotated
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private SurfaceSession mSurfaceSession;
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private SurfaceControl mSurfaceControl;
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private Surface mSurface;
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private NaturalSurfaceLayout mSurfaceLayout;
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private EGLDisplay mEglDisplay;
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private EGLConfig mEglConfig;
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private EGLContext mEglContext;
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private EGLSurface mEglSurface;
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private boolean mSurfaceVisible;
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private float mSurfaceAlpha;
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// Texture names. We only use one texture, which contains the screenshot.
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private final int[] mTexNames = new int[1];
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private boolean mTexNamesGenerated;
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private final float mTexMatrix[] = new float[16];
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// Vertex and corresponding texture coordinates.
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// We have 4 2D vertices, so 8 elements. The vertices form a quad.
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private final FloatBuffer mVertexBuffer = createNativeFloatBuffer(8);
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private final FloatBuffer mTexCoordBuffer = createNativeFloatBuffer(8);
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/**
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* Animates an electron beam warming up.
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*/
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public static final int MODE_WARM_UP = 0;
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/**
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* Animates an electron beam shutting off.
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*/
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public static final int MODE_COOL_DOWN = 1;
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/**
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* Animates a simple dim layer to fade the contents of the screen in or out progressively.
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*/
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public static final int MODE_FADE = 2;
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public ElectronBeam(DisplayManagerService displayManager) {
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mDisplayManager = displayManager;
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}
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/**
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* Warms up the electron beam in preparation for turning on or off.
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* This method prepares a GL context, and captures a screen shot.
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*
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* @param mode The desired mode for the upcoming animation.
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* @return True if the electron beam is ready, false if it is uncontrollable.
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*/
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public boolean prepare(int mode) {
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if (DEBUG) {
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Slog.d(TAG, "prepare: mode=" + mode);
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}
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mMode = mode;
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// Get the display size and layer stack.
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// This is not expected to change while the electron beam surface is showing.
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DisplayInfo displayInfo = mDisplayManager.getDisplayInfo(Display.DEFAULT_DISPLAY);
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mDisplayLayerStack = displayInfo.layerStack;
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mDisplayWidth = displayInfo.getNaturalWidth();
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mDisplayHeight = displayInfo.getNaturalHeight();
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// Prepare the surface for drawing.
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if (!tryPrepare()) {
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dismiss();
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return false;
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}
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// Done.
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mPrepared = true;
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// Dejanking optimization.
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// Some GL drivers can introduce a lot of lag in the first few frames as they
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// initialize their state and allocate graphics buffers for rendering.
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// Work around this problem by rendering the first frame of the animation a few
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// times. The rest of the animation should run smoothly thereafter.
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// The frames we draw here aren't visible because we are essentially just
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// painting the screenshot as-is.
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if (mode == MODE_COOL_DOWN) {
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for (int i = 0; i < DEJANK_FRAMES; i++) {
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draw(1.0f);
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}
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}
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return true;
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}
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private boolean tryPrepare() {
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if (createSurface()) {
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if (mMode == MODE_FADE) {
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return true;
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}
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return createEglContext()
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&& createEglSurface()
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&& captureScreenshotTextureAndSetViewport();
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}
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return false;
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}
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/**
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* Dismisses the electron beam animation surface and cleans up.
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*
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* To prevent stray photons from leaking out after the electron beam has been
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* turned off, it is a good idea to defer dismissing the animation until the
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* electron beam has been turned back on fully.
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*/
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public void dismiss() {
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if (DEBUG) {
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Slog.d(TAG, "dismiss");
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}
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destroyScreenshotTexture();
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destroyEglSurface();
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destroySurface();
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mPrepared = false;
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}
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/**
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* Draws an animation frame showing the electron beam activated at the
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* specified level.
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*
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* @param level The electron beam level.
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* @return True if successful.
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*/
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public boolean draw(float level) {
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if (DEBUG) {
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Slog.d(TAG, "drawFrame: level=" + level);
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}
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if (!mPrepared) {
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return false;
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}
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if (mMode == MODE_FADE) {
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return showSurface(1.0f - level);
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}
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if (!attachEglContext()) {
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return false;
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}
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try {
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// Clear frame to solid black.
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GLES10.glClearColor(0f, 0f, 0f, 1f);
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GLES10.glClear(GLES10.GL_COLOR_BUFFER_BIT);
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// Draw the frame.
