/*
* Copyright (C) 2014 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.display;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.io.PrintWriter;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.content.Context;
import android.graphics.PixelFormat;
import android.graphics.SurfaceTexture;
import android.hardware.display.DisplayManagerInternal;
import android.hardware.display.DisplayManagerInternal.DisplayTransactionListener;
import android.opengl.EGL14;
import android.opengl.EGLConfig;
import android.opengl.EGLContext;
import android.opengl.EGLDisplay;
import android.opengl.EGLSurface;
import android.opengl.GLES20;
import android.opengl.GLES11Ext;
import android.util.Slog;
import android.view.DisplayInfo;
import android.view.Surface.OutOfResourcesException;
import android.view.Surface;
import android.view.SurfaceControl;
import android.view.SurfaceSession;
import libcore.io.Streams;
import com.android.server.LocalServices;
/**
* <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 ColorFade {
private static final String TAG = "ColorFade";
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 COLOR_FADE_LAYER = 0x40000001;
// 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;
private final int mDisplayId;
// Set to true when the animation context has been fully prepared.
private boolean mPrepared;
private int mMode;
private final DisplayManagerInternal mDisplayManagerInternal;
private int mDisplayLayerStack; // layer stack associated with primary display
private int mDisplayWidth; // real width, not rotated
private int mDisplayHeight; // real height, not rotated
private SurfaceSession mSurfaceSession;
private SurfaceControl mSurfaceControl;
private Surface mSurface;
private NaturalSurfaceLayout mSurfaceLayout;
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;
private final float mTexMatrix[] = new float[16];
private final float mProjMatrix[] = new float[16];
private final int[] mGLBuffers = new int[2];
private int mTexCoordLoc, mVertexLoc, mTexUnitLoc, mProjMatrixLoc, mTexMatrixLoc;
private int mOpacityLoc, mScaleLoc, mGammaLoc, mSaturationLoc;
private int mProgram;
// 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 color fade warming up.
*/
public static final int MODE_WARM_UP = 0;
/**
* Animates an color fade 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 ColorFade(int displayId) {
mDisplayId = displayId;
mDisplayManagerInternal = LocalServices.getService(DisplayManagerInternal.class);
}
/**
* Warms up the color fade 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 color fade is ready, false if it is uncontrollable.
*/
public boolean prepare(Context context, int mode) {
if (DEBUG) {
Slog.d(TAG, "prepare: mode=" + mode);
}
mMode = mode;
// Get the display size and layer stack.
// This is not expected to change while the color fade surface is showing.
DisplayInfo displayInfo = mDisplayManagerInternal.getDisplayInfo(mDisplayId);
mDisplayLayerStack = displayInfo.layerStack;
mDisplayWidth = displayInfo.getNaturalWidth();
mDisplayHeight = displayInfo.getNaturalHeight();
// Prepare the surface for drawing.
if (!(createSurface() && createEglContext() && createEglSurface() &&
captureScreenshotTextureAndSetViewport())) {
dismiss();
return false;
}
// Init GL
if (!attachEglContext()) {
return false;
}
try {
if(!initGLShaders(context) || !initGLBuffers() || checkGlErrors("prepare")) {
detachEglContext();
dismiss();
return false;
}
} finally {
detachEglContext();
}
// 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 String readFile(Context context, int resourceId) {
try{
InputStream stream = context.getResources().openRawResource(resourceId);
