blob: 9a536485ae1b924f4ebf556562ff05cb9d33b676 [file] [log] [blame]
/*
* Copyright (C) 2012 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.
*/
package com.android.server.power;
import android.graphics.Bitmap;
import android.graphics.PixelFormat;
import android.opengl.EGL14;
import android.opengl.EGLConfig;
import android.opengl.EGLContext;
import android.opengl.EGLDisplay;
import android.opengl.EGLSurface;
import android.opengl.GLES10;
import android.opengl.GLUtils;
import android.os.Looper;
import android.util.FloatMath;
import android.util.Slog;
import android.view.Display;
import android.view.DisplayInfo;
import android.view.Surface;
import android.view.SurfaceSession;
import java.io.PrintWriter;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
/**
* Bzzzoooop! *crackle*
* <p>
* Animates a screen transition from on to off or off to on by applying
* some GL transformations to a screenshot.
* </p><p>
* This component must only be created or accessed by the {@link Looper} thread
* that belongs to the {@link DisplayPowerController}.
* </p>
*/
final class ElectronBeam {
private static final String TAG = "ElectronBeam";
private static final boolean DEBUG = false;
// The layer for the electron beam surface.
// This is currently hardcoded to be one layer above the boot animation.
private static final int ELECTRON_BEAM_LAYER = 0x40000001;
// The relative proportion of the animation to spend performing
// the horizontal stretch effect. The remainder is spent performing
// the vertical stretch effect.
private static final float HSTRETCH_DURATION = 0.5f;
private static final float VSTRETCH_DURATION = 1.0f - HSTRETCH_DURATION;
// The number of frames to draw when preparing the animation so that it will
// be ready to run smoothly. We use 3 frames because we are triple-buffered.
// See code for details.
private static final int DEJANK_FRAMES = 3;
// Set to true when the animation context has been fully prepared.
private boolean mPrepared;
private int mMode;
private final Display mDisplay;
private final DisplayInfo mDisplayInfo = new DisplayInfo();
private int mDisplayLayerStack; // layer stack associated with primary display
private int mDisplayRotation;
private int mDisplayWidth; // real width, not rotated
private int mDisplayHeight; // real height, not rotated
private SurfaceSession mSurfaceSession;
private Surface mSurface;
private EGLDisplay mEglDisplay;
private EGLConfig mEglConfig;
private EGLContext mEglContext;
private EGLSurface mEglSurface;
private boolean mSurfaceVisible;
private float mSurfaceAlpha;
// Texture names. We only use one texture, which contains the screenshot.
private final int[] mTexNames = new int[1];
private boolean mTexNamesGenerated;
// Vertex and corresponding texture coordinates.
// We have 4 2D vertices, so 8 elements. The vertices form a quad.
private final FloatBuffer mVertexBuffer = createNativeFloatBuffer(8);
private final FloatBuffer mTexCoordBuffer = createNativeFloatBuffer(8);
/**
* Animates an electron beam warming up.
*/
public static final int MODE_WARM_UP = 0;
/**
* Animates an electron beam shutting off.
*/
public static final int MODE_COOL_DOWN = 1;
/**
* Animates a simple dim layer to fade the contents of the screen in or out progressively.
*/
public static final int MODE_FADE = 2;
public ElectronBeam(Display display) {
mDisplay = display;
}
/**
* Warms up the electron beam in preparation for turning on or off.
* This method prepares a GL context, and captures a screen shot.
*
* @param mode The desired mode for the upcoming animation.
* @return True if the electron beam is ready, false if it is uncontrollable.
