| /* |
| * Copyright (C) 2007 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. |
| */ |
| |
| #define LOG_TAG "BootAnimation" |
| |
| #include <stdint.h> |
| #include <sys/types.h> |
| #include <math.h> |
| #include <fcntl.h> |
| #include <utils/misc.h> |
| #include <signal.h> |
| |
| #include <binder/IPCThreadState.h> |
| #include <utils/threads.h> |
| #include <utils/Atomic.h> |
| #include <utils/Errors.h> |
| #include <utils/Log.h> |
| #include <utils/AssetManager.h> |
| |
| #include <ui/PixelFormat.h> |
| #include <ui/Rect.h> |
| #include <ui/Region.h> |
| #include <ui/DisplayInfo.h> |
| #include <ui/ISurfaceComposer.h> |
| #include <ui/ISurfaceFlingerClient.h> |
| #include <ui/FramebufferNativeWindow.h> |
| #include <ui/EGLUtils.h> |
| |
| #include <core/SkBitmap.h> |
| #include <images/SkImageDecoder.h> |
| |
| #include <GLES/gl.h> |
| #include <GLES/glext.h> |
| #include <EGL/eglext.h> |
| |
| #include "BootAnimation.h" |
| |
| namespace android { |
| |
| // --------------------------------------------------------------------------- |
| |
| BootAnimation::BootAnimation() : Thread(false) |
| { |
| mSession = new SurfaceComposerClient(); |
| } |
| |
| BootAnimation::~BootAnimation() { |
| } |
| |
| void BootAnimation::onFirstRef() { |
| status_t err = mSession->linkToComposerDeath(this); |
| LOGE_IF(err, "linkToComposerDeath failed (%s) ", strerror(-err)); |
| if (err == NO_ERROR) { |
| run("BootAnimation", PRIORITY_DISPLAY); |
| } |
| } |
| |
| sp<SurfaceComposerClient> BootAnimation::session() const { |
| return mSession; |
| } |
| |
| |
| void BootAnimation::binderDied(const wp<IBinder>& who) |
| { |
| // woah, surfaceflinger died! |
| LOGD("SurfaceFlinger died, exiting..."); |
| |
| // calling requestExit() is not enough here because the Surface code |
| // might be blocked on a condition variable that will never be updated. |
| kill( getpid(), SIGKILL ); |
| requestExit(); |
| } |
| |
| status_t BootAnimation::initTexture(Texture* texture, AssetManager& assets, |
| const char* name) { |
| Asset* asset = assets.open(name, Asset::ACCESS_BUFFER); |
| if (!asset) |
| return NO_INIT; |
| SkBitmap bitmap; |
| SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(), |
| &bitmap, SkBitmap::kNo_Config, SkImageDecoder::kDecodePixels_Mode); |
| asset->close(); |
| delete asset; |
| |
| // ensure we can call getPixels(). No need to call unlock, since the |
| // bitmap will go out of scope when we return from this method. |
| bitmap.lockPixels(); |
| |
| const int w = bitmap.width(); |
| const int h = bitmap.height(); |
| const void* p = bitmap.getPixels(); |
| |
| GLint crop[4] = { 0, h, w, -h }; |
| texture->w = w; |
| texture->h = h; |
| |
| glGenTextures(1, &texture->name); |
| glBindTexture(GL_TEXTURE_2D, texture->name); |
| |
| switch (bitmap.getConfig()) { |
| case SkBitmap::kA8_Config: |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, |
| GL_UNSIGNED_BYTE, p); |
| break; |
| case SkBitmap::kARGB_4444_Config: |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, |
| GL_UNSIGNED_SHORT_4_4_4_4, p); |
| break; |
| case SkBitmap::kARGB_8888_Config: |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, p); |
| break; |
| case SkBitmap::kRGB_565_Config: |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, |
| GL_UNSIGNED_SHORT_5_6_5, p); |
| break; |
| default: |
| break; |
| } |
| |
| glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop); |
| glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| return NO_ERROR; |
| } |
| |
| status_t BootAnimation::readyToRun() { |
| mAssets.addDefaultAssets(); |
| |
| DisplayInfo dinfo; |
| status_t status = session()->getDisplayInfo(0, &dinfo); |
| if (status) |
| return -1; |
| |
| // create the native surface |
