mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-05 08:35:26 +00:00
657 lines
18 KiB
C++
657 lines
18 KiB
C++
/* Copyright 2012 Mozilla Foundation and Mozilla contributors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <GLES2/gl2.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <algorithm>
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#include <endian.h>
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#include <fcntl.h>
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#include <string>
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#include <sys/mman.h>
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#include <sys/stat.h>
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#include <vector>
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#include "mozilla/Util.h"
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#include "mozilla/NullPtr.h"
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#include "png.h"
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#include "android/log.h"
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#include "ui/FramebufferNativeWindow.h"
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#include "hardware_legacy/power.h"
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#define LOG(args...) __android_log_print(ANDROID_LOG_INFO, "Gonk" , ## args)
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#define LOGW(args...) __android_log_print(ANDROID_LOG_WARN, "Gonk", ## args)
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#define LOGE(args...) __android_log_print(ANDROID_LOG_ERROR, "Gonk", ## args)
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using namespace android;
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using namespace mozilla;
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using namespace std;
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static sp<FramebufferNativeWindow> gNativeWindow;
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static pthread_t sAnimationThread;
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static bool sRunAnimation;
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/* See http://www.pkware.com/documents/casestudies/APPNOTE.TXT */
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struct local_file_header {
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uint32_t signature;
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uint16_t min_version;
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uint16_t general_flag;
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uint16_t compression;
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uint16_t lastmod_time;
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uint16_t lastmod_date;
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uint32_t crc32;
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uint32_t compressed_size;
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uint32_t uncompressed_size;
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uint16_t filename_size;
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uint16_t extra_field_size;
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char data[0];
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uint32_t GetDataSize() const
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{
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return letoh32(uncompressed_size);
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}
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uint32_t GetSize() const
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{
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/* XXX account for data descriptor */
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return sizeof(local_file_header) + letoh16(filename_size) +
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letoh16(extra_field_size) + GetDataSize();
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}
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const char * GetData() const
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{
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return data + letoh16(filename_size) + letoh16(extra_field_size);
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}
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} __attribute__((__packed__));
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struct data_descriptor {
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uint32_t crc32;
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uint32_t compressed_size;
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uint32_t uncompressed_size;
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} __attribute__((__packed__));
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struct cdir_entry {
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uint32_t signature;
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uint16_t creator_version;
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uint16_t min_version;
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uint16_t general_flag;
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uint16_t compression;
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uint16_t lastmod_time;
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uint16_t lastmod_date;
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uint32_t crc32;
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uint32_t compressed_size;
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uint32_t uncompressed_size;
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uint16_t filename_size;
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uint16_t extra_field_size;
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uint16_t file_comment_size;
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uint16_t disk_num;
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uint16_t internal_attr;
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uint32_t external_attr;
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uint32_t offset;
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char data[0];
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uint32_t GetDataSize() const
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{
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return letoh32(compressed_size);
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}
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uint32_t GetSize() const
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{
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return sizeof(cdir_entry) + letoh16(filename_size) +
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letoh16(extra_field_size) + letoh16(file_comment_size);
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}
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bool Valid() const
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{
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return signature == htole32(0x02014b50);
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}
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} __attribute__((__packed__));
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struct cdir_end {
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uint32_t signature;
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uint16_t disk_num;
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uint16_t cdir_disk;
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uint16_t disk_entries;
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uint16_t cdir_entries;
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uint32_t cdir_size;
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uint32_t cdir_offset;
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uint16_t comment_size;
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char comment[0];
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bool Valid() const
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{
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return signature == htole32(0x06054b50);
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}
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} __attribute__((__packed__));
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/* We don't have access to libjar and the zip reader in android
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* doesn't quite fit what we want to do. */
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class ZipReader {
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const char *mBuf;
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const cdir_end *mEnd;
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const char *mCdir_limit;
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uint32_t mBuflen;
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public:
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ZipReader() : mBuf(nullptr) {}
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~ZipReader() {
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if (mBuf)
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munmap((void *)mBuf, mBuflen);
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}
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bool OpenArchive(const char *path)
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{
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int fd;
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do {
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fd = open(path, O_RDONLY);
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} while (fd == -1 && errno == EINTR);
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if (fd == -1)
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return false;
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struct stat sb;
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if (fstat(fd, &sb) == -1 || sb.st_size < sizeof(cdir_end)) {
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close(fd);
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return false;
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}
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mBuflen = sb.st_size;
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mBuf = (char *)mmap(nullptr, sb.st_size, PROT_READ, MAP_SHARED, fd, 0);
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close(fd);
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if (!mBuf) {
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return false;
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}
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madvise(mBuf, sb.st_size, MADV_SEQUENTIAL);
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mEnd = (cdir_end *)(mBuf + mBuflen - sizeof(cdir_end));
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while (!mEnd->Valid() &&
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(char *)mEnd > mBuf) {
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mEnd = (cdir_end *)((char *)mEnd - 1);
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}
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mCdir_limit = mBuf + letoh32(mEnd->cdir_offset) + letoh32(mEnd->cdir_size);
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if (!mEnd->Valid() || mCdir_limit > (char *)mEnd) {
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munmap((void *)mBuf, mBuflen);
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mBuf = nullptr;
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return false;
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}
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return true;
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}
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/* Pass null to get the first cdir entry */
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const cdir_entry * GetNextEntry(const cdir_entry *prev)
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{
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const cdir_entry *entry;
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if (prev)
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entry = (cdir_entry *)((char *)prev + prev->GetSize());
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else