*/
public boolean prepare(int mode) {
if (DEBUG) {
Slog.d(TAG, "prepare: mode=" + mode);
}
mMode = mode;
// Get the display size and adjust it for rotation.
mDisplay.getDisplayInfo(mDisplayInfo);
mDisplayLayerStack = mDisplay.getLayerStack();
mDisplayRotation = mDisplayInfo.rotation;
if (mDisplayRotation == Surface.ROTATION_90
|| mDisplayRotation == Surface.ROTATION_270) {
mDisplayWidth = mDisplayInfo.logicalHeight;
mDisplayHeight = mDisplayInfo.logicalWidth;
} else {
mDisplayWidth = mDisplayInfo.logicalWidth;
mDisplayHeight = mDisplayInfo.logicalHeight;
}
// Prepare the surface for drawing.
if (!tryPrepare()) {
dismiss();
return false;
}
// Done.
mPrepared = true;
// Dejanking optimization.
// Some GL drivers can introduce a lot of lag in the first few frames as they
// initialize their state and allocate graphics buffers for rendering.
// Work around this problem by rendering the first frame of the animation a few
// times. The rest of the animation should run smoothly thereafter.
// The frames we draw here aren't visible because we are essentially just
// painting the screenshot as-is.
if (mode == MODE_COOL_DOWN) {
for (int i = 0; i < DEJANK_FRAMES; i++) {
draw(1.0f);
}
}
return true;
}
private boolean tryPrepare() {
if (createSurface()) {
if (mMode == MODE_FADE) {
return true;
}
return createEglContext()
&& createEglSurface()
&& captureScreenshotTextureAndSetViewport();
}
return false;
}
/**
* Dismisses the electron beam animation surface and cleans up.
*
* To prevent stray photons from leaking out after the electron beam has been
* turned off, it is a good idea to defer dismissing the animation until the
* electron beam has been turned back on fully.
*/
public void dismiss() {
if (DEBUG) {
Slog.d(TAG, "dismiss");
}
destroyScreenshotTexture();
destroyEglSurface();
destroySurface();
mPrepared = false;
}
/**
* Draws an animation frame showing the electron beam activated at the
* specified level.
*
* @param level The electron beam level.
* @return True if successful.
*/
public boolean draw(float level) {
if (DEBUG) {
Slog.d(TAG, "drawFrame: level=" + level);
}
if (!mPrepared) {
return false;
}
if (mMode == MODE_FADE) {
return showSurface(1.0f - level);
}
if (!attachEglContext()) {
return false;
}
try {
// Clear frame to solid black.
GLES10.glClearColor(0f, 0f, 0f, 1f);
GLES10.glClear(GLES10.GL_COLOR_BUFFER_BIT);
// Draw the frame.
if (level < HSTRETCH_DURATION) {
drawHStretch(1.0f - (level / HSTRETCH_DURATION));
} else {
drawVStretch(1.0f - ((level - HSTRETCH_DURATION) / VSTRETCH_DURATION));
}
if (checkGlErrors("drawFrame")) {
return false;
}
EGL14.eglSwapBuffers(mEglDisplay, mEglSurface);
} finally {
detachEglContext();
}
return showSurface(1.0f);
}
/**
* Draws a frame where the content of the electron beam is collapsing inwards upon
* itself vertically with red / green / blue channels dispersing and eventually
* merging down to a single horizontal line.
*
* @param stretch The stretch factor. 0.0 is no collapse, 1.0 is full collapse.