| sp<SurfaceControl> control = session()->createSurface( |
| getpid(), 0, dinfo.w, dinfo.h, PIXEL_FORMAT_RGB_565); |
| session()->openTransaction(); |
| control->setLayer(0x40000000); |
| session()->closeTransaction(); |
| |
| sp<Surface> s = control->getSurface(); |
| |
| // initialize opengl and egl |
| const EGLint attribs[] = { |
| EGL_DEPTH_SIZE, 0, |
| EGL_NONE |
| }; |
| EGLint w, h, dummy; |
| EGLint numConfigs; |
| EGLConfig config; |
| EGLSurface surface; |
| EGLContext context; |
| |
| EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); |
| |
| eglInitialize(display, 0, 0); |
| EGLUtils::selectConfigForNativeWindow(display, attribs, s.get(), &config); |
| surface = eglCreateWindowSurface(display, config, s.get(), NULL); |
| context = eglCreateContext(display, config, NULL, NULL); |
| eglQuerySurface(display, surface, EGL_WIDTH, &w); |
| eglQuerySurface(display, surface, EGL_HEIGHT, &h); |
| |
| if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) |
| return NO_INIT; |
| |
| mDisplay = display; |
| mContext = context; |
| mSurface = surface; |
| mWidth = w; |
| mHeight = h; |
| mFlingerSurfaceControl = control; |
| mFlingerSurface = s; |
| |
| // initialize GL |
| glShadeModel(GL_FLAT); |
| glEnable(GL_TEXTURE_2D); |
| glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| |
| return NO_ERROR; |
| } |
| |
| bool BootAnimation::threadLoop() { |
| bool r = android(); |
| eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); |
| eglDestroyContext(mDisplay, mContext); |
| eglDestroySurface(mDisplay, mSurface); |
| mFlingerSurface.clear(); |
| mFlingerSurfaceControl.clear(); |
| eglTerminate(mDisplay); |
| IPCThreadState::self()->stopProcess(); |
| return r; |
| } |
| |
| bool BootAnimation::android() { |
| initTexture(&mAndroid[0], mAssets, "images/android-logo-mask.png"); |
| initTexture(&mAndroid[1], mAssets, "images/android-logo-shine.png"); |
| |
| // clear screen |
| glDisable(GL_DITHER); |
| glDisable(GL_SCISSOR_TEST); |
| glClear(GL_COLOR_BUFFER_BIT); |
| eglSwapBuffers(mDisplay, mSurface); |
| |
| const GLint xc = (mWidth - mAndroid[0].w) / 2; |
| const GLint yc = (mHeight - mAndroid[0].h) / 2; |
| const Rect updateRect(xc, yc, xc + mAndroid[0].w, yc + mAndroid[0].h); |
| |
| // draw and update only what we need |
| mFlingerSurface->setSwapRectangle(updateRect); |
| |
| glScissor(updateRect.left, mHeight - updateRect.bottom, updateRect.width(), |
| updateRect.height()); |
| |
| // Blend state |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| |
| const nsecs_t startTime = systemTime(); |
| do { |
| nsecs_t now = systemTime(); |
| double time = now - startTime; |
| float t = 4.0f * float(time / us2ns(16667)) / mAndroid[1].w; |
| GLint offset = (1 - (t - floorf(t))) * mAndroid[1].w; |
| GLint x = xc - offset; |
| |
| glDisable(GL_SCISSOR_TEST); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glEnable(GL_SCISSOR_TEST); |
| glDisable(GL_BLEND); |
| glBindTexture(GL_TEXTURE_2D, mAndroid[1].name); |
| glDrawTexiOES(x, yc, 0, mAndroid[1].w, mAndroid[1].h); |
| glDrawTexiOES(x + mAndroid[1].w, yc, 0, mAndroid[1].w, mAndroid[1].h); |
| |
| glEnable(GL_BLEND); |
| glBindTexture(GL_TEXTURE_2D, mAndroid[0].name); |
| glDrawTexiOES(xc, yc, 0, mAndroid[0].w, mAndroid[0].h); |
| |
| EGLBoolean res = eglSwapBuffers(mDisplay, mSurface); |
| if (res == EGL_FALSE) |
| break; |
| |
| // 12fps: don't animate too fast to preserve CPU |
| const nsecs_t sleepTime = 83333 - ns2us(systemTime() - now); |
| if (sleepTime > 0) |
| usleep(sleepTime); |
| } while (!exitPending()); |
| |
| glDeleteTextures(1, &mAndroid[0].name); |
| glDeleteTextures(1, &mAndroid[1].name); |
| return false; |
| } |
| |
| // --------------------------------------------------------------------------- |
| |
| } |
| ; // namespace android |