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entry = (cdir_entry *)(mBuf + letoh32(mEnd->cdir_offset));
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if (((char *)entry + entry->GetSize()) > mCdir_limit ||
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!entry->Valid())
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return nullptr;
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return entry;
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}
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string GetEntryName(const cdir_entry *entry)
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{
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uint16_t len = letoh16(entry->filename_size);
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string name;
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name.append(entry->data, len);
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return name;
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}
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const local_file_header * GetLocalEntry(const cdir_entry *entry)
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{
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const local_file_header * data =
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(local_file_header *)(mBuf + letoh32(entry->offset));
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if (((char *)data + data->GetSize()) > (char *)mEnd)
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return nullptr;
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return data;
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}
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};
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struct AnimationFrame {
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char path[256];
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char *buf;
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uint16_t width;
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uint16_t height;
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const local_file_header *file;
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AnimationFrame() : buf(nullptr) {}
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AnimationFrame(const AnimationFrame &frame) : buf(nullptr) {
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strncpy(path, frame.path, sizeof(path));
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file = frame.file;
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}
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~AnimationFrame()
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{
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if (buf)
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free(buf);
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}
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bool operator<(const AnimationFrame &other) const
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{
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return strcmp(path, other.path) < 0;
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}
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void ReadPngFrame();
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};
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struct AnimationPart {
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int32_t count;
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int32_t pause;
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char path[256];
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vector<AnimationFrame> frames;
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};
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using namespace android;
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struct RawReadState {
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const char *start;
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uint32_t offset;
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uint32_t length;
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};
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static void
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RawReader(png_structp png_ptr, png_bytep data, png_size_t length)
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{
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RawReadState *state = (RawReadState *)png_get_io_ptr(png_ptr);
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if (length > (state->length - state->offset))
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png_err(png_ptr);
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memcpy(data, state->start + state->offset, length);
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state->offset += length;
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}
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void
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AnimationFrame::ReadPngFrame()
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{
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png_structp pngread = png_create_read_struct(PNG_LIBPNG_VER_STRING,
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nullptr, nullptr, nullptr);
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png_infop pnginfo = png_create_info_struct(pngread);
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RawReadState state;
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state.start = file->GetData();
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state.length = file->GetDataSize();
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state.offset = 0;
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png_set_read_fn(pngread, &state, RawReader);
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setjmp(png_jmpbuf(pngread));
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png_read_info(pngread, pnginfo);
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width = png_get_image_width(pngread, pnginfo);
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height = png_get_image_height(pngread, pnginfo);
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buf = (char *)malloc(width * height * 3);
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vector<char *> rows(height + 1);
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uint32_t stride = width * 3;
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for (int i = 0; i < height; i++) {
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rows[i] = buf + (stride * i);
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}
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rows[height] = nullptr;
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png_set_palette_to_rgb(pngread);
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png_read_image(pngread, (png_bytepp)&rows.front());
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png_destroy_read_struct(&pngread, &pnginfo, nullptr);
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}
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static const EGLint kEGLConfigAttribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_NONE
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};
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static bool
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CreateConfig(EGLConfig* aConfig, EGLDisplay display, int format)
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{
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EGLConfig configs[64];
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EGLint ncfg = ArrayLength(configs);
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if (!eglChooseConfig(display, kEGLConfigAttribs,
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configs, ncfg, &ncfg) ||
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ncfg < 1) {
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return false;
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}
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for (int j = 0; j < ncfg; ++j) {
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EGLConfig config = configs[j];
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EGLint id;
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if (eglGetConfigAttrib(display, config,
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EGL_NATIVE_VISUAL_ID, &id) &&
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id > 0 && id == format)
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{
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*aConfig = config;
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return true;
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}
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}
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return false;
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}
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static void *
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AnimationThread(void *)
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{
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ZipReader reader;
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if (!reader.OpenArchive("/system/media/bootanimation.zip")) {
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LOGW("Could not open boot animation");
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return nullptr;
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}
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EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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eglInitialize(display, nullptr, nullptr);
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int format;
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ANativeWindow const * const window = gNativeWindow.get();
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window->query(window, NATIVE_WINDOW_FORMAT, &format);
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EGLConfig config;
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if (!CreateConfig(&config, display, format)) {
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LOGW("Could not find config for pixel format");
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return nullptr;
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}
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EGLSurface surface = eglCreateWindowSurface(display, config, gNativeWindow.get(), nullptr);
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const cdir_entry *entry = nullptr;
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const local_file_header *file = nullptr;
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while ((entry = reader.GetNextEntry(entry))) {
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string name = reader.GetEntryName(entry);
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if (!name.compare("desc.txt")) {
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file = reader.GetLocalEntry(entry);
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break;
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}
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}
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if (!file) {
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LOGW("Could not find desc.txt in boot animation");
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return nullptr;
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}
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string descCopy;
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descCopy.append(file->GetData(), entry->GetDataSize());
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int32_t width, height, fps;
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const char *line = descCopy.c_str();
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const char *end;
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bool headerRead = true;
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vector<AnimationPart> parts;
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/*
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* bootanimation.zip
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*
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* This is the boot animation file format that Android uses.