return new String(Streams.readFully(new InputStreamReader(stream)));
}
catch (IOException e) {
Slog.e(TAG, "Unrecognized shader " + Integer.toString(resourceId));
throw new RuntimeException(e);
}
}
private int loadShader(Context context, int resourceId, int type) {
String source = readFile(context, resourceId);
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Slog.e(TAG, "Could not compile shader " + shader + ", " + type + ":");
Slog.e(TAG, GLES20.glGetShaderSource(shader));
Slog.e(TAG, GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
return shader;
}
private boolean initGLShaders(Context context) {
int vshader = loadShader(context, com.android.internal.R.raw.color_fade_vert,
GLES20.GL_VERTEX_SHADER);
int fshader = loadShader(context, com.android.internal.R.raw.color_fade_frag,
GLES20.GL_FRAGMENT_SHADER);
GLES20.glReleaseShaderCompiler();
if (vshader == 0 || fshader == 0) return false;
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vshader);
GLES20.glAttachShader(mProgram, fshader);
GLES20.glDeleteShader(vshader);
GLES20.glDeleteShader(fshader);
GLES20.glLinkProgram(mProgram);
mVertexLoc = GLES20.glGetAttribLocation(mProgram, "position");
mTexCoordLoc = GLES20.glGetAttribLocation(mProgram, "uv");
mProjMatrixLoc = GLES20.glGetUniformLocation(mProgram, "proj_matrix");
mTexMatrixLoc = GLES20.glGetUniformLocation(mProgram, "tex_matrix");
mOpacityLoc = GLES20.glGetUniformLocation(mProgram, "opacity");
mGammaLoc = GLES20.glGetUniformLocation(mProgram, "gamma");
mSaturationLoc = GLES20.glGetUniformLocation(mProgram, "saturation");
mScaleLoc = GLES20.glGetUniformLocation(mProgram, "scale");
mTexUnitLoc = GLES20.glGetUniformLocation(mProgram, "texUnit");
GLES20.glUseProgram(mProgram);
GLES20.glUniform1i(mTexUnitLoc, 0);
GLES20.glUseProgram(0);
return true;
}
private void destroyGLShaders() {
GLES20.glDeleteProgram(mProgram);
checkGlErrors("glDeleteProgram");
}
private boolean initGLBuffers() {
//Fill vertices
setQuad(mVertexBuffer, 0, 0, mDisplayWidth, mDisplayHeight);
// Setup GL Textures
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTexNames[0]);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
// Setup GL Buffers
GLES20.glGenBuffers(2, mGLBuffers, 0);
// fill vertex buffer
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLBuffers[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, mVertexBuffer.capacity() * 4,
mVertexBuffer, GLES20.GL_STATIC_DRAW);
// fill tex buffer
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLBuffers[1]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, mTexCoordBuffer.capacity() * 4,
mTexCoordBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
return true;
}
private void destroyGLBuffers() {
GLES20.glDeleteBuffers(2, mGLBuffers, 0);
checkGlErrors("glDeleteBuffers");
}
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);
}
/**
* Dismisses the color fade animation surface and cleans up.
*
* To prevent stray photons from leaking out after the color fade has been
* turned off, it is a good idea to defer dismissing the animation until the
* color fade has been turned back on fully.
*/
public void dismiss() {
if (DEBUG) {
Slog.d(TAG, "dismiss");
}
if (mPrepared) {
attachEglContext();
try {
destroyScreenshotTexture();
destroyGLShaders();
destroyGLBuffers();
destroyEglSurface();
} finally {
detachEglContext();
}
destroySurface();
GLES20.glFlush();
mPrepared = false;
}
}
/**
* Draws an animation frame showing the color fade activated at the
* specified level.
*
* @param level The color fade 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.
GLES20.glClearColor(0f, 0f, 0f, 1f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Draw the frame.
