Revert "Revert "Migrate boot animation from GLES 1.0 to GLES2.0.""
This reverts commit 2ded80094ee534cfbf360e89562f9d6f1cee33e0.
Reason for revert: Working on fixing the regression that happened on Wembly, so we can resume feature work.
Change-Id: I9a624beffdaf97f131046fd4441a251ed3a448ad
Test: adb shell /system/bin/bootanimation
Bug: 190093578
(cherry picked from commit 8eedc0293d53d31f96c2f9cd2f773149aaf5d63f)
diff --git a/cmds/bootanimation/Android.bp b/cmds/bootanimation/Android.bp
index b2b66c2..3534624 100644
--- a/cmds/bootanimation/Android.bp
+++ b/cmds/bootanimation/Android.bp
@@ -71,7 +71,7 @@
"libui",
"libjnigraphics",
"libEGL",
- "libGLESv1_CM",
+ "libGLESv2",
"libgui",
],
}
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
index 3109c5c..6e27aff 100644
--- a/cmds/bootanimation/BootAnimation.cpp
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -52,9 +52,8 @@
#include <gui/DisplayEventReceiver.h>
#include <gui/Surface.h>
#include <gui/SurfaceComposerClient.h>
-
-#include <GLES/gl.h>
-#include <GLES/glext.h>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
#include <EGL/eglext.h>
#include "BootAnimation.h"
@@ -108,6 +107,56 @@
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 char U_TEXTURE[] = "uTexture";
+static const char U_FADE[] = "uFade";
+static const char U_CROP_AREA[] = "uCropArea";
+static const char A_UV[] = "aUv";
+static const char A_POSITION[] = "aPosition";
+static const char VERTEX_SHADER_SOURCE[] = R"(
+ precision mediump float;
+ attribute vec4 aPosition;
+ attribute highp vec2 aUv;
+ varying highp vec2 vUv;
+ void main() {
+ gl_Position = aPosition;
+ vUv = aUv;
+ })";
+static const char IMAGE_FRAG_SHADER_SOURCE[] = R"(
+ precision mediump float;
+ uniform sampler2D uTexture;
+ uniform float uFade;
+ varying highp vec2 vUv;
+ void main() {
+ vec4 color = texture2D(uTexture, vUv);
+ gl_FragColor = vec4(color.x, color.y, color.z, 1.0 - uFade);
+ })";
+static const char TEXT_FRAG_SHADER_SOURCE[] = R"(
+ precision mediump float;
+ uniform sampler2D uTexture;
+ uniform vec4 uCropArea;
+ varying highp vec2 vUv;
+ void main() {
+ vec2 uv = vec2(mix(uCropArea.x, uCropArea.z, vUv.x),
+ mix(uCropArea.y, uCropArea.w, vUv.y));
+ gl_FragColor = texture2D(uTexture, uv);
+ })";
+
+static GLfloat quadPositions[] = {
+ -0.5f, -0.5f,
+ +0.5f, -0.5f,
+ +0.5f, +0.5f,
+ +0.5f, +0.5f,
+ -0.5f, +0.5f,
+ -0.5f, -0.5f
+};
+static GLfloat quadUVs[] = {
+ 0.0f, 1.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ 0.0f, 1.0f
+};
// ---------------------------------------------------------------------------
@@ -209,7 +258,6 @@
const int w = bitmapInfo.width;
const int h = bitmapInfo.height;
- GLint crop[4] = { 0, h, w, -h };
texture->w = w;
texture->h = h;
@@ -237,11 +285,10 @@
break;
}
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return NO_ERROR;
}
@@ -263,7 +310,6 @@
const int w = bitmapInfo.width;
const int h = bitmapInfo.height;
- GLint crop[4] = { 0, h, w, -h };
int tw = 1 << (31 - __builtin_clz(w));
int th = 1 << (31 - __builtin_clz(h));
if (tw < w) tw <<= 1;
@@ -297,7 +343,10 @@
break;
}
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
*width = w;
*height = h;
@@ -470,7 +519,9 @@
eglInitialize(display, nullptr, nullptr);
EGLConfig config = getEglConfig(display);
EGLSurface surface = eglCreateWindowSurface(display, config, s.get(), nullptr);
- EGLContext context = eglCreateContext(display, config, nullptr, nullptr);
+ // Initialize egl context with client version number 2.0.
