/* * 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 "SurfaceFlinger" #include #include #include #include #include #include #include #include #include "BlurFilter.h" #include "LayerBase.h" #include "LayerOrientationAnim.h" #include "SurfaceFlinger.h" #include "DisplayHardware/DisplayHardware.h" #include "OrientationAnimation.h" namespace android { // --------------------------------------------------------------------------- const uint32_t LayerOrientationAnim::typeInfo = LayerBase::typeInfo | 0x80; const char* const LayerOrientationAnim::typeID = "LayerOrientationAnim"; // --------------------------------------------------------------------------- // Animation... const float DURATION = ms2ns(200); const float BOUNCES_PER_SECOND = 0.5f; const float DIM_TARGET = 0.40f; #define INTERPOLATED_TIME(_t) (_t) // --------------------------------------------------------------------------- LayerOrientationAnim::LayerOrientationAnim( SurfaceFlinger* flinger, DisplayID display, OrientationAnimation* anim, const LayerBitmap& bitmapIn, const LayerBitmap& bitmapOut) : LayerOrientationAnimBase(flinger, display), mAnim(anim), mBitmapIn(bitmapIn), mBitmapOut(bitmapOut), mTextureName(-1), mTextureNameIn(-1) { // blur that texture. mOrientationCompleted = false; mNeedsBlending = false; } LayerOrientationAnim::~LayerOrientationAnim() { if (mTextureName != -1U) { LayerBase::deletedTextures.add(mTextureName); } if (mTextureNameIn != -1U) { LayerBase::deletedTextures.add(mTextureNameIn); } } bool LayerOrientationAnim::needsBlending() const { return mNeedsBlending; } Point LayerOrientationAnim::getPhysicalSize() const { const GraphicPlane& plane(graphicPlane(0)); const DisplayHardware& hw(plane.displayHardware()); return Point(hw.getWidth(), hw.getHeight()); } void LayerOrientationAnim::validateVisibility(const Transform&) { const Layer::State& s(drawingState()); const Transform tr(s.transform); const Point size(getPhysicalSize()); uint32_t w = size.x; uint32_t h = size.y; mTransformedBounds = tr.makeBounds(w, h); mLeft = tr.tx(); mTop = tr.ty(); transparentRegionScreen.clear(); mTransformed = true; mCanUseCopyBit = false; copybit_device_t* copybit = mFlinger->getBlitEngine(); if (copybit) { mCanUseCopyBit = true; } } void LayerOrientationAnim::onOrientationCompleted() { mAnim->onAnimationFinished(); } void LayerOrientationAnim::onDraw(const Region& clip) const { float alphaIn = DIM_TARGET; // clear screen // TODO: with update on demand, we may be able // to not erase the screen at all during the animation if (!mOrientationCompleted) { glDisable(GL_BLEND); glDisable(GL_DITHER); glDisable(GL_SCISSOR_TEST); glClearColor(0,0,0,0); glClear(GL_COLOR_BUFFER_BIT); } copybit_image_t dst; const GraphicPlane& plane(graphicPlane(0)); const DisplayHardware& hw(plane.displayHardware()); hw.getDisplaySurface(&dst); copybit_image_t src; mBitmapIn.getBitmapSurface(&src); copybit_image_t srcOut; mBitmapOut.getBitmapSurface(&srcOut); const int w = dst.w; const int h = dst.h; const int xc = uint32_t(dst.w-w)/2; const int yc = uint32_t(dst.h-h)/2; const copybit_rect_t drect = { xc, yc, xc+w, yc+h }; const copybit_rect_t srect = { 0, 0, src.w, src.h }; const Region reg(Rect( drect.l, drect.t, drect.r, drect.b )); int err = NO_ERROR; const int can_use_copybit = canUseCopybit(); if (can_use_copybit) { copybit_device_t* copybit = mFlinger->getBlitEngine(); copybit->set_parameter(copybit, COPYBIT_TRANSFORM, 0); copybit->set_parameter(copybit, COPYBIT_DITHER, COPYBIT_ENABLE); if (alphaIn > 0) { region_iterator it(reg); copybit->set_parameter(copybit, COPYBIT_BLUR, COPYBIT_ENABLE); copybit->set_parameter(copybit, COPYBIT_PLANE_ALPHA, int(alphaIn*255)); err = copybit->stretch(copybit, &dst, &src, &drect, &srect, &it); copybit->set_parameter(copybit, COPYBIT_BLUR, COPYBIT_DISABLE); } LOGE_IF(err != NO_ERROR, "copybit failed (%s)", strerror(err)); } if (!can_use_copybit || err) { GGLSurface t; t.version = sizeof(GGLSurface); t.width = src.w; t.height = src.h; t.stride = src.w; t.vstride= src.h; t.format = src.format; t.data = (GGLubyte*)(intptr_t(src.base) + src.offset); Transform tr; tr.set(xc, yc); // FIXME: we should not access mVertices and mDrawingState like that, // but since we control the animation, we know it's going to work okay. // eventually we'd need a more formal way of doing things like this. LayerOrientationAnim& self(const_cast(*this)); tr.transform(self.mVertices[0], 0, 0); tr.transform(self.mVertices[1], 0, src.h); tr.transform(self.mVertices[2], src.w, src.h); tr.transform(self.mVertices[3], src.w, 0); if (!(mFlags & DisplayHardware::SLOW_CONFIG)) { // Too slow to do this in software self.mDrawingState.flags |= ISurfaceComposer::eLayerFilter; } if (alphaIn > 0.0f) { t.data = (GGLubyte*)(intptr_t(src.base) + src.offset); if (UNLIKELY(mTextureNameIn == -1LU)) { mTextureNameIn = createTexture(); GLuint w=0, h=0; const Region dirty(Rect(t.width, t.height)); loadTexture(dirty, mTextureNameIn, t, w, h); } self.mDrawingState.alpha = int(alphaIn*255); drawWithOpenGL(reg, mTextureNameIn, t); } } } // --------------------------------------------------------------------------- }; // namespace android