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diff --git a/services/java/com/android/server/power/ElectronBeam.java b/services/java/com/android/server/power/ElectronBeam.java
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+/*
+ * 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.os.Process;
+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 android.view.WindowManagerImpl;
+
+import java.io.PrintWriter;
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+
+/**
+ * Bzzzoooop! *crackle*
+ *
+ * Animates a screen transition from on to off or off to on by applying
+ * some GL transformations to a screenshot.
+ *
+ * This component must only be created or accessed by the {@link Looper} thread
+ * that belongs to the {@link DisplayPowerController}.
+ */
+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 = 0.3f;
+ private static final float VSTRETCH_DURATION = 1.0f - HSTRETCH_DURATION;
+
+ // Set to true when the animation context has been fully prepared.
+ private boolean mPrepared;
+ private boolean mWarmUp;
+
+ 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;
+
+ // 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);
+
+ public ElectronBeam() {
+ }
+
+ /**
+ * Warms up the electron beam in preparation for turning on or off.
+ * This method prepares a GL context, and captures a screen shot.
+ *
+ * @param warmUp True if the electron beam is about to be turned on, false if
+ * it is about to be turned off.
+ * @return True if the electron beam is ready, false if it is uncontrollable.
+ */
+ public boolean prepare(boolean warmUp) {
+ if (DEBUG) {
+ Slog.d(TAG, "prepare: warmUp=" + warmUp);
+ }
+
+ mWarmUp = warmUp;
+
+ // Get the display size and adjust it for rotation.
+ Display display = WindowManagerImpl.getDefault().getDefaultDisplay();
+ display.getDisplayInfo(mDisplayInfo);
+ mDisplayLayerStack = display.getDisplayId();
+ 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 (!createEglContext()
+ || !createEglSurface()
+ || !captureScreenshotTextureAndSetViewport()) {
+ dismiss();
+ return false;
+ }
+
+ mPrepared = true;
+ return true;
+ }
+
+ /**
+ * 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();
+ 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 (!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 showEglSurface();
+ }
+
+ /**
+ * 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,
+ mWarmUp ? 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 (!mWarmUp) {
+ 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 createEglSurface() {
+ if (mSurfaceSession == null) {
+ mSurfaceSession = new SurfaceSession();
+ }
+
+ Surface.openTransaction();
+ try {
+ if (mSurface == null) {
+ try {
+ mSurface = new Surface(mSurfaceSession, Process.myPid(),
+ "ElectronBeam", mDisplayLayerStack, mDisplayWidth, mDisplayHeight,
+ PixelFormat.OPAQUE, Surface.OPAQUE | Surface.HIDDEN);
+ } catch (Surface.OutOfResourcesException ex) {
+ Slog.e(TAG, "Unable to create surface.", ex);
+ return false;
+ }
+ }
+
+ 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();
+ }
+
+ 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;
+ }
+
+ if (mSurface != null) {
+ Surface.openTransaction();
+ try {
+ mSurface.destroy();
+ } finally {
+ Surface.closeTransaction();
+ }
+ mSurface = null;
+ mSurfaceVisible = false;
+ }
+ }
+
+ private boolean showEglSurface() {
+ if (!mSurfaceVisible) {
+ Surface.openTransaction();
+ try {
+ mSurface.setLayer(ELECTRON_BEAM_LAYER);
+ mSurface.show();
+ } finally {
+ Surface.closeTransaction();
+ }
+ mSurfaceVisible = true;
+ }
+ 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(" mWarmUp=" + mWarmUp);
+ pw.println(" mDisplayLayerStack=" + mDisplayLayerStack);
+ pw.println(" mDisplayRotation=" + mDisplayRotation);
+ pw.println(" mDisplayWidth=" + mDisplayWidth);
+ pw.println(" mDisplayHeight=" + mDisplayHeight);
+ pw.println(" mSurfaceVisible=" + mSurfaceVisible);
+ }
+}