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* It's a zip file with a directories containing png frames
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* and a desc.txt that describes how they should be played.
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*
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* desc.txt contains two types of lines
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* 1. [width] [height] [fps]
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* There is one of these lines per bootanimation.
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* If the width and height are smaller than the screen,
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* the frames are centered on a black background.
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* XXX: Currently we stretch instead of centering the frame.
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* 2. p [count] [pause] [path]
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* This describes one animation part.
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* Each animation part is played in sequence.
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* An animation part contains all the files/frames in the
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* directory specified in [path]
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* [count] indicates the number of times this part repeats.
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* [pause] indicates the number of frames that this part
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* should pause for after playing the full sequence but
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* before repeating.
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*/
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do {
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end = strstr(line, "\n");
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AnimationPart part;
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if (headerRead &&
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sscanf(line, "%d %d %d", &width, &height, &fps) == 3) {
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headerRead = false;
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} else if (sscanf(line, "p %d %d %s",
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&part.count, &part.pause, part.path)) {
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parts.push_back(part);
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}
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} while (end && *(line = end + 1));
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for (uint32_t i = 0; i < parts.size(); i++) {
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AnimationPart &part = parts[i];
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entry = nullptr;
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char search[256];
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snprintf(search, sizeof(search), "%s/", part.path);
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while ((entry = reader.GetNextEntry(entry))) {
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string name = reader.GetEntryName(entry);
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if (name.find(search) ||
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!entry->GetDataSize() ||
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name.length() >= 256)
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continue;
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part.frames.push_back();
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AnimationFrame &frame = part.frames.back();
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strcpy(frame.path, name.c_str());
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frame.file = reader.GetLocalEntry(entry);
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}
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sort(part.frames.begin(), part.frames.end());
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}
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static EGLint gContextAttribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE, 0
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};
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EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, gContextAttribs);
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eglMakeCurrent(display, surface, surface, context);
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glEnable(GL_TEXTURE_2D);
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const char *vsString =
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"attribute vec2 aPosition; "
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"attribute vec2 aTexCoord; "
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"varying vec2 vTexCoord; "
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"void main() { "
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" gl_Position = vec4(aPosition, 0.0, 1.0); "
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" vTexCoord = aTexCoord; "
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"}";
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const char *fsString =
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"precision mediump float; "
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"varying vec2 vTexCoord; "
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"uniform sampler2D sTexture; "
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"void main() { "
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" gl_FragColor = vec4(texture2D(sTexture, vTexCoord).rgb, 1.0); "
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"}";
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GLint status;
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GLuint vsh = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vsh, 1, &vsString, nullptr);
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glCompileShader(vsh);
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glGetShaderiv(vsh, GL_COMPILE_STATUS, &status);
