0926f50664
- Currently the lock/unlock path is naive and is done for each drawing operation (glDrawElements and glDrawArrays). this should be improved eventually. - factor all the lock/unlock code in SurfaceBuffer. - fixed "showupdate" so it works even when we don't have preserving eglSwapBuffers(). - improved the situation with the dirty-region and fixed a problem that caused GL apps to not update. - make use of LightRefBase() where needed, instead of duplicating its implementation - add LightRefBase::getStrongCount() - renamed EGLNativeWindowSurface.cpp to FramebufferNativeWindow.cpp - disabled copybits test, since it clashes with the new gralloc api - Camera/Video will be fixed later when we rework the overlay apis
151 lines
3.7 KiB
C++
151 lines
3.7 KiB
C++
/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <stdint.h>
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#include <sys/types.h>
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#include <limits.h>
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#include "LayerOrientationAnim.h"
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#include "LayerOrientationAnimRotate.h"
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#include "OrientationAnimation.h"
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#include "SurfaceFlinger.h"
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#include "DisplayHardware/DisplayHardware.h"
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namespace android {
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// ---------------------------------------------------------------------------
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OrientationAnimation::OrientationAnimation(const sp<SurfaceFlinger>& flinger)
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: mFlinger(flinger), mLayerOrientationAnim(NULL), mState(DONE)
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{
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}
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OrientationAnimation::~OrientationAnimation()
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{
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}
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void OrientationAnimation::onOrientationChanged(uint32_t type)
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{
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if (mState == DONE) {
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mType = type;
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if (!(type & ISurfaceComposer::eOrientationAnimationDisable)) {
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mState = PREPARE;
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}
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}
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}
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void OrientationAnimation::onAnimationFinished()
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{
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if (mState != DONE)
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mState = FINISH;
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}
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bool OrientationAnimation::run_impl()
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{
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bool skip_frame;
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switch (mState) {
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default:
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case DONE:
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skip_frame = done();
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break;
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case PREPARE:
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skip_frame = prepare();
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break;
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case PHASE1:
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skip_frame = phase1();
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break;
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case PHASE2:
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skip_frame = phase2();
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break;
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case FINISH:
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skip_frame = finished();
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break;
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}
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return skip_frame;
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}
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bool OrientationAnimation::done()
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{
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return done_impl();
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}
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bool OrientationAnimation::prepare()
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{
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mState = PHASE1;
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const GraphicPlane& plane(mFlinger->graphicPlane(0));
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const DisplayHardware& hw(plane.displayHardware());
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const uint32_t w = hw.getWidth();
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const uint32_t h = hw.getHeight();
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sp<Buffer> bitmap = new Buffer(w, h, hw.getFormat());
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sp<Buffer> bitmapIn = new Buffer(w, h, hw.getFormat());
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copybit_image_t front;
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bitmap->getBitmapSurface(&front);
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hw.copyFrontToImage(front); // FIXME: we need an extension to do this
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sp<LayerOrientationAnimBase> l;
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if (mType & 0x80) {
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l = new LayerOrientationAnimRotate(
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mFlinger.get(), 0, this, bitmap, bitmapIn);
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} else {
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l = new LayerOrientationAnim(
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mFlinger.get(), 0, this, bitmap, bitmapIn);
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}
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l->initStates(w, h, 0);
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l->setLayer(INT_MAX-1);
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mFlinger->addLayer(l);
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mLayerOrientationAnim = l;
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return true;
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}
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bool OrientationAnimation::phase1()
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{
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if (mFlinger->isFrozen() == false) {
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// start phase 2
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mState = PHASE2;
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mLayerOrientationAnim->onOrientationCompleted();
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mLayerOrientationAnim->invalidate();
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return true;
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}
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mLayerOrientationAnim->invalidate();
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return false;
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}
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bool OrientationAnimation::phase2()
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{
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// do the 2nd phase of the animation
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mLayerOrientationAnim->invalidate();
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return false;
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}
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bool OrientationAnimation::finished()
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{
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mState = DONE;
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mFlinger->removeLayer(mLayerOrientationAnim);
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mLayerOrientationAnim.clear();
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return true;
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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