Donate to e Foundation | Murena handsets with /e/OS | Own a part of Murena! Learn more

Commit 8f87f20a authored by Android (Google) Code Review's avatar Android (Google) Code Review
Browse files

Merge change 6862 into donut

* changes:
  fix [1967226] Donut orientation animation (dimming and blur) is slower than Cupcake
parents 6ab0e573 5cd5d31d
Loading
Loading
Loading
Loading
+0 −1
Original line number Diff line number Diff line
@@ -15,7 +15,6 @@ LOCAL_SRC_FILES:= \
    LayerBitmap.cpp \
    LayerDim.cpp \
    LayerOrientationAnim.cpp \
    LayerOrientationAnimRotate.cpp \
    OrientationAnimation.cpp \
    SurfaceFlinger.cpp \
    Tokenizer.cpp \
+14 −113
Original line number Diff line number Diff line
@@ -46,10 +46,7 @@ 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)

// ---------------------------------------------------------------------------
@@ -64,14 +61,8 @@ LayerOrientationAnim::LayerOrientationAnim(
      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()
@@ -117,108 +108,37 @@ void LayerOrientationAnim::validateVisibility(const Transform&)

void LayerOrientationAnim::onOrientationCompleted()
{
    mFinishTime = systemTime();
    mOrientationCompleted = true;
    mFirstRedraw = true;
    mNeedsBlending = true;
    mFlinger->invalidateLayerVisibility(this);
    mAnim->onAnimationFinished();
}

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);
    float alphaIn =  DIM_TARGET;
    
            // and erase the screen for this round
    // 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);
            
            // 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 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 }; 
@@ -237,13 +157,7 @@ void LayerOrientationAnim::drawScaled(float scale, float alphaIn, float alphaOut
            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);
        }

        if (!err && alphaOut > 0.0f) {
            region_iterator it(reg);
            copybit->set_parameter(copybit, COPYBIT_BLUR, COPYBIT_DISABLE);
            copybit->set_parameter(copybit, COPYBIT_PLANE_ALPHA, int(alphaOut*255));
            err = copybit->stretch(copybit, &dst, &srcOut, &drect, &srect, &it);
        }
        LOGE_IF(err != NO_ERROR, "copybit failed (%s)", strerror(err));
    }
@@ -258,7 +172,6 @@ void LayerOrientationAnim::drawScaled(float scale, float alphaIn, float alphaOut
        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,
@@ -285,18 +198,6 @@ void LayerOrientationAnim::drawScaled(float scale, float alphaIn, float alphaOut
            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);
        }
    }
}

+0 −32
Original line number Diff line number Diff line
@@ -64,45 +64,13 @@ public:
    virtual bool needsBlending() const;
    virtual bool isSecure() const       { return false; }
private:
    void drawScaled(float scale, float alphaIn, float alphaOut) const;

    class Lerp {
        float in;
        float outMinusIn;
    public:
        Lerp() : in(0), outMinusIn(0) { }
        Lerp(float in, float out) : in(in), outMinusIn(out-in) { }
        float getIn() const { return in; };
        float getOut() const { return in + outMinusIn; }
        void set(float in, float out) { 
            this->in = in; 
            this->outMinusIn = out-in; 
        }
        void setIn(float in) { 
            this->in = in; 
        }
        void setOut(float out) { 
            this->outMinusIn = out - this->in; 
        }
        float operator()(float t) const { 
            return outMinusIn*t + in; 
        }
    };
    
    OrientationAnimation* mAnim;
    LayerBitmap mBitmapIn;
    LayerBitmap mBitmapOut;
    nsecs_t mStartTime;
    nsecs_t mFinishTime;
    bool mOrientationCompleted;
    mutable bool mFirstRedraw;
    mutable float mLastNormalizedTime;
    mutable GLuint  mTextureName;
    mutable GLuint  mTextureNameIn;
    mutable bool mNeedsBlending;
    
    mutable Lerp mAlphaInLerp;
    mutable Lerp mAlphaOutLerp;
};

// ---------------------------------------------------------------------------
+0 −274
Original line number Diff line number Diff line
/*
 * 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 <core/SkBitmap.h>

