screen-off animation won't be handled by SF anymore

Change-Id: Idc41386804ae7d7eb981c36e1bc55c270870c8d0
This commit is contained in:
Mathias Agopian 2012-08-02 21:27:56 -07:00
parent 92a979a92c
commit 92efd84f37
4 changed files with 0 additions and 524 deletions

View File

@ -89,11 +89,6 @@ public:
eSynchronous = 0x01,
};
enum {
eElectronBeamAnimationOn = 0x01,
eElectronBeamAnimationOff = 0x10
};
/* create connection with surface flinger, requires
* ACCESS_SURFACE_FLINGER permission
*/
@ -123,12 +118,6 @@ public:
uint32_t reqWidth, uint32_t reqHeight,
uint32_t minLayerZ, uint32_t maxLayerZ) = 0;
/* triggers screen off animation */
virtual status_t turnElectronBeamOff(int32_t mode) = 0;
/* triggers screen on animation */
virtual status_t turnElectronBeamOn(int32_t mode) = 0;
/* verify that an ISurfaceTexture was created by SurfaceFlinger.
*/
virtual bool authenticateSurfaceTexture(
@ -166,8 +155,6 @@ public:
SET_TRANSACTION_STATE,
SET_ORIENTATION,
CAPTURE_SCREEN,
TURN_ELECTRON_BEAM_OFF,
TURN_ELECTRON_BEAM_ON,
AUTHENTICATE_SURFACE,
CREATE_DISPLAY_EVENT_CONNECTION,
BLANK,

View File

@ -123,24 +123,6 @@ public:
return reply.readInt32();
}
virtual status_t turnElectronBeamOff(int32_t mode)
{
Parcel data, reply;
data.writeInterfaceToken(ISurfaceComposer::getInterfaceDescriptor());
data.writeInt32(mode);
remote()->transact(BnSurfaceComposer::TURN_ELECTRON_BEAM_OFF, data, &reply);
return reply.readInt32();
}
virtual status_t turnElectronBeamOn(int32_t mode)
{
Parcel data, reply;
data.writeInterfaceToken(ISurfaceComposer::getInterfaceDescriptor());
data.writeInt32(mode);
remote()->transact(BnSurfaceComposer::TURN_ELECTRON_BEAM_ON, data, &reply);
return reply.readInt32();
}
virtual bool authenticateSurfaceTexture(
const sp<ISurfaceTexture>& surfaceTexture) const
{
@ -291,18 +273,6 @@ status_t BnSurfaceComposer::onTransact(
reply->writeInt32(f);
reply->writeInt32(res);
} break;
case TURN_ELECTRON_BEAM_OFF: {
CHECK_INTERFACE(ISurfaceComposer, data, reply);
int32_t mode = data.readInt32();
status_t res = turnElectronBeamOff(mode);
reply->writeInt32(res);
} break;
case TURN_ELECTRON_BEAM_ON: {
CHECK_INTERFACE(ISurfaceComposer, data, reply);
int32_t mode = data.readInt32();
status_t res = turnElectronBeamOn(mode);
reply->writeInt32(res);
} break;
case AUTHENTICATE_SURFACE: {
CHECK_INTERFACE(ISurfaceComposer, data, reply);
sp<ISurfaceTexture> surfaceTexture =

