- Deprecates SurfaceTexture.OutOfResourcesException, it wasn't used - Make all JNI code throw only Surface.OutOfResourcesException - Get rid of redundant SurfaceControl.OutOfResourcesException Bug: 10566539 Change-Id: I58126260771b9ccff6a69c672ce7719b9f98138d
734 lines
26 KiB
Java
734 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.FloatMath;
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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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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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st.updateTexImage();
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st.getTransformMatrix(mTexMatrix);
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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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}
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private void destroyScreenshotTexture() {
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if (mTexNamesGenerated) {
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mTexNamesGenerated = false;
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if (attachEglContext()) {
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try {
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GLES10.glDeleteTextures(1, mTexNames, 0);
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checkGlErrors("glDeleteTextures");
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} finally {
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detachEglContext();
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}
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}
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}
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}
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private boolean createEglContext() {
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if (mEglDisplay == null) {
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mEglDisplay = EGL14.eglGetDisplay(EGL14.EGL_DEFAULT_DISPLAY);
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if (mEglDisplay == EGL14.EGL_NO_DISPLAY) {
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logEglError("eglGetDisplay");
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return false;
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}
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int[] version = new int[2];
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if (!EGL14.eglInitialize(mEglDisplay, version, 0, version, 1)) {
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mEglDisplay = null;
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logEglError("eglInitialize");
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return false;
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}
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}
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if (mEglConfig == null) {
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int[] eglConfigAttribList = new int[] {
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EGL14.EGL_RED_SIZE, 8,
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EGL14.EGL_GREEN_SIZE, 8,
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EGL14.EGL_BLUE_SIZE, 8,
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EGL14.EGL_ALPHA_SIZE, 8,
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EGL14.EGL_NONE
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};
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int[] numEglConfigs = new int[1];
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EGLConfig[] eglConfigs = new EGLConfig[1];
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if (!EGL14.eglChooseConfig(mEglDisplay, eglConfigAttribList, 0,
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eglConfigs, 0, eglConfigs.length, numEglConfigs, 0)) {
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logEglError("eglChooseConfig");
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return false;
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}
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mEglConfig = eglConfigs[0];
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}
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if (mEglContext == null) {
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int[] eglContextAttribList = new int[] {
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EGL14.EGL_NONE
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};
|
|
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 + FloatMath.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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|