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if (level < HSTRETCH_DURATION) {
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drawHStretch(1.0f - (level / HSTRETCH_DURATION));
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} else {
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drawVStretch(1.0f - ((level - HSTRETCH_DURATION) / VSTRETCH_DURATION));
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}
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if (checkGlErrors("drawFrame")) {
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return false;
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}
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EGL14.eglSwapBuffers(mEglDisplay, mEglSurface);
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} finally {
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detachEglContext();
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}
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return showSurface(1.0f);
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}
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/**
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* Draws a frame where the content of the electron beam is collapsing inwards upon
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* itself vertically with red / green / blue channels dispersing and eventually
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* merging down to a single horizontal line.
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*
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* @param stretch The stretch factor. 0.0 is no collapse, 1.0 is full collapse.
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*/
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private void drawVStretch(float stretch) {
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// compute interpolation scale factors for each color channel
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final float ar = scurve(stretch, 7.5f);
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final float ag = scurve(stretch, 8.0f);
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final float ab = scurve(stretch, 8.5f);
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if (DEBUG) {
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Slog.d(TAG, "drawVStretch: stretch=" + stretch
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+ ", ar=" + ar + ", ag=" + ag + ", ab=" + ab);
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}
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// set blending
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GLES10.glBlendFunc(GLES10.GL_ONE, GLES10.GL_ONE);
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GLES10.glEnable(GLES10.GL_BLEND);
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// bind vertex buffer
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GLES10.glVertexPointer(2, GLES10.GL_FLOAT, 0, mVertexBuffer);
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GLES10.glEnableClientState(GLES10.GL_VERTEX_ARRAY);
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// set-up texturing
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GLES10.glDisable(GLES10.GL_TEXTURE_2D);
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GLES10.glEnable(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
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// bind texture and set blending for drawing planes
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GLES10.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTexNames[0]);
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GLES10.glTexEnvx(GLES10.GL_TEXTURE_ENV, GLES10.GL_TEXTURE_ENV_MODE,
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mMode == MODE_WARM_UP ? GLES10.GL_MODULATE : GLES10.GL_REPLACE);
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GLES10.glTexParameterx(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
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GLES10.GL_TEXTURE_MAG_FILTER, GLES10.GL_LINEAR);
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GLES10.glTexParameterx(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
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GLES10.GL_TEXTURE_MIN_FILTER, GLES10.GL_LINEAR);
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GLES10.glTexParameterx(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
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GLES10.GL_TEXTURE_WRAP_S, GLES10.GL_CLAMP_TO_EDGE);
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GLES10.glTexParameterx(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
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GLES10.GL_TEXTURE_WRAP_T, GLES10.GL_CLAMP_TO_EDGE);
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GLES10.glEnable(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
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GLES10.glTexCoordPointer(2, GLES10.GL_FLOAT, 0, mTexCoordBuffer);
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GLES10.glEnableClientState(GLES10.GL_TEXTURE_COORD_ARRAY);
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// draw the red plane
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setVStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ar);
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GLES10.glColorMask(true, false, false, true);
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GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
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// draw the green plane
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setVStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ag);
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GLES10.glColorMask(false, true, false, true);
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GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
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// draw the blue plane
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setVStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ab);
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GLES10.glColorMask(false, false, true, true);
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GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
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// clean up after drawing planes
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GLES10.glDisable(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
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GLES10.glDisableClientState(GLES10.GL_TEXTURE_COORD_ARRAY);
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GLES10.glColorMask(true, true, true, true);
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// draw the white highlight (we use the last vertices)
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if (mMode == MODE_COOL_DOWN) {
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GLES10.glColor4f(ag, ag, ag, 1.0f);
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GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
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}
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// clean up
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GLES10.glDisableClientState(GLES10.GL_VERTEX_ARRAY);
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GLES10.glDisable(GLES10.GL_BLEND);
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}
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/**
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* Draws a frame where the electron beam has been stretched out into
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* a thin white horizontal line that fades as it collapses inwards.
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*
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* @param stretch The stretch factor. 0.0 is maximum stretch / no fade,
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* 1.0 is collapsed / maximum fade.