View File

@ -86,7 +86,6 @@ SurfaceFlinger::SurfaceFlinger()
mBootTime(systemTime()),
mVisibleRegionsDirty(false),
mHwWorkListDirty(false),
mElectronBeamAnimationMode(0),
mDebugRegion(0),
mDebugDDMS(0),
mDebugDisableHWC(0),
@ -1619,11 +1618,6 @@ void SurfaceFlinger::onScreenAcquired() {
getHwComposer().acquire();
hw.acquireScreen();
mEventThread->onScreenAcquired();
// this is a temporary work-around, eventually this should be called
// by the power-manager
SurfaceFlinger::turnElectronBeamOn(mElectronBeamAnimationMode);
// from this point on, SF will process updates again
repaintEverything();
}
void SurfaceFlinger::onScreenReleased() {
@ -1906,8 +1900,6 @@ status_t SurfaceFlinger::onTransact(
case SET_TRANSACTION_STATE:
case SET_ORIENTATION:
case BOOT_FINISHED:
case TURN_ELECTRON_BEAM_OFF:
case TURN_ELECTRON_BEAM_ON:
case BLANK:
case UNBLANK:
{
@ -2085,471 +2077,6 @@ status_t SurfaceFlinger::renderScreenToTextureLocked(DisplayID dpy,
// ---------------------------------------------------------------------------
class VSyncWaiter {
DisplayEventReceiver::Event buffer[4];
sp<Looper> looper;
sp<IDisplayEventConnection> events;
sp<BitTube> eventTube;
public:
VSyncWaiter(const sp<EventThread>& eventThread) {
looper = new Looper(true);
events = eventThread->createEventConnection();
eventTube = events->getDataChannel();
looper->addFd(eventTube->getFd(), 0, ALOOPER_EVENT_INPUT, 0, 0);
events->requestNextVsync();
}
void wait() {
ssize_t n;
looper->pollOnce(-1);
// we don't handle any errors here, it doesn't matter
// and we don't want to take the risk to get stuck.
// drain the events...
while ((n = DisplayEventReceiver::getEvents(
eventTube, buffer, 4)) > 0) ;
events->requestNextVsync();
}
};
status_t SurfaceFlinger::electronBeamOffAnimationImplLocked()
{
// get screen geometry
const DisplayDevice& hw(getDefaultDisplayDevice());
const uint32_t hw_w = hw.getWidth();
const uint32_t hw_h = hw.getHeight();
const Region screenBounds(hw.getBounds());
GLfloat u, v;
GLuint tname;
status_t result = renderScreenToTextureLocked(0, &tname, &u, &v);
if (result != NO_ERROR) {
return result;
}
GLfloat vtx[8];
const GLfloat texCoords[4][2] = { {0,0}, {0,v}, {u,v}, {u,0} };
glBindTexture(GL_TEXTURE_2D, tname);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vtx);
/*
* Texture coordinate mapping
*
* u
* 1 +----------+---+
* | | | | image is inverted
* | V | | w.r.t. the texture
* 1-v +----------+ | coordinates
* | |
* | |
* | |
* 0 +--------------+
* 0 1
*
*/
class s_curve_interpolator {
const float nbFrames, s, v;
public:
s_curve_interpolator(int nbFrames, float s)
: nbFrames(1.0f / (nbFrames-1)), s(s),
v(1.0f + expf(-s + 0.5f*s)) {
}
float operator()(int f) {
const float x = f * nbFrames;
return ((1.0f/(1.0f + expf(-x*s + 0.5f*s))) - 0.5f) * v + 0.5f;
}
};
class v_stretch {
const GLfloat hw_w, hw_h;
public:
v_stretch(uint32_t hw_w, uint32_t hw_h)
: hw_w(hw_w), hw_h(hw_h) {
}
void operator()(GLfloat* vtx, float v) {
const GLfloat w = hw_w + (hw_w * v);
const GLfloat h = hw_h - (hw_h * v);
const GLfloat x = (hw_w - w) * 0.5f;
const GLfloat y = (hw_h - h) * 0.5f;
vtx[0] = x; vtx[1] = y;
vtx[2] = x; vtx[3] = y + h;
vtx[4] = x + w; vtx[5] = y + h;
vtx[6] = x + w; vtx[7] = y;
}
};
class h_stretch {
const GLfloat hw_w, hw_h;
public:
h_stretch(uint32_t hw_w, uint32_t hw_h)
: hw_w(hw_w), hw_h(hw_h) {
}
void operator()(GLfloat* vtx, float v) {
const GLfloat w = hw_w - (hw_w * v);
const GLfloat h = 1.0f;
const GLfloat x = (hw_w - w) * 0.5f;
const GLfloat y = (hw_h - h) * 0.5f;
vtx[0] = x; vtx[1] = y;
vtx[2] = x; vtx[3] = y + h;
vtx[4] = x + w; vtx[5] = y + h;
vtx[6] = x + w; vtx[7] = y;
}
};
VSyncWaiter vsync(mEventThread);
// the full animation is 24 frames
char value[PROPERTY_VALUE_MAX];
property_get("debug.sf.electron_frames", value, "24");
int nbFrames = (atoi(value) + 1) >> 1;
if (nbFrames <= 0) // just in case
nbFrames = 24;
s_curve_interpolator itr(nbFrames, 7.5f);
s_curve_interpolator itg(nbFrames, 8.0f);
s_curve_interpolator itb(nbFrames, 8.5f);
v_stretch vverts(hw_w, hw_h);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
for (int i=0 ; i<nbFrames ; i++) {
float x, y, w, h;
const float vr = itr(i);
const float vg = itg(i);