+ EGLint contextAttributes[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
+ EGLContext context = eglCreateContext(display, config, nullptr, contextAttributes);
EGLint w, h;
eglQuerySurface(display, surface, EGL_WIDTH, &w);
eglQuerySurface(display, surface, EGL_HEIGHT, &h);
@@ -503,11 +554,6 @@
void BootAnimation::projectSceneToWindow() {
glViewport(0, 0, mWidth, mHeight);
glScissor(0, 0, mWidth, mHeight);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrthof(0, static_cast<float>(mWidth), 0, static_cast<float>(mHeight), -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
}
void BootAnimation::resizeSurface(int newWidth, int newHeight) {
@@ -600,8 +646,68 @@
}
}
+GLuint compileShader(GLenum shaderType, const GLchar *source) {
+ GLuint shader = glCreateShader(shaderType);
+ glShaderSource(shader, 1, &source, 0);
+ glCompileShader(shader);
+ GLint isCompiled = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
+ if (isCompiled == GL_FALSE) {
+ SLOGE("Compile shader failed. Shader type: %d", shaderType);
+ return 0;
+ }
+ return shader;
+}
+
+GLuint linkShader(GLuint vertexShader, GLuint fragmentShader) {
+ GLuint program = glCreateProgram();
+ glAttachShader(program, vertexShader);
+ glAttachShader(program, fragmentShader);
+ glLinkProgram(program);
+ GLint isLinked = 0;
+ glGetProgramiv(program, GL_LINK_STATUS, (int *)&isLinked);
+ if (isLinked == GL_FALSE) {
+ SLOGE("Linking shader failed. Shader handles: vert %d, frag %d",
+ vertexShader, fragmentShader);
+ return 0;
+ }
+ return program;
+}
+
+void BootAnimation::initShaders() {
+ GLuint vertexShader = compileShader(GL_VERTEX_SHADER, (const GLchar *)VERTEX_SHADER_SOURCE);
+ GLuint imageFragmentShader =
+ compileShader(GL_FRAGMENT_SHADER, (const GLchar *)IMAGE_FRAG_SHADER_SOURCE);
+ GLuint textFragmentShader =
+ compileShader(GL_FRAGMENT_SHADER, (const GLchar *)TEXT_FRAG_SHADER_SOURCE);
+
+ // Initialize image shader.
+ mImageShader = linkShader(vertexShader, imageFragmentShader);
+ GLint positionLocation = glGetAttribLocation(mImageShader, A_POSITION);
+ GLint uvLocation = glGetAttribLocation(mImageShader, A_UV);
+ mImageTextureLocation = glGetUniformLocation(mImageShader, U_TEXTURE);
+ mImageFadeLocation = glGetUniformLocation(mImageShader, U_FADE);
+ glEnableVertexAttribArray(positionLocation);
+ glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, quadPositions);
+ glVertexAttribPointer(uvLocation, 2, GL_FLOAT, GL_FALSE, 0, quadUVs);
+ glEnableVertexAttribArray(uvLocation);
+
+ // Initialize text shader.
+ mTextShader = linkShader(vertexShader, textFragmentShader);
+ positionLocation = glGetAttribLocation(mTextShader, A_POSITION);
+ uvLocation = glGetAttribLocation(mTextShader, A_UV);
+ mTextTextureLocation = glGetUniformLocation(mTextShader, U_TEXTURE);
+ mTextCropAreaLocation = glGetUniformLocation(mTextShader, U_CROP_AREA);
+ glEnableVertexAttribArray(positionLocation);
+ glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, quadPositions);
+ glVertexAttribPointer(uvLocation, 2, GL_FLOAT, GL_FALSE, 0, quadUVs);
+ glEnableVertexAttribArray(uvLocation);
+}
+
bool BootAnimation::threadLoop() {
bool result;
+ initShaders();
+
// We have no bootanimation file, so we use the stock android logo
// animation.
