Revert "Revert "Revert "Revert "Implement dynamic colors for boot animation.""""
This reverts commit ad9cf52df959489b615f30cbf072415b3352063b.
Reason for revert: Fixing broken atv test
Test: atv atp test tv/platform/simple_boot_test
Bug: 190093578
Change-Id: I9d6ecb6024ce49eef8007458b0d9bf0ff24906c7
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
index 6e27aff..fa94e6a 100644
--- a/cmds/bootanimation/BootAnimation.cpp
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -107,9 +107,13 @@
static const char DISPLAYS_PROP_NAME[] = "persist.service.bootanim.displays";
static const int ANIM_ENTRY_NAME_MAX = ANIM_PATH_MAX + 1;
static constexpr size_t TEXT_POS_LEN_MAX = 16;
+static const int DYNAMIC_COLOR_COUNT = 4;
static const char U_TEXTURE[] = "uTexture";
static const char U_FADE[] = "uFade";
static const char U_CROP_AREA[] = "uCropArea";
+static const char U_START_COLOR_PREFIX[] = "uStartColor";
+static const char U_END_COLOR_PREFIX[] = "uEndColor";
+static const char U_COLOR_PROGRESS[] = "uColorProgress";
static const char A_UV[] = "aUv";
static const char A_POSITION[] = "aPosition";
static const char VERTEX_SHADER_SOURCE[] = R"(
@@ -121,6 +125,28 @@
gl_Position = aPosition;
vUv = aUv;
})";
+static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
+ precision mediump float;
+ uniform sampler2D uTexture;
+ uniform float uFade;
+ uniform float uColorProgress;
+ uniform vec4 uStartColor0;
+ uniform vec4 uStartColor1;
+ uniform vec4 uStartColor2;
+ uniform vec4 uStartColor3;
+ uniform vec4 uEndColor0;
+ uniform vec4 uEndColor1;
+ uniform vec4 uEndColor2;
+ uniform vec4 uEndColor3;
+ varying highp vec2 vUv;
+ void main() {
+ vec4 mask = texture2D(uTexture, vUv);
+ vec4 color = mask.r * mix(uStartColor0, uEndColor0, uColorProgress)
+ + mask.g * mix(uStartColor1, uEndColor1, uColorProgress)
+ + mask.b * mix(uStartColor2, uEndColor2, uColorProgress)
+ + mask.a * mix(uStartColor3, uEndColor3, uColorProgress);
+ gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a;
+ })";
static const char IMAGE_FRAG_SHADER_SOURCE[] = R"(
precision mediump float;
uniform sampler2D uTexture;
@@ -128,7 +154,7 @@
varying highp vec2 vUv;
void main() {
vec4 color = texture2D(uTexture, vUv);
- gl_FragColor = vec4(color.x, color.y, color.z, 1.0 - uFade);
+ gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a;
})";
static const char TEXT_FRAG_SHADER_SOURCE[] = R"(
precision mediump float;
@@ -212,7 +238,8 @@
requestExit();
}
-static void* decodeImage(const void* encodedData, size_t dataLength, AndroidBitmapInfo* outInfo) {
+static void* decodeImage(const void* encodedData, size_t dataLength, AndroidBitmapInfo* outInfo,
+ bool premultiplyAlpha) {
AImageDecoder* decoder = nullptr;
AImageDecoder_createFromBuffer(encodedData, dataLength, &decoder);
if (!decoder) {
@@ -226,6 +253,10 @@
outInfo->stride = AImageDecoder_getMinimumStride(decoder);
outInfo->flags = 0;
+ if (!premultiplyAlpha) {
+ AImageDecoder_setUnpremultipliedRequired(decoder, true);
+ }
+
const size_t size = outInfo->stride * outInfo->height;
void* pixels = malloc(size);
