split boot animation out of SurfaceFlinger

Conflicts:

	data/etc/platform.xml
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
new file mode 100644
index 0000000..3b9db8d
--- /dev/null
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -0,0 +1,249 @@
+/*
+ * 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 <utils/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/EGLNativeWindowSurface.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() {
+    run("BootAnimation", PRIORITY_DISPLAY);
+}
+
+const sp<SurfaceComposerClient>& BootAnimation::session() const {
+    return mSession;
+}
+
+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<Surface> s = session()->createSurface(getpid(), 0, dinfo.w, dinfo.h,
+            PIXEL_FORMAT_RGB_565, ISurfaceComposer::eGPU);
+    session()->openTransaction();
+    s->setLayer(0x40000000);
+    session()->closeTransaction();
+
+    // initialize opengl and egl
+    const EGLint attribs[] = { EGL_RED_SIZE, 5, EGL_GREEN_SIZE, 6,
+            EGL_BLUE_SIZE, 5, 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);
+    eglChooseConfig(display, attribs, &config, 1, &numConfigs);
+
+    mNativeWindowSurface = new EGLNativeWindowSurface(s);
+    surface = eglCreateWindowSurface(display, config, 
+            mNativeWindowSurface.get(), NULL);
+
+    context = eglCreateContext(display, config, NULL, NULL);
+    eglQuerySurface(display, surface, EGL_WIDTH, &w);
+    eglQuerySurface(display, surface, EGL_HEIGHT, &h);
+    eglMakeCurrent(display, surface, surface, context);
+    mDisplay = display;
+    mContext = context;
+    mSurface = surface;
+    mWidth = w;
+    mHeight = h;
+    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);
+    mNativeWindowSurface.clear();
+    mFlingerSurface.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
+    mNativeWindowSurface->setSwapRectangle(updateRect.left,
+            updateRect.top, updateRect.width(), updateRect.height());
+
+    glEnable(GL_SCISSOR_TEST);
+    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_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