replicant-frameworks_native/libs/surfaceflinger/LayerOrientationAnim.cpp

207 lines
6.6 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 <core/SkBitmap.h>
#include <ui/EGLDisplaySurface.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 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<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);
}
}
}
// ---------------------------------------------------------------------------
}; // namespace android