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*/
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private void drawHStretch(float stretch) {
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// compute interpolation scale factor
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final float ag = scurve(stretch, 8.0f);
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if (DEBUG) {
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Slog.d(TAG, "drawHStretch: stretch=" + stretch + ", ag=" + ag);
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}
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if (stretch < 1.0f) {
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// bind vertex buffer
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GLES10.glVertexPointer(2, GLES10.GL_FLOAT, 0, mVertexBuffer);
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GLES10.glEnableClientState(GLES10.GL_VERTEX_ARRAY);
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// draw narrow fading white line
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setHStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ag);
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GLES10.glColor4f(1.0f - ag*0.75f, 1.0f - ag*0.75f, 1.0f - ag*0.75f, 1.0f);
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GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
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// clean up
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GLES10.glDisableClientState(GLES10.GL_VERTEX_ARRAY);
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}
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}
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private static void setVStretchQuad(FloatBuffer vtx, float dw, float dh, float a) {
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final float w = dw + (dw * a);
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final float h = dh - (dh * a);
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final float x = (dw - w) * 0.5f;
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final float y = (dh - h) * 0.5f;
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setQuad(vtx, x, y, w, h);
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}
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private static void setHStretchQuad(FloatBuffer vtx, float dw, float dh, float a) {
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final float w = 2 * dw * (1.0f - a);
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final float h = 1.0f;
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final float x = (dw - w) * 0.5f;
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final float y = (dh - h) * 0.5f;
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setQuad(vtx, x, y, w, h);
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}
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private static void setQuad(FloatBuffer vtx, float x, float y, float w, float h) {
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if (DEBUG) {
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Slog.d(TAG, "setQuad: x=" + x + ", y=" + y + ", w=" + w + ", h=" + h);
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}
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vtx.put(0, x);
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vtx.put(1, y);
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vtx.put(2, x);
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vtx.put(3, y + h);
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vtx.put(4, x + w);
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vtx.put(5, y + h);
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vtx.put(6, x + w);
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vtx.put(7, y);
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}
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private boolean captureScreenshotTextureAndSetViewport() {
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if (!attachEglContext()) {
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return false;
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}
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try {
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if (!mTexNamesGenerated) {
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GLES10.glGenTextures(1, mTexNames, 0);
|
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if (checkGlErrors("glGenTextures")) {
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return false;
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}
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mTexNamesGenerated = true;
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}
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|
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final SurfaceTexture st = new SurfaceTexture(mTexNames[0]);
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final Surface s = new Surface(st);
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try {
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SurfaceControl.screenshot(SurfaceControl.getBuiltInDisplay(
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SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN), s);
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} finally {
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s.release();
|
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}
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|
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st.updateTexImage();
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st.getTransformMatrix(mTexMatrix);
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|
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// Set up texture coordinates for a quad.
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// We might need to change this if the texture ends up being
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// a different size from the display for some reason.
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mTexCoordBuffer.put(0, 0f); mTexCoordBuffer.put(1, 0f);