const float vb = itb(i);
// wait for vsync
vsync.wait();
// clear screen
glColorMask(1,1,1,1);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
// draw the red plane
vverts(vtx, vr);
glColorMask(1,0,0,1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// draw the green plane
vverts(vtx, vg);
glColorMask(0,1,0,1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// draw the blue plane
vverts(vtx, vb);
glColorMask(0,0,1,1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// draw the white highlight (we use the last vertices)
glDisable(GL_TEXTURE_2D);
glColorMask(1,1,1,1);
glColor4f(vg, vg, vg, 1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
hw.flip(screenBounds);
}
h_stretch hverts(hw_w, hw_h);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColorMask(1,1,1,1);
for (int i=0 ; i<nbFrames ; i++) {
const float v = itg(i);
hverts(vtx, v);
// wait for vsync
vsync.wait();
glClear(GL_COLOR_BUFFER_BIT);
glColor4f(1-v, 1-v, 1-v, 1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
hw.flip(screenBounds);
}
glColorMask(1,1,1,1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &tname);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
return NO_ERROR;
}
status_t SurfaceFlinger::electronBeamOnAnimationImplLocked()
{
status_t result = PERMISSION_DENIED;
if (!GLExtensions::getInstance().haveFramebufferObject())
return INVALID_OPERATION;
// get screen geometry
const DisplayDevice& hw(getDefaultDisplayDevice());
const uint32_t hw_w = hw.getWidth();
const uint32_t hw_h = hw.getHeight();
const Region screenBounds(hw.bounds());
GLfloat u, v;
GLuint tname;
result = renderScreenToTextureLocked(0, &tname, &u, &v);
if (result != NO_ERROR) {
return result;
}
GLfloat vtx[8];
const GLfloat texCoords[4][2] = { {0,v}, {0,0}, {u,0}, {u,v} };
glBindTexture(GL_TEXTURE_2D, tname);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vtx);
class s_curve_interpolator {
const float nbFrames, s, v;
public:
s_curve_interpolator(int nbFrames, float s)
: nbFrames(1.0f / (nbFrames-1)), s(s),
v(1.0f + expf(-s + 0.5f*s)) {
}
float operator()(int f) {
const float x = f * nbFrames;
return ((1.0f/(1.0f + expf(-x*s + 0.5f*s))) - 0.5f) * v + 0.5f;
}
};
class v_stretch {
const GLfloat hw_w, hw_h;
public:
v_stretch(uint32_t hw_w, uint32_t hw_h)
: hw_w(hw_w), hw_h(hw_h) {
}
void operator()(GLfloat* vtx, float v) {
const GLfloat w = hw_w + (hw_w * v);
const GLfloat h = hw_h - (hw_h * v);
const GLfloat x = (hw_w - w) * 0.5f;
const GLfloat y = (hw_h - h) * 0.5f;
vtx[0] = x; vtx[1] = y;
vtx[2] = x; vtx[3] = y + h;
vtx[4] = x + w; vtx[5] = y + h;
vtx[6] = x + w; vtx[7] = y;
}
};
class h_stretch {
const GLfloat hw_w, hw_h;
public:
h_stretch(uint32_t hw_w, uint32_t hw_h)
: hw_w(hw_w), hw_h(hw_h) {
}
void operator()(GLfloat* vtx, float v) {
const GLfloat w = hw_w - (hw_w * v);
const GLfloat h = 1.0f;
const GLfloat x = (hw_w - w) * 0.5f;
const GLfloat y = (hw_h - h) * 0.5f;
vtx[0] = x; vtx[1] = y;
vtx[2] = x; vtx[3] = y + h;
vtx[4] = x + w; vtx[5] = y + h;
vtx[6] = x + w; vtx[7] = y;
}
};
VSyncWaiter vsync(mEventThread);
// the full animation is 12 frames
int nbFrames = 8;
s_curve_interpolator itr(nbFrames, 7.5f);
s_curve_interpolator itg(nbFrames, 8.0f);
s_curve_interpolator itb(nbFrames, 8.5f);
h_stretch hverts(hw_w, hw_h);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColorMask(1,1,1,1);
for (int i=nbFrames-1 ; i>=0 ; i--) {
const float v = itg(i);
hverts(vtx, v);
// wait for vsync
vsync.wait();
glClear(GL_COLOR_BUFFER_BIT);
glColor4f(1-v, 1-v, 1-v, 1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
hw.flip(screenBounds);
}
nbFrames = 4;
v_stretch vverts(hw_w, hw_h);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
for (int i=nbFrames-1 ; i>=0 ; i--) {
float x, y, w, h;
const float vr = itr(i);
const float vg = itg(i);
const float vb = itb(i);
// wait for vsync
vsync.wait();
// clear screen
glColorMask(1,1,1,1);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
// draw the red plane
vverts(vtx, vr);
glColorMask(1,0,0,1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// draw the green plane
vverts(vtx, vg);
glColorMask(0,1,0,1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// draw the blue plane
vverts(vtx, vb);