int result = AImageDecoder_decodeImage(decoder, pixels, outInfo->stride, size);
@@ -239,13 +270,14 @@
}
status_t BootAnimation::initTexture(Texture* texture, AssetManager& assets,
- const char* name) {
+ const char* name, bool premultiplyAlpha) {
Asset* asset = assets.open(name, Asset::ACCESS_BUFFER);
if (asset == nullptr)
return NO_INIT;
AndroidBitmapInfo bitmapInfo;
- void* pixels = decodeImage(asset->getBuffer(false), asset->getLength(), &bitmapInfo);
+ void* pixels = decodeImage(asset->getBuffer(false), asset->getLength(), &bitmapInfo,
+ premultiplyAlpha);
auto pixelDeleter = std::unique_ptr<void, decltype(free)*>{ pixels, free };
asset->close();
@@ -293,9 +325,11 @@
return NO_ERROR;
}
-status_t BootAnimation::initTexture(FileMap* map, int* width, int* height) {
+status_t BootAnimation::initTexture(FileMap* map, int* width, int* height,
+ bool premultiplyAlpha) {
AndroidBitmapInfo bitmapInfo;
- void* pixels = decodeImage(map->getDataPtr(), map->getDataLength(), &bitmapInfo);
+ void* pixels = decodeImage(map->getDataPtr(), map->getDataLength(), &bitmapInfo,
+ premultiplyAlpha);
auto pixelDeleter = std::unique_ptr<void, decltype(free)*>{ pixels, free };
// FileMap memory is never released until application exit.
@@ -675,9 +709,12 @@
}
void BootAnimation::initShaders() {
+ bool dynamicColoringEnabled = mAnimation != nullptr && mAnimation->dynamicColoringEnabled;
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, (const GLchar *)VERTEX_SHADER_SOURCE);
GLuint imageFragmentShader =
- compileShader(GL_FRAGMENT_SHADER, (const GLchar *)IMAGE_FRAG_SHADER_SOURCE);
+ compileShader(GL_FRAGMENT_SHADER, dynamicColoringEnabled
+ ? (const GLchar *)IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE
+ : (const GLchar *)IMAGE_FRAG_SHADER_SOURCE);
GLuint textFragmentShader =
compileShader(GL_FRAGMENT_SHADER, (const GLchar *)TEXT_FRAG_SHADER_SOURCE);
@@ -692,6 +729,22 @@
glVertexAttribPointer(uvLocation, 2, GL_FLOAT, GL_FALSE, 0, quadUVs);
glEnableVertexAttribArray(uvLocation);
+ if (dynamicColoringEnabled) {
+ glUseProgram(mImageShader);
+ SLOGI("[BootAnimation] Dynamically coloring boot animation.");
+ for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
+ float *startColor = mAnimation->startColors[i];
+ float *endColor = mAnimation->endColors[i];
+ glUniform4f(glGetUniformLocation(mImageShader,
+ (U_START_COLOR_PREFIX + std::to_string(i)).c_str()),
+ startColor[0], startColor[1], startColor[2], 1 /* alpha */);
+ glUniform4f(glGetUniformLocation(mImageShader,
+ (U_END_COLOR_PREFIX + std::to_string(i)).c_str()),
+ endColor[0], endColor[1], endColor[2], 1 /* alpha */);
+ }
+ mImageColorProgressLocation = glGetUniformLocation(mImageShader, U_COLOR_PROGRESS);
+ }
+
// Initialize text shader.
mTextShader = linkShader(vertexShader, textFragmentShader);
positionLocation = glGetAttribLocation(mTextShader, A_POSITION);
@@ -869,6 +922,20 @@
return true;
}
+// Parse a color represented as a signed decimal int string.
+// E.g. "-2757722" (whose hex 2's complement is 0xFFD5EBA6).
+// If the input color string is empty, set color with values in defaultColor.