*/
private void drawVStretch(float stretch) {
// compute interpolation scale factors for each color channel
final float ar = scurve(stretch, 7.5f);
final float ag = scurve(stretch, 8.0f);
final float ab = scurve(stretch, 8.5f);
if (DEBUG) {
Slog.d(TAG, "drawVStretch: stretch=" + stretch
+ ", ar=" + ar + ", ag=" + ag + ", ab=" + ab);
}
// set blending
GLES10.glBlendFunc(GLES10.GL_ONE, GLES10.GL_ONE);
GLES10.glEnable(GLES10.GL_BLEND);
// bind vertex buffer
GLES10.glVertexPointer(2, GLES10.GL_FLOAT, 0, mVertexBuffer);
GLES10.glEnableClientState(GLES10.GL_VERTEX_ARRAY);
// bind texture and set blending for drawing planes
GLES10.glBindTexture(GLES10.GL_TEXTURE_2D, mTexNames[0]);
GLES10.glTexEnvx(GLES10.GL_TEXTURE_ENV, GLES10.GL_TEXTURE_ENV_MODE,
mMode == MODE_WARM_UP ? GLES10.GL_MODULATE : GLES10.GL_REPLACE);
GLES10.glTexParameterx(GLES10.GL_TEXTURE_2D,
GLES10.GL_TEXTURE_MAG_FILTER, GLES10.GL_LINEAR);
GLES10.glTexParameterx(GLES10.GL_TEXTURE_2D,
GLES10.GL_TEXTURE_MIN_FILTER, GLES10.GL_LINEAR);
GLES10.glTexParameterx(GLES10.GL_TEXTURE_2D,
GLES10.GL_TEXTURE_WRAP_S, GLES10.GL_CLAMP_TO_EDGE);
GLES10.glTexParameterx(GLES10.GL_TEXTURE_2D,
GLES10.GL_TEXTURE_WRAP_T, GLES10.GL_CLAMP_TO_EDGE);
GLES10.glEnable(GLES10.GL_TEXTURE_2D);
GLES10.glTexCoordPointer(2, GLES10.GL_FLOAT, 0, mTexCoordBuffer);
GLES10.glEnableClientState(GLES10.GL_TEXTURE_COORD_ARRAY);
// draw the red plane
setVStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ar);
GLES10.glColorMask(true, false, false, true);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
// draw the green plane
setVStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ag);
GLES10.glColorMask(false, true, false, true);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
// draw the blue plane
setVStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ab);
GLES10.glColorMask(false, false, true, true);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
// clean up after drawing planes
GLES10.glDisable(GLES10.GL_TEXTURE_2D);
GLES10.glDisableClientState(GLES10.GL_TEXTURE_COORD_ARRAY);
GLES10.glColorMask(true, true, true, true);
// draw the white highlight (we use the last vertices)
if (mMode == MODE_COOL_DOWN) {
GLES10.glColor4f(ag, ag, ag, 1.0f);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
}
// clean up
GLES10.glDisableClientState(GLES10.GL_VERTEX_ARRAY);
GLES10.glDisable(GLES10.GL_BLEND);
}
/**
* Draws a frame where the electron beam has been stretched out into
* a thin white horizontal line that fades as it expands outwards.
*
* @param stretch The stretch factor. 0.0 is no stretch / no fade,
* 1.0 is maximum stretch / maximum fade.
*/
private void drawHStretch(float stretch) {
// compute interpolation scale factor
final float ag = scurve(stretch, 8.0f);
if (DEBUG) {
Slog.d(TAG, "drawHStretch: stretch=" + stretch + ", ag=" + ag);
}
if (stretch < 1.0f) {
// bind vertex buffer
GLES10.glVertexPointer(2, GLES10.GL_FLOAT, 0, mVertexBuffer);
GLES10.glEnableClientState(GLES10.GL_VERTEX_ARRAY);
// draw narrow fading white line
setHStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ag);
GLES10.glColor4f(1.0f - ag, 1.0f - ag, 1.0f - ag, 1.0f);
GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
// clean up
GLES10.glDisableClientState(GLES10.GL_VERTEX_ARRAY);
}
}
private static void setVStretchQuad(FloatBuffer vtx, float dw, float dh, float a) {
final float w = dw + (dw * a);
final float h = dh - (dh * a);
final float x = (dw - w) * 0.5f;
final float y = (dh - h) * 0.5f;
setQuad(vtx, x, y, w, h);
}
private static void setHStretchQuad(FloatBuffer vtx, float dw, float dh, float a) {
final float w = dw + (dw * a);
final float h = 1.0f;
final float x = (dw - w) * 0.5f;
final float y = (dh - h) * 0.5f;
setQuad(vtx, x, y, w, h);
}
private static void setQuad(FloatBuffer vtx, float x, float y, float w, float h) {
if (DEBUG) {
Slog.d(TAG, "setQuad: x=" + x + ", y=" + y + ", w=" + w + ", h=" + h);
}
vtx.put(0, x);
vtx.put(1, y);
vtx.put(2, x);
vtx.put(3, y + h);
vtx.put(4, x + w);
vtx.put(5, y + h);
vtx.put(6, x + w);
vtx.put(7, y);
}
private boolean captureScreenshotTextureAndSetViewport() {
// TODO: Use a SurfaceTexture to avoid the extra texture upload.