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mTexCoordBuffer.put(2, 0f); mTexCoordBuffer.put(3, 1f);
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mTexCoordBuffer.put(4, 1f); mTexCoordBuffer.put(5, 1f);
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mTexCoordBuffer.put(6, 1f); mTexCoordBuffer.put(7, 0f);
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// Set up our viewport.
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GLES10.glViewport(0, 0, mDisplayWidth, mDisplayHeight);
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GLES10.glMatrixMode(GLES10.GL_PROJECTION);
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GLES10.glLoadIdentity();
|
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GLES10.glOrthof(0, mDisplayWidth, 0, mDisplayHeight, 0, 1);
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GLES10.glMatrixMode(GLES10.GL_MODELVIEW);
|
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GLES10.glLoadIdentity();
|
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GLES10.glMatrixMode(GLES10.GL_TEXTURE);
|
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GLES10.glLoadIdentity();
|
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GLES10.glLoadMatrixf(mTexMatrix, 0);
|
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} finally {
|
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detachEglContext();
|
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}
|
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return true;
|
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}
|
|
|
|
private void destroyScreenshotTexture() {
|
|
if (mTexNamesGenerated) {
|
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mTexNamesGenerated = false;
|
|
if (attachEglContext()) {
|
|
try {
|
|
GLES10.glDeleteTextures(1, mTexNames, 0);
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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 createSurface() {
|
|
if (mSurfaceSession == null) {
|
|
mSurfaceSession = new SurfaceSession();
|
|
}
|
|
|
|
SurfaceControl.openTransaction();
|
|
try {
|
|
if (mSurfaceControl == null) {
|
|
try {
|
|
int flags;
|
|
if (mMode == MODE_FADE) {
|
|
flags = SurfaceControl.FX_SURFACE_DIM | SurfaceControl.HIDDEN;
|
|
} else {
|
|
flags = SurfaceControl.OPAQUE | SurfaceControl.HIDDEN;
|
|
}
|
|
mSurfaceControl = new SurfaceControl(mSurfaceSession,
|
|
"ElectronBeam", mDisplayWidth, mDisplayHeight,
|
|
PixelFormat.OPAQUE, flags);
|
|
} catch (OutOfResourcesException ex) {
|
|
Slog.e(TAG, "Unable to create surface.", ex);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
mSurfaceControl.setLayerStack(mDisplayLayerStack);
|
|
mSurfaceControl.setSize(mDisplayWidth, mDisplayHeight);
|
|
mSurface = new Surface();
|
|
mSurface.copyFrom(mSurfaceControl);
|
|
|
|
mSurfaceLayout = new NaturalSurfaceLayout(mDisplayManager, mSurfaceControl);
|
|
mSurfaceLayout.onDisplayTransaction();
|
|
} finally {
|
|
SurfaceControl.closeTransaction();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private boolean createEglSurface() {
|
|
if (mEglSurface == null) {
|
|
int[] eglSurfaceAttribList = new int[] {
|
|
EGL14.EGL_NONE
|
|
};
|
|
// turn our SurfaceControl into a Surface
|
|
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;
|
|
}
|
|
}
|
|
|
|
private void destroySurface() {
|
|
if (mSurfaceControl != null) {
|
|
mSurfaceLayout.dispose();
|
|
mSurfaceLayout = null;
|
|
SurfaceControl.openTransaction();
|
|
try {
|
|
mSurfaceControl.destroy();
|
|
mSurface.release();
|
|
} finally {
|
|
SurfaceControl.closeTransaction();
|
|
}
|
|
mSurfaceControl = null;
|
|
mSurfaceVisible = false;
|
|
mSurfaceAlpha = 0f;
|
|
}
|
|
}
|
|
|
|
private boolean showSurface(float alpha) {
|
|
if (!mSurfaceVisible || mSurfaceAlpha != alpha) {
|
|
SurfaceControl.openTransaction();
|
|
try {
|
|
mSurfaceControl.setLayer(ELECTRON_BEAM_LAYER);
|
|
mSurfaceControl.setAlpha(alpha);
|
|
mSurfaceControl.show();
|
|
} finally {
|
|
SurfaceControl.closeTransaction();
|
|
}
|
|
mSurfaceVisible = true;
|
|
mSurfaceAlpha = alpha;
|
|
}
|
|
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 + (float) Math.exp(-x * s));
|
|
}
|
|
|
|
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(" mMode=" + mMode);
|
|
pw.println(" mDisplayLayerStack=" + mDisplayLayerStack);
|
|
pw.println(" mDisplayWidth=" + mDisplayWidth);
|
|
pw.println(" mDisplayHeight=" + mDisplayHeight);
|
|
pw.println(" mSurfaceVisible=" + mSurfaceVisible);
|
|
pw.println(" mSurfaceAlpha=" + mSurfaceAlpha);
|
|
}
|
|
|
|
/**
|
|
* Keeps a surface aligned with the natural orientation of the device.
|
|
* 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.
|
|
*/
|
|
private static final class NaturalSurfaceLayout implements DisplayTransactionListener {
|
|
private final DisplayManagerService mDisplayManager;
|
|
private SurfaceControl mSurfaceControl;
|
|
|
|
public NaturalSurfaceLayout(DisplayManagerService displayManager, SurfaceControl surfaceControl) {
|
|
mDisplayManager = displayManager;
|
|
mSurfaceControl = surfaceControl;
|
|
mDisplayManager.registerDisplayTransactionListener(this);
|
|
}
|
|
|
|
public void dispose() {
|
|
synchronized (this) {
|
|
mSurfaceControl = null;
|
|
}
|
|
mDisplayManager.unregisterDisplayTransactionListener(this);
|
|
}
|
|
|
|
@Override
|
|
public void onDisplayTransaction() {
|
|
synchronized (this) {
|
|
if (mSurfaceControl == null) {
|
|
return;
|
|
}
|
|
|
|
DisplayInfo displayInfo = mDisplayManager.getDisplayInfo(Display.DEFAULT_DISPLAY);
|
|
switch (displayInfo.rotation) {
|
|
case Surface.ROTATION_0:
|
|
mSurfaceControl.setPosition(0, 0);
|
|
mSurfaceControl.setMatrix(1, 0, 0, 1);
|
|
break;
|
|
case Surface.ROTATION_90:
|
|
mSurfaceControl.setPosition(0, displayInfo.logicalHeight);
|
|
mSurfaceControl.setMatrix(0, -1, 1, 0);
|
|
break;
|
|
case Surface.ROTATION_180:
|
|
mSurfaceControl.setPosition(displayInfo.logicalWidth, displayInfo.logicalHeight);
|
|
mSurfaceControl.setMatrix(-1, 0, 0, -1);
|
|
break;
|
|
case Surface.ROTATION_270:
|
|
mSurfaceControl.setPosition(displayInfo.logicalWidth, 0);
|
|
mSurfaceControl.setMatrix(0, 1, -1, 0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|