replicant-frameworks_native/libs/surfaceflinger/purgatory/LayerOrientationAnim.cpp
Mathias Agopian 0926f50664 update surfaceflinger, libui and libagl to the new gralloc api
- 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
2009-05-04 14:17:04 -07:00

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8.9 KiB
C++

/*
* 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 <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include <utils/StopWatch.h>
#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 BOUNCES_AMPLITUDE = 1.0f/16.0f;
const float BOUNCES_AMPLITUDE = 0;
const float DIM_TARGET = 0.40f;
//#define INTERPOLATED_TIME(_t) ((_t)*(_t))
#define INTERPOLATED_TIME(_t) (_t)
// ---------------------------------------------------------------------------
LayerOrientationAnim::LayerOrientationAnim(
SurfaceFlinger* flinger, DisplayID display,
OrientationAnimation* anim,
const sp<Buffer>& bitmapIn,
const sp<Buffer>& bitmapOut)
: LayerOrientationAnimBase(flinger, display), mAnim(anim),
mBitmapIn(bitmapIn), mBitmapOut(bitmapOut),
mTextureName(-1), mTextureNameIn(-1)
{
// blur that texture.
mStartTime = systemTime();
mFinishTime = 0;
mOrientationCompleted = false;
mFirstRedraw = false;
mLastNormalizedTime = 0;
mNeedsBlending = false;
mAlphaInLerp.set(1.0f, DIM_TARGET);
mAlphaOutLerp.set(0.5f, 1.0f);
}
LayerOrientationAnim::~LayerOrientationAnim()
{
if (mTextureName != -1U) {
glDeleteTextures(1, &mTextureName);
}
if (mTextureNameIn != -1U) {
glDeleteTextures(1, &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;
}
void LayerOrientationAnim::onOrientationCompleted()
{
mFinishTime = systemTime();
mOrientationCompleted = true;
mFirstRedraw = true;
mNeedsBlending = true;
mFlinger->invalidateLayerVisibility(this);
}
void LayerOrientationAnim::onDraw(const Region& clip) const
{
const nsecs_t now = systemTime();
float alphaIn, alphaOut;
if (mOrientationCompleted) {
if (mFirstRedraw) {
mFirstRedraw = false;
// make a copy of what's on screen
copybit_image_t image;
mBitmapOut->getBitmapSurface(&image);
const DisplayHardware& hw(graphicPlane(0).displayHardware());
hw.copyBackToImage(image);
// and erase the screen for this round
glDisable(GL_BLEND);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
// FIXME: code below is gross
mNeedsBlending = false;
LayerOrientationAnim* self(const_cast<LayerOrientationAnim*>(this));
mFlinger->invalidateLayerVisibility(self);
}
// make sure pick-up where we left off
const float duration = DURATION * mLastNormalizedTime;
const float normalizedTime = (float(now - mFinishTime) / duration);
if (normalizedTime <= 1.0f) {
const float interpolatedTime = INTERPOLATED_TIME(normalizedTime);
alphaIn = mAlphaInLerp.getOut();
alphaOut = mAlphaOutLerp(interpolatedTime);
} else {
mAnim->onAnimationFinished();
alphaIn = mAlphaInLerp.getOut();
alphaOut = mAlphaOutLerp.getOut();
}
} else {
const float normalizedTime = float(now - mStartTime) / DURATION;
if (normalizedTime <= 1.0f) {
mLastNormalizedTime = normalizedTime;
const float interpolatedTime = INTERPOLATED_TIME(normalizedTime);
alphaIn = mAlphaInLerp(interpolatedTime);
alphaOut = 0.0f;
} else {
mLastNormalizedTime = 1.0f;
const float to_seconds = DURATION / seconds(1);
alphaIn = mAlphaInLerp.getOut();
if (BOUNCES_AMPLITUDE > 0.0f) {
const float phi = BOUNCES_PER_SECOND *
(((normalizedTime - 1.0f) * to_seconds)*M_PI*2);
if (alphaIn > 1.0f) alphaIn = 1.0f;
else if (alphaIn < 0.0f) alphaIn = 0.0f;
alphaIn += BOUNCES_AMPLITUDE * (1.0f - cosf(phi));
}
alphaOut = 0.0f;
}
mAlphaOutLerp.setIn(alphaIn);
}
drawScaled(1.0f, alphaIn, alphaOut);
}
void LayerOrientationAnim::drawScaled(float scale, float alphaIn, float alphaOut) const
{
copybit_image_t dst;
const GraphicPlane& plane(graphicPlane(0));
const DisplayHardware& hw(plane.displayHardware());
//hw.getDisplaySurface(&dst);
// clear screen
// TODO: with update on demand, we may be able
// to not erase the screen at all during the animation
if (!mOrientationCompleted) {
if (scale==1.0f && (alphaIn>=1.0f || alphaOut>=1.0f)) {
// we don't need to erase the screen in that case
} else {
glDisable(GL_BLEND);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
}
}
copybit_image_t src;
mBitmapIn->getBitmapSurface(&src);
copybit_image_t srcOut;
mBitmapOut->getBitmapSurface(&srcOut);
const int w = dst.w*scale;
const int h = dst.h*scale;
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 ));
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(scale,0,0,scale);
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<LayerOrientationAnim&>(*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);
}
if (alphaOut > 0.0f) {
t.data = (GGLubyte*)(intptr_t(srcOut.base) + srcOut.offset);
if (UNLIKELY(mTextureName == -1LU)) {
mTextureName = createTexture();
GLuint w=0, h=0;
const Region dirty(Rect(t.width, t.height));
loadTexture(dirty, mTextureName, t, w, h);
}
self.mDrawingState.alpha = int(alphaOut*255);
drawWithOpenGL(reg, mTextureName, t);
}
}
// ---------------------------------------------------------------------------
}; // namespace android