Bitmap bitmap = Surface.screenshot(mDisplayWidth, mDisplayHeight,
0, ELECTRON_BEAM_LAYER - 1);
if (bitmap == null) {
Slog.e(TAG, "Could not take a screenshot!");
return false;
}
try {
if (!attachEglContext()) {
return false;
}
try {
if (!mTexNamesGenerated) {
GLES10.glGenTextures(1, mTexNames, 0);
if (checkGlErrors("glGenTextures")) {
return false;
}
mTexNamesGenerated = true;
}
GLES10.glBindTexture(GLES10.GL_TEXTURE_2D, mTexNames[0]);
if (checkGlErrors("glBindTexture")) {
return false;
}
float u = 1.0f;
float v = 1.0f;
GLUtils.texImage2D(GLES10.GL_TEXTURE_2D, 0, bitmap, 0);
if (checkGlErrors("glTexImage2D, first try", false)) {
// Try a power of two size texture instead.
int tw = nextPowerOfTwo(mDisplayWidth);
int th = nextPowerOfTwo(mDisplayHeight);
int format = GLUtils.getInternalFormat(bitmap);
GLES10.glTexImage2D(GLES10.GL_TEXTURE_2D, 0,
format, tw, th, 0,
format, GLES10.GL_UNSIGNED_BYTE, null);
if (checkGlErrors("glTexImage2D, second try")) {
return false;
}
GLUtils.texSubImage2D(GLES10.GL_TEXTURE_2D, 0, 0, 0, bitmap);
if (checkGlErrors("glTexSubImage2D")) {
return false;
}
u = (float)mDisplayWidth / tw;
v = (float)mDisplayHeight / th;
}
// Set up texture coordinates for a quad.
// We might need to change this if the texture ends up being
// a different size from the display for some reason.
mTexCoordBuffer.put(0, 0f);
mTexCoordBuffer.put(1, v);
mTexCoordBuffer.put(2, 0f);
mTexCoordBuffer.put(3, 0f);
mTexCoordBuffer.put(4, u);
mTexCoordBuffer.put(5, 0f);
mTexCoordBuffer.put(6, u);
mTexCoordBuffer.put(7, v);
// Set up our viewport.