double one_minus_level = 1 - level;
double cos = Math.cos(Math.PI * one_minus_level);
double sign = cos < 0 ? -1 : 1;
float opacity = (float) -Math.pow(one_minus_level, 2) + 1;
float saturation = (float) Math.pow(level, 4);
float scale = (float) ((-Math.pow(one_minus_level, 2) + 1) * 0.1d + 0.9d);
float gamma = (float) ((0.5d * sign * Math.pow(cos, 2) + 0.5d) * 0.9d + 0.1d);
drawFaded(opacity, 1.f / gamma, saturation, scale);
if (checkGlErrors("drawFrame")) {
return false;
}
EGL14.eglSwapBuffers(mEglDisplay, mEglSurface);
} finally {
detachEglContext();
}
return showSurface(1.0f);
}
private void drawFaded(float opacity, float gamma, float saturation, float scale) {
if (DEBUG) {
Slog.d(TAG, "drawFaded: opacity=" + opacity + ", gamma=" + gamma +
", saturation=" + saturation + ", scale=" + scale);
}
// Use shaders
GLES20.glUseProgram(mProgram);
// Set Uniforms
GLES20.glUniformMatrix4fv(mProjMatrixLoc, 1, false, mProjMatrix, 0);
GLES20.glUniformMatrix4fv(mTexMatrixLoc, 1, false, mTexMatrix, 0);
GLES20.glUniform1f(mOpacityLoc, opacity);
GLES20.glUniform1f(mGammaLoc, gamma);
GLES20.glUniform1f(mSaturationLoc, saturation);
GLES20.glUniform1f(mScaleLoc, scale);
// Use textures
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTexNames[0]);
// draw the plane
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLBuffers[0]);
GLES20.glEnableVertexAttribArray(mVertexLoc);
GLES20.glVertexAttribPointer(mVertexLoc, 2, GLES20.GL_FLOAT, false, 0, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLBuffers[1]);
GLES20.glEnableVertexAttribArray(mTexCoordLoc);
GLES20.glVertexAttribPointer(mTexCoordLoc, 2, GLES20.GL_FLOAT, false, 0, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4);
// clean up
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
}
private void ortho(float left, float right, float bottom, float top, float znear, float zfar) {
mProjMatrix[0] = 2f / (right - left);
mProjMatrix[1] = 0;
mProjMatrix[2] = 0;
mProjMatrix[3] = 0;
mProjMatrix[4] = 0;
mProjMatrix[5] = 2f / (top - bottom);
mProjMatrix[6] = 0;
mProjMatrix[7] = 0;
mProjMatrix[8] = 0;
mProjMatrix[9] = 0;
mProjMatrix[10] = -2f / (zfar - znear);
mProjMatrix[11] = 0;
mProjMatrix[12] = -(right + left) / (right - left);
mProjMatrix[13] = -(top + bottom) / (top - bottom);
mProjMatrix[14] = -(zfar + znear) / (zfar - znear);
mProjMatrix[15] = 1f;
}
private boolean captureScreenshotTextureAndSetViewport() {
if (!attachEglContext()) {
return false;
}
try {
if (!mTexNamesGenerated) {
GLES20.glGenTextures(1, mTexNames, 0);
if (checkGlErrors("glGenTextures")) {
return false;
}
mTexNamesGenerated = true;
}
final SurfaceTexture st = new SurfaceTexture(mTexNames[0]);
final Surface s = new Surface(st);
try {
SurfaceControl.screenshot(SurfaceControl.getBuiltInDisplay(
SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN), s);
st.updateTexImage();
st.getTransformMatrix(mTexMatrix);
} finally {
s.release();
st.release();
}
// 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, 0f);
mTexCoordBuffer.put(2, 0f); mTexCoordBuffer.put(3, 1f);
mTexCoordBuffer.put(4, 1f); mTexCoordBuffer.put(5, 1f);
mTexCoordBuffer.put(6, 1f); mTexCoordBuffer.put(7, 0f);
// Set up our viewport.
GLES20.glViewport(0, 0, mDisplayWidth, mDisplayHeight);
ortho(0, mDisplayWidth, 0, mDisplayHeight, -1, 1);
} finally {
detachEglContext();
}
return true;
}
private void destroyScreenshotTexture() {
if (mTexNamesGenerated) {
mTexNamesGenerated = false;
GLES20.glDeleteTextures(1, mTexNames, 0);
checkGlErrors("glDeleteTextures");
}
}
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_RENDERABLE_TYPE,
EGL14.EGL_OPENGL_ES2_BIT,
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_CONTEXT_CLIENT_VERSION, 2,
EGL14.EGL_NONE
};
mEglContext = EGL14.eglCreateContext(mEglDisplay, mEglConfig,
EGL14.EGL_NO_CONTEXT, eglContextAttribList, 0);
if (mEglContext == null) {
logEglError("eglCreateContext");
return false;
}
}
return true;
}
private boolean createSurface() {