if (mZipFileName.isEmpty()) {
@@ -623,6 +729,8 @@
}
bool BootAnimation::android() {
+ glActiveTexture(GL_TEXTURE0);
+
SLOGD("%sAnimationShownTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot",
elapsedRealtime());
initTexture(&mAndroid[0], mAssets, "images/android-logo-mask.png");
@@ -631,19 +739,14 @@
mCallbacks->init({});
// clear screen
- glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(mDisplay, mSurface);
- glEnable(GL_TEXTURE_2D);
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-
// Blend state
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
const nsecs_t startTime = systemTime();
do {
@@ -666,12 +769,12 @@
glEnable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, mAndroid[1].name);
- glDrawTexiOES(x, yc, 0, mAndroid[1].w, mAndroid[1].h);
- glDrawTexiOES(x + mAndroid[1].w, yc, 0, mAndroid[1].w, mAndroid[1].h);
+ drawTexturedQuad(x, yc, mAndroid[1].w, mAndroid[1].h);
+ drawTexturedQuad(x + mAndroid[1].w, yc, mAndroid[1].w, mAndroid[1].h);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, mAndroid[0].name);
- glDrawTexiOES(xc, yc, 0, mAndroid[0].w, mAndroid[0].h);
+ drawTexturedQuad(xc, yc, mAndroid[0].w, mAndroid[0].h);
EGLBoolean res = eglSwapBuffers(mDisplay, mSurface);
if (res == EGL_FALSE)
@@ -798,10 +901,10 @@
status = initTexture(font->map, &font->texture.w, &font->texture.h);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else if (fallback != nullptr) {
status = initTexture(&font->texture, mAssets, fallback);
} else {
@@ -816,40 +919,11 @@
return status;
}
-void BootAnimation::fadeFrame(const int frameLeft, const int frameBottom, const int frameWidth,
- const int frameHeight, const Animation::Part& part,
- const int fadedFramesCount) {
- glEnable(GL_BLEND);
- glEnableClientState(GL_VERTEX_ARRAY);
- glDisable(GL_TEXTURE_2D);
- // avoid creating a hole due to mixing result alpha with GL_REPLACE texture
- glBlendFuncSeparateOES(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
-
- const float alpha = static_cast<float>(fadedFramesCount) / part.framesToFadeCount;
- glColor4f(part.backgroundColor[0], part.backgroundColor[1], part.backgroundColor[2], alpha);
-
- const float frameStartX = static_cast<float>(frameLeft);
- const float frameStartY = static_cast<float>(frameBottom);
- const float frameEndX = frameStartX + frameWidth;
- const float frameEndY = frameStartY + frameHeight;
- const GLfloat frameRect[] = {
- frameStartX, frameStartY,
- frameEndX, frameStartY,
- frameEndX, frameEndY,
- frameStartX, frameEndY
- };
- glVertexPointer(2, GL_FLOAT, 0, frameRect);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_TEXTURE_2D);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisable(GL_BLEND);
-}
-
void BootAnimation::drawText(const char* str, const Font& font, bool bold, int* x, int* y) {
glEnable(GL_BLEND); // Allow us to draw on top of the animation
glBindTexture(GL_TEXTURE_2D, font.texture.name);
+ glUseProgram(mTextShader);
+ glUniform1i(mTextTextureLocation, 0);
const int len = strlen(str);
const int strWidth = font.char_width * len;
@@ -865,8 +939,6 @@
*y = mHeight + *y - font.char_height;
}
- int cropRect[4] = { 0, 0, font.char_width, -font.char_height };
-
for (int i = 0; i < len; i++) {
char c = str[i];
@@ -878,13 +950,13 @@
const int charPos = (c - FONT_BEGIN_CHAR); // Position in the list of valid characters
const int row = charPos / FONT_NUM_COLS;
const int col = charPos % FONT_NUM_COLS;
- cropRect[0] = col * font.char_width; // Left of column
- cropRect[1] = row * font.char_height * 2; // Top of row
- // Move down to bottom of regular (one char_heigh) or bold (two char_heigh) line
- cropRect[1] += bold ? 2 * font.char_height : font.char_height;
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
-
- glDrawTexiOES(*x, *y, 0, font.char_width, font.char_height);
+ // Bold fonts are expected in the second half of each row.
+ float v0 = (row + (bold ? 0.5f : 0.0f)) / FONT_NUM_ROWS;
+ float u0 = ((float)col) / FONT_NUM_COLS;
+ float v1 = v0 + 1.0f / FONT_NUM_ROWS / 2;
+ float u1 = u0 + 1.0f / FONT_NUM_COLS;
+ glUniform4f(mTextCropAreaLocation, u0, v0, u1, v1);
+ drawTexturedQuad(*x, *y, font.char_width, font.char_height);
*x += font.char_width;
}
@@ -1166,19 +1238,16 @@
// Blend required to draw time on top of animation frames.
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
- glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
bool clockFontInitialized = false;
if (mClockEnabled) {
clockFontInitialized =
@@ -1218,6 +1287,34 @@
(lastDisplayedProgress == 0 || lastDisplayedProgress == 100);
}
+// Linear mapping from range <a1, a2> to range <b1, b2>
+float mapLinear(float x, float a1, float a2, float b1, float b2) {
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+}
+
+void BootAnimation::drawTexturedQuad(float xStart, float yStart, float width, float height) {
+ // Map coordinates from screen space to world space.
+ float x0 = mapLinear(xStart, 0, mWidth, -1, 1);
+ float y0 = mapLinear(yStart, 0, mHeight, -1, 1);
+ float x1 = mapLinear(xStart + width, 0, mWidth, -1, 1);
+ float y1 = mapLinear(yStart + height, 0, mHeight, -1, 1);
+ // Update quad vertex positions.
