fix screen on/off animation (again)

- surfaceflinger now uses the GL-convention of
  placing the origin in the left-bottom corner

- map texture coordinates of the screen capture
  properly

- add the ability to control the animation
  speed through a debug property

Bug: 4989276

Change-Id: Ifb3297bb578078b47146fff666c01f85417e0d6f
This commit is contained in:
Mathias Agopian 2011-07-07 17:30:31 -07:00
parent 6163091a2c
commit ffcf465771
2 changed files with 42 additions and 13 deletions

View File

@ -228,6 +228,8 @@ void LayerBase::validateVisibility(const Transform& planeTransform)
const Layer::State& s(drawingState());
const Transform tr(planeTransform * s.transform);
const bool transformed = tr.transformed();
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const uint32_t hw_h = hw.getHeight();
uint32_t w = s.w;
uint32_t h = s.h;
@ -235,6 +237,9 @@ void LayerBase::validateVisibility(const Transform& planeTransform)
tr.transform(mVertices[1], 0, h);
tr.transform(mVertices[2], w, h);
tr.transform(mVertices[3], w, 0);
for (size_t i=0 ; i<4 ; i++)
mVertices[i][1] = hw_h - mVertices[i][1];
if (UNLIKELY(transformed)) {
// NOTE: here we could also punt if we have too many rectangles
// in the transparent region

View File

@ -276,7 +276,8 @@ status_t SurfaceFlinger::readyToRun()
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0, w, h, 0, 0, 1);
// put the origin in the left-bottom corner
glOrthof(0, w, 0, h, 0, 1); // l=0, r=w ; b=0, t=h
mReadyToRunBarrier.open();
@ -1791,7 +1792,7 @@ status_t SurfaceFlinger::electronBeamOffAnimationImplLocked()
}
GLfloat vtx[8];
const GLfloat texCoords[4][2] = { {0,v}, {0,0}, {u,0}, {u,v} };
const GLfloat texCoords[4][2] = { {0,1}, {0,1-v}, {u,1-v}, {u,1} };
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);
@ -1800,6 +1801,22 @@ status_t SurfaceFlinger::electronBeamOffAnimationImplLocked()
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:
@ -1824,10 +1841,10 @@ status_t SurfaceFlinger::electronBeamOffAnimationImplLocked()
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 + h;
vtx[2] = x; vtx[3] = y;
vtx[4] = x + w; vtx[5] = y;
vtx[6] = x + w; vtx[7] = y + h;
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;
}
};
@ -1842,15 +1859,20 @@ status_t SurfaceFlinger::electronBeamOffAnimationImplLocked()
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 + h;
vtx[2] = x; vtx[3] = y;
vtx[4] = x + w; vtx[5] = y;
vtx[6] = x + w; vtx[7] = y + h;
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;
}
};
// the full animation is 24 frames
const int nbFrames = 12;
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);
@ -2225,10 +2247,11 @@ status_t SurfaceFlinger::captureScreenImplLocked(DisplayID dpy,
// invert everything, b/c glReadPixel() below will invert the FB
glViewport(0, 0, sw, sh);
glScissor(0, 0, sw, sh);
glEnable(GL_SCISSOR_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrthof(0, hw_w, 0, hw_h, 0, 1);
glOrthof(0, hw_w, hw_h, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
// redraw the screen entirely...
@ -2244,6 +2267,7 @@ status_t SurfaceFlinger::captureScreenImplLocked(DisplayID dpy,
}
// XXX: this is needed on tegra
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, sw, sh);
// check for errors and return screen capture