BootAnimation: Use npot textures

If non power of two textures are supported, then use
npot texture for specifying the images supplied by vendor.
This will reduce the memory footprint of the app by a considerable
amount.

Bug: 28865582
Bug: 30040263
Change-Id: I5cef98fb013318d60d8a648041c9665da68c0ff3
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
index e849f4b..f2f7008 100644
--- a/cmds/bootanimation/BootAnimation.cpp
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -202,25 +202,25 @@
 
     switch (bitmap.colorType()) {
         case kN32_SkColorType:
-            if (tw != w || th != h) {
+            if (!mUseNpotTextures && (tw != w || th != h)) {
                 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA,
                         GL_UNSIGNED_BYTE, 0);
                 glTexSubImage2D(GL_TEXTURE_2D, 0,
                         0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, p);
             } else {
-                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA,
+                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA,
                         GL_UNSIGNED_BYTE, p);
             }
             break;
 
         case kRGB_565_SkColorType:
-            if (tw != w || th != h) {
+            if (!mUseNpotTextures && (tw != w || th != h)) {
                 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tw, th, 0, GL_RGB,
                         GL_UNSIGNED_SHORT_5_6_5, 0);
                 glTexSubImage2D(GL_TEXTURE_2D, 0,
                         0, 0, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, p);
             } else {
-                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tw, th, 0, GL_RGB,
+                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB,
                         GL_UNSIGNED_SHORT_5_6_5, p);
             }
             break;
@@ -695,6 +695,20 @@
         mClockEnabled = false;
     }
 
+    // Check if npot textures are supported
+    mUseNpotTextures = false;
+    String8 gl_extensions;
+    const char* exts = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
+    if (!exts) {
+        glGetError();
+    } else {
+        gl_extensions.setTo(exts);
+        if ((gl_extensions.find("GL_ARB_texture_non_power_of_two") != -1) ||
+            (gl_extensions.find("GL_OES_texture_npot") != -1)) {
+            mUseNpotTextures = true;
+        }
+    }
+
     // Blend required to draw time on top of animation frames.
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     glShadeModel(GL_FLAT);