GLES10.glViewport(0, 0, mDisplayWidth, mDisplayHeight);
GLES10.glMatrixMode(GLES10.GL_PROJECTION);
GLES10.glLoadIdentity();
GLES10.glOrthof(0, mDisplayWidth, 0, mDisplayHeight, 0, 1);
GLES10.glMatrixMode(GLES10.GL_MODELVIEW);
GLES10.glLoadIdentity();
GLES10.glMatrixMode(GLES10.GL_TEXTURE);
GLES10.glLoadIdentity();
} finally {
detachEglContext();
}
} finally {
bitmap.recycle();
}
return true;
}
private void destroyScreenshotTexture() {
if (mTexNamesGenerated) {
mTexNamesGenerated = false;
if (attachEglContext()) {
try {
GLES10.glDeleteTextures(1, mTexNames, 0);
checkGlErrors("glDeleteTextures");
} finally {
detachEglContext();
}
}
}
}
private boolean createEglContext() {
if (mEglDisplay == null) {
mEglDisplay = EGL14.eglGetDisplay(EGL14.EGL_DEFAULT_DISPLAY);
if (mEglDisplay == EGL14.EGL_NO_DISPLAY) {
logEglError("eglGetDisplay");
return false;
}
int[] version = new int[2];
if (!EGL14.eglInitialize(mEglDisplay, version, 0, version, 1)) {
mEglDisplay = null;
logEglError("eglInitialize");
return false;
}
}
if (mEglConfig == null) {
int[] eglConfigAttribList = new int[] {
EGL14.EGL_RED_SIZE, 8,
EGL14.EGL_GREEN_SIZE, 8,
EGL14.EGL_BLUE_SIZE, 8,
EGL14.EGL_ALPHA_SIZE, 8,
EGL14.EGL_NONE
};
int[] numEglConfigs = new int[1];
EGLConfig[] eglConfigs = new EGLConfig[1];
if (!EGL14.eglChooseConfig(mEglDisplay, eglConfigAttribList, 0,
eglConfigs, 0, eglConfigs.length, numEglConfigs, 0)) {
logEglError("eglChooseConfig");
return false;
}
mEglConfig = eglConfigs[0];
}
if (mEglContext == null) {
int[] eglContextAttribList = new int[] {
EGL14.EGL_NONE
};
mEglContext = EGL14.eglCreateContext(mEglDisplay, mEglConfig,
EGL14.EGL_NO_CONTEXT, eglContextAttribList, 0);
if (mEglContext == null) {
logEglError("eglCreateContext");
return false;
}
}
return true;
}
/* not used because it is too expensive to create / destroy contexts all of the time
private void destroyEglContext() {
if (mEglContext != null) {
if (!EGL14.eglDestroyContext(mEglDisplay, mEglContext)) {
logEglError("eglDestroyContext");
}
mEglContext = null;
}
}*/
private boolean createSurface() {
if (mSurfaceSession == null) {
mSurfaceSession = new SurfaceSession();
}
Surface.openTransaction();
try {
if (mSurface == null) {
try {
int flags;
if (mMode == MODE_FADE) {
flags = Surface.FX_SURFACE_DIM | Surface.HIDDEN;
} else {
flags = Surface.OPAQUE | Surface.HIDDEN;
}
mSurface = new Surface(mSurfaceSession,
"ElectronBeam", mDisplayWidth, mDisplayHeight,
PixelFormat.OPAQUE, flags);
} catch (Surface.OutOfResourcesException ex) {
Slog.e(TAG, "Unable to create surface.", ex);
return false;
}
}
mSurface.setLayerStack(mDisplayLayerStack);
mSurface.setSize(mDisplayWidth, mDisplayHeight);
switch (mDisplayRotation) {
case Surface.ROTATION_0:
mSurface.setPosition(0, 0);
mSurface.setMatrix(1, 0, 0, 1);
break;
case Surface.ROTATION_90:
mSurface.setPosition(0, mDisplayWidth);
mSurface.setMatrix(0, -1, 1, 0);
break;
case Surface.ROTATION_180:
mSurface.setPosition(mDisplayWidth, mDisplayHeight);
mSurface.setMatrix(-1, 0, 0, -1);
break;
case Surface.ROTATION_270:
mSurface.setPosition(mDisplayHeight, 0);
mSurface.setMatrix(0, 1, -1, 0);
break;
}
} finally {
Surface.closeTransaction();
}
return true;
}
private boolean createEglSurface() {
if (mEglSurface == null) {
int[] eglSurfaceAttribList = new int[] {
EGL14.EGL_NONE
};
mEglSurface = EGL14.eglCreateWindowSurface(mEglDisplay, mEglConfig, mSurface,
eglSurfaceAttribList, 0);