+static void parseColorDecimalString(const std::string& colorString,
+ float color[3], float defaultColor[3]) {
+ if (colorString == "") {
+ memcpy(color, defaultColor, sizeof(float) * 3);
+ return;
+ }
+ int colorInt = atoi(colorString.c_str());
+ color[0] = ((float)((colorInt >> 16) & 0xFF)) / 0xFF; // r
+ color[1] = ((float)((colorInt >> 8) & 0xFF)) / 0xFF; // g
+ color[2] = ((float)(colorInt & 0xFF)) / 0xFF; // b
+}
static bool readFile(ZipFileRO* zip, const char* name, String8& outString) {
ZipEntryRO entry = zip->findEntryByName(name);
@@ -1010,6 +1077,8 @@
return false;
}
char const* s = desString.string();
+ std::string dynamicColoringPartName = "";
+ bool postDynamicColoring = false;
// Parse the description file
for (;;) {
@@ -1028,7 +1097,13 @@
char color[7] = "000000"; // default to black if unspecified
char clockPos1[TEXT_POS_LEN_MAX + 1] = "";
char clockPos2[TEXT_POS_LEN_MAX + 1] = "";
+ char dynamicColoringPartNameBuffer[ANIM_ENTRY_NAME_MAX];
char pathType;
+ // start colors default to black if unspecified
+ char start_color_0[7] = "000000";
+ char start_color_1[7] = "000000";
+ char start_color_2[7] = "000000";
+ char start_color_3[7] = "000000";
int nextReadPos;
@@ -1043,6 +1118,15 @@
} else {
animation.progressEnabled = false;
}
+ } else if (sscanf(l, "dynamic_colors %" STRTO(ANIM_PATH_MAX) "s #%6s #%6s #%6s #%6s",
+ dynamicColoringPartNameBuffer,
+ start_color_0, start_color_1, start_color_2, start_color_3)) {
+ animation.dynamicColoringEnabled = true;
+ parseColor(start_color_0, animation.startColors[0]);
+ parseColor(start_color_1, animation.startColors[1]);
+ parseColor(start_color_2, animation.startColors[2]);
+ parseColor(start_color_3, animation.startColors[3]);
+ dynamicColoringPartName = std::string(dynamicColoringPartNameBuffer);
} else if (sscanf(l, "%c %d %d %" STRTO(ANIM_PATH_MAX) "s%n",
&pathType, &count, &pause, path, &nextReadPos) >= 4) {
if (pathType == 'f') {
@@ -1055,6 +1139,16 @@
// "clockPos1=%s, clockPos2=%s",
// pathType, count, pause, path, framesToFadeCount, color, clockPos1, clockPos2);
Animation::Part part;
+ if (path == dynamicColoringPartName) {
+ // Part is specified to use dynamic coloring.
+ part.useDynamicColoring = true;
+ part.postDynamicColoring = false;
+ postDynamicColoring = true;
+ } else {
+ // Part does not use dynamic coloring.
+ part.useDynamicColoring = false;
+ part.postDynamicColoring = postDynamicColoring;
+ }
part.playUntilComplete = pathType == 'c';
part.framesToFadeCount = framesToFadeCount;
part.count = count;
@@ -1086,6 +1180,12 @@
s = ++endl;
}
+ for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
+ parseColorDecimalString(
+ android::base::GetProperty("persist.bootanim.color" + std::to_string(i + 1), ""),
+ animation.endColors[i], animation.startColors[i]);
+ }
+
return true;
}
@@ -1357,6 +1457,14 @@
for (size_t j=0 ; j<fcount ; j++) {
if (shouldStopPlayingPart(part, fadedFramesCount, lastDisplayedProgress)) break;
+ // Color progress is
+ // - the normalized animation progress between [0, 1] for the dynamic coloring part,
+ // - 0 for parts that come before,
+ // - 1 for parts that come after.
+ float colorProgress = part.useDynamicColoring
+ ? (float)j / fcount
+ : (part.postDynamicColoring ? 1 : 0);
+
processDisplayEvents();
const int animationX = (mWidth - animation.width) / 2;
@@ -1371,24 +1479,14 @@
glGenTextures(1, &frame.tid);
glBindTexture(GL_TEXTURE_2D, frame.tid);
int w, h;
- initTexture(frame.map, &w, &h);
+ // Set decoding option to alpha unpremultiplied so that the R, G, B channels
+ // of transparent pixels are preserved.
