BootAnimation.cpp revision abac01052c1c40f8582fe9f010c2efe6013e25c6
1/*
2 * Copyright (C) 2007 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#include <stdint.h>
18#include <sys/types.h>
19#include <math.h>
20#include <fcntl.h>
21#include <utils/misc.h>
22
23#include <binder/IPCThreadState.h>
24#include <utils/threads.h>
25#include <utils/Atomic.h>
26#include <utils/Errors.h>
27#include <utils/Log.h>
28#include <utils/AssetManager.h>
29
30#include <ui/PixelFormat.h>
31#include <ui/Rect.h>
32#include <ui/Region.h>
33#include <ui/DisplayInfo.h>
34#include <ui/ISurfaceComposer.h>
35#include <ui/ISurfaceFlingerClient.h>
36#include <ui/FramebufferNativeWindow.h>
37
38#include <core/SkBitmap.h>
39#include <images/SkImageDecoder.h>
40
41#include <GLES/gl.h>
42#include <GLES/glext.h>
43#include <EGL/eglext.h>
44
45#include "BootAnimation.h"
46
47namespace android {
48
49// ---------------------------------------------------------------------------
50
51BootAnimation::BootAnimation() : Thread(false)
52{
53    mSession = new SurfaceComposerClient();
54}
55
56BootAnimation::~BootAnimation() {
57}
58
59void BootAnimation::onFirstRef() {
60    run("BootAnimation", PRIORITY_DISPLAY);
61}
62
63const sp<SurfaceComposerClient>& BootAnimation::session() const {
64    return mSession;
65}
66
67status_t BootAnimation::initTexture(Texture* texture, AssetManager& assets,
68        const char* name) {
69    Asset* asset = assets.open(name, Asset::ACCESS_BUFFER);
70    if (!asset)
71        return NO_INIT;
72    SkBitmap bitmap;
73    SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(),
74            &bitmap, SkBitmap::kNo_Config, SkImageDecoder::kDecodePixels_Mode);
75    asset->close();
76    delete asset;
77
78    // ensure we can call getPixels(). No need to call unlock, since the
79    // bitmap will go out of scope when we return from this method.
80    bitmap.lockPixels();
81
82    const int w = bitmap.width();
83    const int h = bitmap.height();
84    const void* p = bitmap.getPixels();
85
86    GLint crop[4] = { 0, h, w, -h };
87    texture->w = w;
88    texture->h = h;
89
90    glGenTextures(1, &texture->name);
91    glBindTexture(GL_TEXTURE_2D, texture->name);
92
93    switch (bitmap.getConfig()) {
94        case SkBitmap::kA8_Config:
95            glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA,
96                    GL_UNSIGNED_BYTE, p);
97            break;
98        case SkBitmap::kARGB_4444_Config:
99            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA,
100                    GL_UNSIGNED_SHORT_4_4_4_4, p);
101            break;
102        case SkBitmap::kARGB_8888_Config:
103            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA,
104                    GL_UNSIGNED_BYTE, p);
105            break;
106        case SkBitmap::kRGB_565_Config:
107            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB,
108                    GL_UNSIGNED_SHORT_5_6_5, p);
109            break;
110        default:
111            break;
112    }
113
114    glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
115    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
116    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
117    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
118    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
119    return NO_ERROR;
120}
121
122status_t BootAnimation::readyToRun() {
123    mAssets.addDefaultAssets();
124
125    DisplayInfo dinfo;
126    status_t status = session()->getDisplayInfo(0, &dinfo);
127    if (status)
128        return -1;
129
130    // create the native surface
131    sp<SurfaceControl> control = session()->createSurface(
132            getpid(), 0, dinfo.w, dinfo.h, PIXEL_FORMAT_RGB_565,
133            ISurfaceComposer::eGPU);
134    session()->openTransaction();
135    control->setLayer(0x40000000);
136    session()->closeTransaction();
137
138    sp<Surface> s = control->getSurface();
139