#include <ui/EGLDisplaySurface.h>

#include "LayerBase.h"
#include "LayerOrientationAnim.h"
#include "LayerOrientationAnimRotate.h"
#include "SurfaceFlinger.h"
#include "DisplayHardware/DisplayHardware.h"
#include "OrientationAnimation.h"

namespace android {
// ---------------------------------------------------------------------------

const uint32_t LayerOrientationAnimRotate::typeInfo = LayerBase::typeInfo | 0x100;
const char* const LayerOrientationAnimRotate::typeID = "LayerOrientationAnimRotate";

// ---------------------------------------------------------------------------

const float ROTATION = M_PI * 0.5f;
const float ROTATION_FACTOR = 1.0f; // 1.0 or 2.0
const float DURATION = ms2ns(200);
const float BOUNCES_PER_SECOND = 0.8;
const float BOUNCES_AMPLITUDE = (5.0f/180.f) * M_PI;

LayerOrientationAnimRotate::LayerOrientationAnimRotate(
        SurfaceFlinger* flinger, DisplayID display, 
        OrientationAnimation* anim, 
        const LayerBitmap& bitmap,
        const LayerBitmap& bitmapIn)
    : LayerOrientationAnimBase(flinger, display), mAnim(anim), 
      mBitmap(bitmap), mBitmapIn(bitmapIn), 
      mTextureName(-1), mTextureNameIn(-1)
{
    mStartTime = systemTime();
    mFinishTime = 0;
    mOrientationCompleted = false;
    mFirstRedraw = false;
    mLastNormalizedTime = 0;
    mLastAngle = 0;
    mLastScale = 0;
    mNeedsBlending = false;
    const GraphicPlane& plane(graphicPlane(0));
    mOriginalTargetOrientation = plane.getOrientation(); 
}

LayerOrientationAnimRotate::~LayerOrientationAnimRotate()
{
    if (mTextureName != -1U) {
        LayerBase::deletedTextures.add(mTextureName);
    }
    if (mTextureNameIn != -1U) {
        LayerBase::deletedTextures.add(mTextureNameIn);
    }
}

bool LayerOrientationAnimRotate::needsBlending() const 
{
    return mNeedsBlending; 
}

Point LayerOrientationAnimRotate::getPhysicalSize() const
{
    const GraphicPlane& plane(graphicPlane(0));
    const DisplayHardware& hw(plane.displayHardware());
    return Point(hw.getWidth(), hw.getHeight());
}

void LayerOrientationAnimRotate::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;
}

void LayerOrientationAnimRotate::onOrientationCompleted()
{
    mFinishTime = systemTime();
    mOrientationCompleted = true;
    mFirstRedraw = true;
    mNeedsBlending = true;
    mFlinger->invalidateLayerVisibility(this);
}

void LayerOrientationAnimRotate::onDraw(const Region& clip) const
{
    // Animation...

    const nsecs_t now = systemTime();
    float angle, scale, alpha;
    
    if (mOrientationCompleted) {
        if (mFirstRedraw) {
            // make a copy of what's on screen
            copybit_image_t image;
            mBitmapIn.getBitmapSurface(&image);
            const DisplayHardware& hw(graphicPlane(0).displayHardware());
            hw.copyBackToImage(image);
            
            // FIXME: code below is gross
            mFirstRedraw = false; 
            mNeedsBlending = false;
            LayerOrientationAnimRotate* self(const_cast<LayerOrientationAnimRotate*>(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 squaredTime = normalizedTime*normalizedTime;
            angle = (ROTATION*ROTATION_FACTOR - mLastAngle)*squaredTime + mLastAngle;
            scale = (1.0f - mLastScale)*squaredTime + mLastScale;
            alpha = normalizedTime;
        } else {
            mAnim->onAnimationFinished();
            angle = ROTATION;
            alpha = 1.0f;
            scale = 1.0f;
        }
    } else {
        // FIXME: works only for portrait framebuffers
        const Point size(getPhysicalSize());
        const float TARGET_SCALE = size.x * (1.0f / size.y);
        const float normalizedTime = float(now - mStartTime) / DURATION;
        if (normalizedTime <= 1.0f) {
            mLastNormalizedTime = normalizedTime;
            const float squaredTime = normalizedTime*normalizedTime;
            angle = ROTATION * squaredTime;
            scale = (TARGET_SCALE - 1.0f)*squaredTime + 1.0f;
            alpha = 0;
        } else {
            mLastNormalizedTime = 1.0f;
            angle = ROTATION;
            if (BOUNCES_AMPLITUDE) {
                const float to_seconds = DURATION / seconds(1);
                const float phi = BOUNCES_PER_SECOND * 
                (((normalizedTime - 1.0f) * to_seconds)*M_PI*2);
                angle += BOUNCES_AMPLITUDE * sinf(phi);
            }
            scale = TARGET_SCALE;
            alpha = 0;
        }
        mLastAngle = angle;
        mLastScale = scale;
    }
    drawScaled(angle, scale, alpha);
}