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if (!status) {
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LOGE("Failed to compile vertex shader");
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return nullptr;
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}
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GLuint fsh = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fsh, 1, &fsString, nullptr);
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glCompileShader(fsh);
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glGetShaderiv(fsh, GL_COMPILE_STATUS, &status);
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if (!status) {
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LOGE("Failed to compile fragment shader");
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return nullptr;
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}
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GLuint programId = glCreateProgram();
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glAttachShader(programId, vsh);
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glAttachShader(programId, fsh);
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glLinkProgram(programId);
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glGetProgramiv(programId, GL_LINK_STATUS, &status);
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if (!status) {
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LOG("Failed to link program");
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return nullptr;
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}
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GLint positionLoc = glGetAttribLocation(programId, "aPosition");
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GLint texCoordLoc = glGetAttribLocation(programId, "aTexCoord");
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GLint textureLoc = glGetUniformLocation(programId, "sTexture");
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glUseProgram(programId);
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GLfloat texCoords[] = { 0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 0.0f };
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GLfloat vCoords[] = { -1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, -1.0f,
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1.0f, 1.0f };
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GLuint rectBuf, texBuf;
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glGenBuffers(1, &rectBuf);
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glGenBuffers(1, &texBuf);
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GLuint tex;
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glGenTextures(1, &tex);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
glEnableVertexAttribArray(positionLoc);
|
|
glBindBuffer(GL_ARRAY_BUFFER, rectBuf);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vCoords), vCoords, GL_STATIC_DRAW);
|
|
glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
|
glEnableVertexAttribArray(texCoordLoc);
|
|
glBindBuffer(GL_ARRAY_BUFFER, texBuf);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoords), texCoords, GL_STATIC_DRAW);
|
|
glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glUniform1i(textureLoc, 0);
|
|
|
|
uint32_t frameDelayUs = 1000000 / fps;
|
|
|
|
for (uint32_t i = 0; i < parts.size(); i++) {
|
|
AnimationPart &part = parts[i];
|
|
|
|
uint32_t j = 0;
|
|
while (sRunAnimation && (!part.count || j++ < part.count)) {
|
|
for (uint32_t k = 0; k < part.frames.size(); k++) {
|
|
struct timeval tv1, tv2;
|
|
gettimeofday(&tv1, nullptr);
|
|
AnimationFrame &frame = part.frames[k];
|
|
if (!frame.buf) {
|
|
frame.ReadPngFrame();
|
|
}
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
|
|
frame.width, frame.height, 0,
|
|
GL_RGB, GL_UNSIGNED_BYTE, frame.buf);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
gettimeofday(&tv2, nullptr);
|
|
|
|
timersub(&tv2, &tv1, &tv2);
|
|
|
|
if (tv2.tv_usec < frameDelayUs) {
|
|
usleep(frameDelayUs - tv2.tv_usec);
|
|
} else {
|
|
LOGW("Frame delay is %d us but decoding took %d us", frameDelayUs, tv2.tv_usec);
|
|
}
|
|
|
|
eglSwapBuffers(display, surface);
|
|
|
|
if (part.count && j >= part.count) {
|
|
free(frame.buf);
|
|
frame.buf = nullptr;
|
|
}
|
|
}
|
|
usleep(frameDelayUs * part.pause);
|
|
}
|
|
}
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glUseProgram(0);
|
|
glDeleteTextures(1, &tex);
|
|
glDeleteBuffers(1, &texBuf);
|
|
glDeleteBuffers(1, &rectBuf);
|
|
glDeleteProgram(programId);
|
|
glDeleteShader(fsh);
|
|
glDeleteShader(vsh);
|
|
|
|
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
|
|
|
eglDestroyContext(display, context);
|
|
eglDestroySurface(display, surface);
|
|
return nullptr;
|
|
}
|
|
|
|
static int
|
|
CancelBufferNoop(ANativeWindow* aWindow, android_native_buffer_t* aBuffer)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
__attribute__ ((visibility ("default")))
|
|
FramebufferNativeWindow*
|
|
NativeWindow()
|
|
{
|
|
if (gNativeWindow.get()) {
|
|
return gNativeWindow.get();
|
|
}
|
|
|
|
// Some gralloc HALs need this in order to open the
|
|
// framebuffer device after we restart with the screen off.
|
|
//
|
|
// NB: this *must* run BEFORE allocating the
|
|
// FramebufferNativeWindow. Do not separate these two C++
|
|
// statements.
|
|
set_screen_state(1);
|
|
|
|
// We (apparently) don't have a way to tell if allocating the
|
|
// fbs succeeded or failed.
|
|
gNativeWindow = new FramebufferNativeWindow();
|
|
|
|
// Bug 776742: FrambufferNativeWindow doesn't set the cancelBuffer
|
|
// function pointer, causing EGL to segfault when the window surface
|
|
// is destroyed (i.e. on process exit). This workaround stops us
|
|
// from hard crashing in that situation.
|
|
gNativeWindow->cancelBuffer = CancelBufferNoop;
|
|
|
|
sRunAnimation = true;
|
|
pthread_create(&sAnimationThread, nullptr, AnimationThread, nullptr);
|
|
|
|
return gNativeWindow.get();
|
|
}
|
|
|
|
|
|
__attribute__ ((visibility ("default")))
|
|
void
|
|
StopBootAnimation()
|
|
{
|
|
if (sRunAnimation) {
|
|
sRunAnimation = false;
|
|
pthread_join(sAnimationThread, nullptr);
|
|
}
|
|
}
|