if (mSurfaceSession == null) {
mSurfaceSession = new SurfaceSession();
}
SurfaceControl.openTransaction();
try {
if (mSurfaceControl == null) {
try {
int flags;
if (mMode == MODE_FADE) {
flags = SurfaceControl.FX_SURFACE_DIM | SurfaceControl.HIDDEN;
} else {
flags = SurfaceControl.OPAQUE | SurfaceControl.HIDDEN;
}
mSurfaceControl = new SurfaceControl(mSurfaceSession,
"ColorFade", mDisplayWidth, mDisplayHeight,
PixelFormat.OPAQUE, flags);
} catch (OutOfResourcesException ex) {
Slog.e(TAG, "Unable to create surface.", ex);
return false;
}
}
mSurfaceControl.setLayerStack(mDisplayLayerStack);
mSurfaceControl.setSize(mDisplayWidth, mDisplayHeight);
mSurface = new Surface();
mSurface.copyFrom(mSurfaceControl);
mSurfaceLayout = new NaturalSurfaceLayout(mDisplayManagerInternal,
mDisplayId, mSurfaceControl);
mSurfaceLayout.onDisplayTransaction();
} finally {
SurfaceControl.closeTransaction();
}
return true;
}
private boolean createEglSurface() {
if (mEglSurface == null) {
int[] eglSurfaceAttribList = new int[] {
EGL14.EGL_NONE
};
// turn our SurfaceControl into a Surface
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 (mSurfaceControl != null) {
mSurfaceLayout.dispose();
mSurfaceLayout = null;
SurfaceControl.openTransaction();
try {
mSurfaceControl.destroy();
mSurface.release();
} finally {
SurfaceControl.closeTransaction();
}
mSurfaceControl = null;
mSurfaceVisible = false;
mSurfaceAlpha = 0f;
}
}
private boolean showSurface(float alpha) {
if (!mSurfaceVisible || mSurfaceAlpha != alpha) {
SurfaceControl.openTransaction();
try {
mSurfaceControl.setLayer(COLOR_FADE_LAYER);
mSurfaceControl.setAlpha(alpha);
mSurfaceControl.show();
} finally {
SurfaceControl.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);
}
}
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 = GLES20.glGetError()) != GLES20.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("Color Fade State:");
pw.println(" mPrepared=" + mPrepared);
pw.println(" mMode=" + mMode);
pw.println(" mDisplayLayerStack=" + mDisplayLayerStack);
pw.println(" mDisplayWidth=" + mDisplayWidth);
pw.println(" mDisplayHeight=" + mDisplayHeight);
pw.println(" mSurfaceVisible=" + mSurfaceVisible);
pw.println(" mSurfaceAlpha=" + mSurfaceAlpha);
}
/**
* Keeps a surface aligned with the natural orientation of the device.
* Updates the position and transformation of the matrix whenever the display
* is rotated. This is a little tricky because the display transaction
* callback can be invoked on any thread, not necessarily the thread that
* owns the color fade.
*/
private static final class NaturalSurfaceLayout implements DisplayTransactionListener {
private final DisplayManagerInternal mDisplayManagerInternal;
private final int mDisplayId;
private SurfaceControl mSurfaceControl;
public NaturalSurfaceLayout(DisplayManagerInternal displayManagerInternal,
int displayId, SurfaceControl surfaceControl) {
mDisplayManagerInternal = displayManagerInternal;
mDisplayId = displayId;
mSurfaceControl = surfaceControl;
mDisplayManagerInternal.registerDisplayTransactionListener(this);
}
public void dispose() {
synchronized (this) {
mSurfaceControl = null;
}
mDisplayManagerInternal.unregisterDisplayTransactionListener(this);
}
@Override
public void onDisplayTransaction() {
synchronized (this) {
if (mSurfaceControl == null) {
return;
}
DisplayInfo displayInfo = mDisplayManagerInternal.getDisplayInfo(mDisplayId);
switch (displayInfo.rotation) {
case Surface.ROTATION_0:
mSurfaceControl.setPosition(0, 0);
mSurfaceControl.setMatrix(1, 0, 0, 1);
break;
case Surface.ROTATION_90:
mSurfaceControl.setPosition(0, displayInfo.logicalHeight);
mSurfaceControl.setMatrix(0, -1, 1, 0);
break;
case Surface.ROTATION_180:
mSurfaceControl.setPosition(displayInfo.logicalWidth,
displayInfo.logicalHeight);
mSurfaceControl.setMatrix(-1, 0, 0, -1);
break;
case Surface.ROTATION_270:
mSurfaceControl.setPosition(displayInfo.logicalWidth, 0);
mSurfaceControl.setMatrix(0, 1, -1, 0);
break;
}
}
}
}
}