blob: b5b88f354e9343f2b45489cc8eab1287f8dc9d72 [file] [log] [blame]
/*
* 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::initTexture(void* buffer, size_t len)
{
//StopWatch watch("blah");
SkBitmap bitmap;
SkImageDecoder::DecodeMemory(buffer, len,
&bitmap, SkBitmap::kRGB_565_Config,
SkImageDecoder::kDecodePixels_Mode);
// 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 };
int tw = 1 << (31 - __builtin_clz(w));
int th = 1 << (31 - __builtin_clz(h));
if (tw < w) tw <<= 1;
if (th < h) th <<= 1;
switch (bitmap.getConfig()) {
case SkBitmap::kARGB_8888_Config:
if (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,
GL_UNSIGNED_BYTE, p);
}
break;
case SkBitmap::kRGB_565_Config:
if (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,
GL_UNSIGNED_SHORT_5_6_5, p);
}
break;
default:
break;
}
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
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;
mAndroidAnimation = false;
status_t err = mZip.open("/data/local/bootanimation.zip");
if (err != NO_ERROR) {
err = mZip.open("/system/media/bootanimation.zip");
if (err != NO_ERROR) {
mAndroidAnimation = true;
}
}
return NO_ERROR;
}
bool BootAnimation::threadLoop()
{
bool r;
if (mAndroidAnimation) {
r = android();
} else {
r = movie();
}
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
glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(mDisplay, mSurface);
glEnable(GL_TEXTURE_2D);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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;
}
bool BootAnimation::movie()
{
ZipFileRO& zip(mZip);
size_t numEntries = zip.getNumEntries();
ZipEntryRO desc = zip.findEntryByName("desc.txt");
FileMap* descMap = zip.createEntryFileMap(desc);
LOGE_IF(!descMap, "descMap is null");
if (!descMap) {
return false;
}
String8 desString((char const*)descMap->getDataPtr(),
descMap->getDataLength());
char const* s = desString.string();
Animation animation;
// Parse the description file
for (;;) {
const char* endl = strstr(s, "\n");
if (!endl) break;
String8 line(s, endl - s);
const char* l = line.string();
int fps, width, height, count, pause;
char path[256];
if (sscanf(l, "%d %d %d", &width, &height, &fps) == 3) {
//LOGD("> w=%d, h=%d, fps=%d", fps, width, height);
animation.width = width;
animation.height = height;
animation.fps = fps;
}
if (sscanf(l, "p %d %d %s", &count, &pause, path) == 3) {
//LOGD("> count=%d, pause=%d, path=%s", count, pause, path);
Animation::Part part;
part.count = count;
part.pause = pause;
part.path = path;
animation.parts.add(part);
}
s = ++endl;
}
// read all the data structures
const size_t pcount = animation.parts.size();
for (size_t i=0 ; i<numEntries ; i++) {
char name[256];
ZipEntryRO entry = zip.findEntryByIndex(i);
if (zip.getEntryFileName(entry, name, 256) == 0) {
const String8 entryName(name);
const String8 path(entryName.getPathDir());
const String8 leaf(entryName.getPathLeaf());
if (leaf.size() > 0) {
for (int j=0 ; j<pcount ; j++) {
if (path == animation.parts[j].path) {
int method;
// supports only stored png files
if (zip.getEntryInfo(entry, &method, 0, 0, 0, 0, 0)) {
if (method == ZipFileRO::kCompressStored) {
FileMap* map = zip.createEntryFileMap(entry);
if (map) {
Animation::Frame frame;
frame.name = leaf;
frame.map = map;
Animation::Part& part(animation.parts.editItemAt(j));
part.frames.add(frame);
}
}
}
}
}
}
}
}
// clear screen
glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(mDisplay, mSurface);
glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
const int xc = (mWidth - animation.width) / 2;
const int yc = ((mHeight - animation.height) / 2);
nsecs_t lastFrame = systemTime();
nsecs_t frameDuration = s2ns(1) / animation.fps;
for (int i=0 ; i<pcount && !exitPending() ; i++) {
const Animation::Part& part(animation.parts[i]);
const size_t fcount = part.frames.size();
glBindTexture(GL_TEXTURE_2D, 0);
for (int r=0 ; !part.count || r<part.count ; r++) {
for (int j=0 ; j<fcount && !exitPending(); j++) {
const Animation::Frame& frame(part.frames[j]);
if (r > 0) {
glBindTexture(GL_TEXTURE_2D, frame.tid);
} else {
if (part.count != 1) {
glGenTextures(1, &frame.tid);
glBindTexture(GL_TEXTURE_2D, frame.tid);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
initTexture(
frame.map->getDataPtr(),
frame.map->getDataLength());
}
glDrawTexiOES(xc, yc, 0, animation.width, animation.height);
eglSwapBuffers(mDisplay, mSurface);
nsecs_t now = systemTime();
nsecs_t delay = frameDuration - (now - lastFrame);
lastFrame = now;
long wait = ns2us(frameDuration);
if (wait > 0)
usleep(wait);
}
usleep(part.pause * ns2us(frameDuration));
}
// free the textures for this part
if (part.count != 1) {
for (int j=0 ; j<fcount ; j++) {
const Animation::Frame& frame(part.frames[j]);
glDeleteTextures(1, &frame.tid);
}
}
}
return false;
}
// ---------------------------------------------------------------------------
}
; // namespace android