if (mEglSurface == null) {
logEglError("eglCreateWindowSurface");
return false;
}
}
return true;
}
private void destroyEglSurface() {
if (mEglSurface != null) {
if (!EGL14.eglDestroySurface(mEglDisplay, mEglSurface)) {
logEglError("eglDestroySurface");
}
mEglSurface = null;
}
}
private void destroySurface() {
if (mSurface != null) {
Surface.openTransaction();
try {
mSurface.destroy();
} finally {
Surface.closeTransaction();
}
mSurface = null;
mSurfaceVisible = false;
mSurfaceAlpha = 0f;
}
}
private boolean showSurface(float alpha) {
if (!mSurfaceVisible || mSurfaceAlpha != alpha) {
Surface.openTransaction();
try {
mSurface.setLayer(ELECTRON_BEAM_LAYER);
mSurface.setAlpha(alpha);
mSurface.show();
} finally {
Surface.closeTransaction();
}
mSurfaceVisible = true;
mSurfaceAlpha = alpha;
}
return true;
}
private boolean attachEglContext() {
if (mEglSurface == null) {
return false;
}
if (!EGL14.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
logEglError("eglMakeCurrent");
return false;
}
return true;
}
private void detachEglContext() {
if (mEglDisplay != null) {
EGL14.eglMakeCurrent(mEglDisplay,
EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_CONTEXT);
}
}
/**
* Interpolates a value in the range 0 .. 1 along a sigmoid curve
* yielding a result in the range 0 .. 1 scaled such that:
* scurve(0) == 0, scurve(0.5) == 0.5, scurve(1) == 1.
*/
private static float scurve(float value, float s) {
// A basic sigmoid has the form y = 1.0f / FloatMap.exp(-x * s).
// Here we take the input datum and shift it by 0.5 so that the
// domain spans the range -0.5 .. 0.5 instead of 0 .. 1.
final float x = value - 0.5f;
// Next apply the sigmoid function to the scaled value
// which produces a value in the range 0 .. 1 so we subtract
// 0.5 to get a value in the range -0.5 .. 0.5 instead.
final float y = sigmoid(x, s) - 0.5f;
// To obtain the desired boundary conditions we need to scale
// the result so that it fills a range of -1 .. 1.
final float v = sigmoid(0.5f, s) - 0.5f;
// And finally remap the value back to a range of 0 .. 1.
return y / v * 0.5f + 0.5f;
}
private static float sigmoid(float x, float s) {
return 1.0f / (1.0f + FloatMath.exp(-x * s));
}
private static int nextPowerOfTwo(int value) {
return 1 << (32 - Integer.numberOfLeadingZeros(value));
}
private static FloatBuffer createNativeFloatBuffer(int size) {
ByteBuffer bb = ByteBuffer.allocateDirect(size * 4);
bb.order(ByteOrder.nativeOrder());
return bb.asFloatBuffer();
}
private static void logEglError(String func) {
Slog.e(TAG, func + " failed: error " + EGL14.eglGetError(), new Throwable());
}
private static boolean checkGlErrors(String func) {
return checkGlErrors(func, true);
}
private static boolean checkGlErrors(String func, boolean log) {
boolean hadError = false;
int error;
while ((error = GLES10.glGetError()) != GLES10.GL_NO_ERROR) {
if (log) {
Slog.e(TAG, func + " failed: error " + error, new Throwable());
}
hadError = true;
}
return hadError;
}
public void dump(PrintWriter pw) {
pw.println();
pw.println("Electron Beam State:");
pw.println(" mPrepared=" + mPrepared);
pw.println(" mMode=" + mMode);
pw.println(" mDisplayLayerStack=" + mDisplayLayerStack);
pw.println(" mDisplayRotation=" + mDisplayRotation);
pw.println(" mDisplayWidth=" + mDisplayWidth);
pw.println(" mDisplayHeight=" + mDisplayHeight);
pw.println(" mSurfaceVisible=" + mSurfaceVisible);
pw.println(" mSurfaceAlpha=" + mSurfaceAlpha);
}
}