glColorMask(0,0,1,1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
hw.flip(screenBounds);
}
glColorMask(1,1,1,1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &tname);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
return NO_ERROR;
}
// ---------------------------------------------------------------------------
status_t SurfaceFlinger::turnElectronBeamOffImplLocked(int32_t mode)
{
ATRACE_CALL();
DisplayDevice& hw(const_cast<DisplayDevice&>(getDefaultDisplayDevice()));
if (!hw.canDraw()) {
// we're already off
return NO_ERROR;
}
// turn off hwc while we're doing the animation
getHwComposer().disable();
// and make sure to turn it back on (if needed) next time we compose
invalidateHwcGeometry();
if (mode & ISurfaceComposer::eElectronBeamAnimationOff) {
electronBeamOffAnimationImplLocked();
}
// always clear the whole screen at the end of the animation
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
hw.flip( Region(hw.bounds()) );
return NO_ERROR;
}
status_t SurfaceFlinger::turnElectronBeamOff(int32_t mode)
{
class MessageTurnElectronBeamOff : public MessageBase {
SurfaceFlinger* flinger;
int32_t mode;
status_t result;
public:
MessageTurnElectronBeamOff(SurfaceFlinger* flinger, int32_t mode)
: flinger(flinger), mode(mode), result(PERMISSION_DENIED) {
}
status_t getResult() const {
return result;
}
virtual bool handler() {
Mutex::Autolock _l(flinger->mStateLock);
result = flinger->turnElectronBeamOffImplLocked(mode);
return true;
}
};
sp<MessageBase> msg = new MessageTurnElectronBeamOff(this, mode);
status_t res = postMessageSync(msg);
if (res == NO_ERROR) {
res = static_cast<MessageTurnElectronBeamOff*>( msg.get() )->getResult();
// work-around: when the power-manager calls us we activate the
// animation. eventually, the "on" animation will be called
// by the power-manager itself
mElectronBeamAnimationMode = mode;
}
return res;
}
// ---------------------------------------------------------------------------
status_t SurfaceFlinger::turnElectronBeamOnImplLocked(int32_t mode)
{
DisplayDevice& hw(const_cast<DisplayDevice&>(getDefaultDisplayDevice()));
if (hw.canDraw()) {
// we're already on
return NO_ERROR;
}
if (mode & ISurfaceComposer::eElectronBeamAnimationOn) {
electronBeamOnAnimationImplLocked();
}
// make sure to redraw the whole screen when the animation is done
hw.dirtyRegion.set(hw.bounds());
signalTransaction();
return NO_ERROR;
}
status_t SurfaceFlinger::turnElectronBeamOn(int32_t mode)
{
class MessageTurnElectronBeamOn : public MessageBase {
SurfaceFlinger* flinger;
int32_t mode;
status_t result;
public:
MessageTurnElectronBeamOn(SurfaceFlinger* flinger, int32_t mode)
: flinger(flinger), mode(mode), result(PERMISSION_DENIED) {
}
status_t getResult() const {
return result;
}
virtual bool handler() {
Mutex::Autolock _l(flinger->mStateLock);
result = flinger->turnElectronBeamOnImplLocked(mode);
return true;
}
};
postMessageAsync( new MessageTurnElectronBeamOn(this, mode) );
return NO_ERROR;
}
// ---------------------------------------------------------------------------
status_t SurfaceFlinger::captureScreenImplLocked(DisplayID dpy,
sp<IMemoryHeap>* heap,
uint32_t* w, uint32_t* h, PixelFormat* f,

View File

@ -195,8 +195,6 @@ private:
uint32_t* width, uint32_t* height, PixelFormat* format,
uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ,
uint32_t maxLayerZ);
virtual status_t turnElectronBeamOff(int32_t mode);
virtual status_t turnElectronBeamOn(int32_t mode);
// called when screen needs to turn off
virtual void blank();
// called when screen is turning back on
@ -307,11 +305,6 @@ private:
uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ,
uint32_t maxLayerZ);
status_t turnElectronBeamOffImplLocked(int32_t mode);
status_t turnElectronBeamOnImplLocked(int32_t mode);
status_t electronBeamOffAnimationImplLocked();
status_t electronBeamOnAnimationImplLocked();
/* ------------------------------------------------------------------------
* EGL
*/
@ -404,7 +397,6 @@ private:
State mDrawingState;
bool mVisibleRegionsDirty;
bool mHwWorkListDirty;
int32_t mElectronBeamAnimationMode;
DefaultKeyedVector<int32_t, DisplayDevice> mDisplays;
// don't use a lock for these, we don't care