void LayerOrientationAnimRotate::drawScaled(float f, float s, float alpha) 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 
    glDisable(GL_BLEND);
    glDisable(GL_DITHER);
    glDisable(GL_SCISSOR_TEST);
    glClearColor(0,0,0,0);
    glClear(GL_COLOR_BUFFER_BIT);
    
    const int w = dst.w; 
    const int h = dst.h; 

    copybit_image_t src;
    mBitmap.getBitmapSurface(&src);
    const copybit_rect_t srect = { 0, 0, src.w, src.h };


    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);

    if (!mOriginalTargetOrientation) {
        f = -f;
    }

    Transform tr;
    tr.set(f, w*0.5f, h*0.5f);
    tr.scale(s, w*0.5f, h*0.5f);

    // 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.
    LayerOrientationAnimRotate& self(const_cast<LayerOrientationAnimRotate&>(*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 (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 = 255; //-int(alpha*255);
    const Region clip(Rect( srect.l, srect.t, srect.r, srect.b ));
    drawWithOpenGL(clip, mTextureName, t);
    
    if (alpha > 0) {
        const float sign = (!mOriginalTargetOrientation) ? 1.0f : -1.0f;
        tr.set(f + sign*(M_PI * 0.5f * ROTATION_FACTOR), w*0.5f, h*0.5f);
        tr.scale(s, w*0.5f, h*0.5f);
        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);

        copybit_image_t src;
        mBitmapIn.getBitmapSurface(&src);
        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(alpha*255);
        const Region clip(Rect( srect.l, srect.t, srect.r, srect.b ));
        drawWithOpenGL(clip, mTextureNameIn, t);
    }
}

// ---------------------------------------------------------------------------

}; // namespace android
+0 −77
Original line number Diff line number Diff line
/*
 * 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.
 */

#ifndef ANDROID_LAYER_ORIENTATION_ANIM_ROTATE_H
#define ANDROID_LAYER_ORIENTATION_ANIM_ROTATE_H

#include <stdint.h>
#include <sys/types.h>
#include <utils/threads.h>
#include <utils/Parcel.h>

#include "LayerBase.h"
#include "LayerBitmap.h"

namespace android {

// ---------------------------------------------------------------------------
class OrientationAnimation;

class LayerOrientationAnimRotate : public LayerOrientationAnimBase
{
public:    
    static const uint32_t typeInfo;
    static const char* const typeID;
    virtual char const* getTypeID() const { return typeID; }
    virtual uint32_t getTypeInfo() const { return typeInfo; }
    
    LayerOrientationAnimRotate(SurfaceFlinger* flinger, DisplayID display,
                        OrientationAnimation* anim, 
                        const LayerBitmap& zoomOut,
                        const LayerBitmap& zoomIn);
        virtual ~LayerOrientationAnimRotate();

            void onOrientationCompleted();

    virtual void onDraw(const Region& clip) const;
    virtual Point getPhysicalSize() const;
    virtual void validateVisibility(const Transform& globalTransform);
    virtual bool needsBlending() const;
    virtual bool isSecure() const       { return false; }
private:
    void drawScaled(float angle, float scale, float alpha) const;
    
    OrientationAnimation* mAnim;
    LayerBitmap mBitmap;
    LayerBitmap mBitmapIn;
    nsecs_t mStartTime;
    nsecs_t mFinishTime;
    bool mOrientationCompleted;
    int mOriginalTargetOrientation;
    mutable bool mFirstRedraw;
    mutable float mLastNormalizedTime;
    mutable float mLastAngle;
    mutable float mLastScale;
    mutable GLuint  mTextureName;
    mutable GLuint  mTextureNameIn;
    mutable bool mNeedsBlending;
};

// ---------------------------------------------------------------------------

}; // namespace android

#endif // ANDROID_LAYER_ORIENTATION_ANIM_ROTATE_H
Loading