140    // initialize opengl and egl
141    const EGLint attribs[] = { EGL_RED_SIZE, 5, EGL_GREEN_SIZE, 6,
142            EGL_BLUE_SIZE, 5, EGL_DEPTH_SIZE, 0, EGL_NONE };
143    EGLint w, h, dummy;
144    EGLint numConfigs;
145    EGLConfig config;
146    EGLSurface surface;
147    EGLContext context;
148
149    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
150
151    eglInitialize(display, 0, 0);
152    eglChooseConfig(display, attribs, &config, 1, &numConfigs);
153
154    surface = eglCreateWindowSurface(display, config, s.get(), NULL);
155    context = eglCreateContext(display, config, NULL, NULL);
156    eglQuerySurface(display, surface, EGL_WIDTH, &w);
157    eglQuerySurface(display, surface, EGL_HEIGHT, &h);
158
159    if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
160        return NO_INIT;
161
162    mDisplay = display;
163    mContext = context;
164    mSurface = surface;
165    mWidth = w;
166    mHeight = h;
167    mFlingerSurfaceControl = control;
168    mFlingerSurface = s;
169
170    // initialize GL
171    glShadeModel(GL_FLAT);
172    glEnable(GL_TEXTURE_2D);
173    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
174
175    return NO_ERROR;
176}
177
178bool BootAnimation::threadLoop() {
179    bool r = android();
180    eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
181    eglDestroyContext(mDisplay, mContext);
182    eglDestroySurface(mDisplay, mSurface);
183    mFlingerSurface.clear();
184    mFlingerSurfaceControl.clear();
185    eglTerminate(mDisplay);
186    IPCThreadState::self()->stopProcess();
187    return r;
188}
189
190bool BootAnimation::android() {
191    initTexture(&mAndroid[0], mAssets, "images/android-logo-mask.png");
192    initTexture(&mAndroid[1], mAssets, "images/android-logo-shine.png");
193
194    // clear screen
195    glDisable(GL_DITHER);
196    glDisable(GL_SCISSOR_TEST);
197    glClear(GL_COLOR_BUFFER_BIT);
198    eglSwapBuffers(mDisplay, mSurface);
199
200    const GLint xc = (mWidth  - mAndroid[0].w) / 2;
201    const GLint yc = (mHeight - mAndroid[0].h) / 2;
202    const Rect updateRect(xc, yc, xc + mAndroid[0].w, yc + mAndroid[0].h);
203
204    // draw and update only what we need
205    mFlingerSurface->setSwapRectangle(updateRect);
206
207    glScissor(updateRect.left, mHeight - updateRect.bottom, updateRect.width(),
208            updateRect.height());
209
210    // Blend state
211    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
212    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
213
214    const nsecs_t startTime = systemTime();
215    do {
216        nsecs_t now = systemTime();
217        double time = now - startTime;
218        float t = 4.0f * float(time / us2ns(16667)) / mAndroid[1].w;
219        GLint offset = (1 - (t - floorf(t))) * mAndroid[1].w;
220        GLint x = xc - offset;
221
222        glDisable(GL_SCISSOR_TEST);
223        glClear(GL_COLOR_BUFFER_BIT);
224
225        glEnable(GL_SCISSOR_TEST);
226        glDisable(GL_BLEND);
227        glBindTexture(GL_TEXTURE_2D, mAndroid[1].name);
228        glDrawTexiOES(x,                 yc, 0, mAndroid[1].w, mAndroid[1].h);
229        glDrawTexiOES(x + mAndroid[1].w, yc, 0, mAndroid[1].w, mAndroid[1].h);
230
231        glEnable(GL_BLEND);
232        glBindTexture(GL_TEXTURE_2D, mAndroid[0].name);
233        glDrawTexiOES(xc, yc, 0, mAndroid[0].w, mAndroid[0].h);
234
235        EGLBoolean res = eglSwapBuffers(mDisplay, mSurface);
236        if (res == EGL_FALSE)
237            break;
238
239        // 12fps: don't animate too fast to preserve CPU
240        const nsecs_t sleepTime = 83333 - ns2us(systemTime() - now);
241        if (sleepTime > 0)
242            usleep(sleepTime);
243    } while (!exitPending());
244
245    glDeleteTextures(1, &mAndroid[0].name);
246    glDeleteTextures(1, &mAndroid[1].name);
247    return false;
248}
249
250// ---------------------------------------------------------------------------
251
252}
253; // namespace android
254