+ quadPositions[0] = x0;
+ quadPositions[1] = y0;
+ quadPositions[2] = x1;
+ quadPositions[3] = y0;
+ quadPositions[4] = x1;
+ quadPositions[5] = y1;
+ quadPositions[6] = x1;
+ quadPositions[7] = y1;
+ quadPositions[8] = x0;
+ quadPositions[9] = y1;
+ quadPositions[10] = x0;
+ quadPositions[11] = y0;
+ glDrawArrays(GL_TRIANGLES, 0,
+ sizeof(quadPositions) / sizeof(quadPositions[0]) / 2);
+}
+
bool BootAnimation::playAnimation(const Animation& animation) {
const size_t pcount = animation.parts.size();
nsecs_t frameDuration = s2ns(1) / animation.fps;
@@ -1230,7 +1327,6 @@
for (size_t i=0 ; i<pcount ; i++) {
const Animation::Part& part(animation.parts[i]);
const size_t fcount = part.frames.size();
- glBindTexture(GL_TEXTURE_2D, 0);
// Handle animation package
if (part.animation != nullptr) {
@@ -1272,12 +1368,8 @@
if (r > 0) {
glBindTexture(GL_TEXTURE_2D, frame.tid);
} else {
- if (part.count != 1) {
- glGenTextures(1, &frame.tid);
- glBindTexture(GL_TEXTURE_2D, frame.tid);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
+ glGenTextures(1, &frame.tid);
+ glBindTexture(GL_TEXTURE_2D, frame.tid);
int w, h;
initTexture(frame.map, &w, &h);
}
@@ -1300,16 +1392,21 @@
// 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);
- glDrawTexiOES(xc, frameDrawY, 0, frame.trimWidth, frame.trimHeight);
+ float fade = 0;
// if the part hasn't been stopped yet then continue fading if necessary
if (exitPending() && part.hasFadingPhase()) {
- fadeFrame(xc, frameDrawY, frame.trimWidth, frame.trimHeight, part,
- ++fadedFramesCount);
+ fade = static_cast<float>(++fadedFramesCount) / part.framesToFadeCount;
if (fadedFramesCount >= part.framesToFadeCount) {
fadedFramesCount = MAX_FADED_FRAMES_COUNT; // no more fading
}
}
+ glUseProgram(mImageShader);
+ glUniform1i(mImageTextureLocation, 0);
+ glUniform1f(mImageFadeLocation, fade);
+ glEnable(GL_BLEND);
+ drawTexturedQuad(xc, frameDrawY, frame.trimWidth, frame.trimHeight);
+ glDisable(GL_BLEND);
if (mClockEnabled && mTimeIsAccurate && validClock(part)) {
drawClock(animation.clockFont, part.clockPosX, part.clockPosY);
diff --git a/cmds/bootanimation/BootAnimation.h b/cmds/bootanimation/BootAnimation.h
index f8a31c6..7b616d9 100644
--- a/cmds/bootanimation/BootAnimation.h
+++ b/cmds/bootanimation/BootAnimation.h
@@ -31,7 +31,7 @@
#include <binder/IBinder.h>
#include <EGL/egl.h>
-#include <GLES/gl.h>
+#include <GLES2/gl2.h>
namespace android {
@@ -166,6 +166,7 @@
status_t initTexture(Texture* texture, AssetManager& asset, const char* name);
status_t initTexture(FileMap* map, int* width, int* height);
status_t initFont(Font* font, const char* fallback);
+ void initShaders();
bool android();
bool movie();
void drawText(const char* str, const Font& font, bool bold, int* x, int* y);
@@ -173,6 +174,7 @@
void drawProgress(int percent, const Font& font, const int xPos, const int yPos);
void fadeFrame(int frameLeft, int frameBottom, int frameWidth, int frameHeight,
const Animation::Part& part, int fadedFramesCount);
+ void drawTexturedQuad(float xStart, float yStart, float width, float height);
bool validClock(const Animation::Part& part);
Animation* loadAnimation(const String8&);
bool playAnimation(const Animation&);
@@ -218,6 +220,12 @@
sp<TimeCheckThread> mTimeCheckThread = nullptr;
sp<Callbacks> mCallbacks;
Animation* mAnimation = nullptr;
+ GLuint mImageShader;
+ GLuint mTextShader;
+ GLuint mImageFadeLocation;
+ GLuint mImageTextureLocation;
+ GLuint mTextCropAreaLocation;
+ GLuint mTextTextureLocation;
};
// ---------------------------------------------------------------------------