+ initTexture(frame.map, &w, &h, false /* don't premultiply alpha */);
}
const int xc = animationX + frame.trimX;
const int yc = animationY + frame.trimY;
- Region clearReg(Rect(mWidth, mHeight));
- clearReg.subtractSelf(Rect(xc, yc, xc+frame.trimWidth, yc+frame.trimHeight));
- if (!clearReg.isEmpty()) {
- Region::const_iterator head(clearReg.begin());
- Region::const_iterator tail(clearReg.end());
- glEnable(GL_SCISSOR_TEST);
- while (head != tail) {
- const Rect& r2(*head++);
- glScissor(r2.left, mHeight - r2.bottom, r2.width(), r2.height());
- glClear(GL_COLOR_BUFFER_BIT);
- }
- glDisable(GL_SCISSOR_TEST);
- }
+ glClear(GL_COLOR_BUFFER_BIT);
// specify the y center as ceiling((mHeight - frame.trimHeight) / 2)
// which is equivalent to mHeight - (yc + frame.trimHeight)
const int frameDrawY = mHeight - (yc + frame.trimHeight);
@@ -1404,6 +1502,9 @@
glUseProgram(mImageShader);
glUniform1i(mImageTextureLocation, 0);
glUniform1f(mImageFadeLocation, fade);
+ if (animation.dynamicColoringEnabled) {
+ glUniform1f(mImageColorProgressLocation, colorProgress);
+ }
glEnable(GL_BLEND);
drawTexturedQuad(xc, frameDrawY, frame.trimWidth, frame.trimHeight);
glDisable(GL_BLEND);
diff --git a/cmds/bootanimation/BootAnimation.h b/cmds/bootanimation/BootAnimation.h
index 7b616d9..8bb3256 100644
--- a/cmds/bootanimation/BootAnimation.h
+++ b/cmds/bootanimation/BootAnimation.h
@@ -53,7 +53,7 @@
};
struct Font {
- FileMap* map;
+ FileMap* map = nullptr;
Texture texture;
int char_width;
int char_height;
@@ -62,7 +62,7 @@
struct Animation {
struct Frame {
String8 name;
- FileMap* map;
+ FileMap* map = nullptr;
int trimX;
int trimY;
int trimWidth;
@@ -90,6 +90,10 @@
uint8_t* audioData;
int audioLength;
Animation* animation;
+ // Controls if dynamic coloring is enabled for this part.
+ bool useDynamicColoring = false;
+ // Defines if this part is played after the dynamic coloring part.
+ bool postDynamicColoring = false;
bool hasFadingPhase() const {
return !playUntilComplete && framesToFadeCount > 0;
@@ -105,6 +109,10 @@
ZipFileRO* zip;
Font clockFont;
Font progressFont;
+ // Controls if dynamic coloring is enabled for the whole animation.
+ bool dynamicColoringEnabled = false;
+ float startColors[4][3]; // Start colors of dynamic color transition.
+ float endColors[4][3]; // End colors of dynamic color transition.
};
// All callbacks will be called from this class's internal thread.
@@ -163,8 +171,10 @@
int displayEventCallback(int fd, int events, void* data);
void processDisplayEvents();
- status_t initTexture(Texture* texture, AssetManager& asset, const char* name);
- status_t initTexture(FileMap* map, int* width, int* height);
+ status_t initTexture(Texture* texture, AssetManager& asset, const char* name,
+ bool premultiplyAlpha = true);
+ status_t initTexture(FileMap* map, int* width, int* height,
+ bool premultiplyAlpha = true);
status_t initFont(Font* font, const char* fallback);
void initShaders();
bool android();
@@ -226,6 +236,7 @@
GLuint mImageTextureLocation;
GLuint mTextCropAreaLocation;
GLuint mTextTextureLocation;
+ GLuint mImageColorProgressLocation;
};
// ---------------------------------------------------------------------------