Move sparkle animation to RenderThread
The sparkle loop animation was happening on the UI thread and is poses some interesting challengers: - Animations freezes when UI thread is busy, for example when startActivity is called. - onDraw calls add unnecessary work to the UI thread, leading to jank in some cases, like PIP Test: manual Fixes: 184760248 Change-Id: Ie2840c767da61476678839eaac215dc3aff95b5c
This commit is contained in:
parent
514f8b70d8
commit
6d1601a740
@ -226,10 +226,12 @@ public final class RecordingCanvas extends BaseRecordingCanvas {
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*/
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public void drawRipple(CanvasProperty<Float> cx, CanvasProperty<Float> cy,
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CanvasProperty<Float> radius, CanvasProperty<Paint> paint,
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CanvasProperty<Float> progress, RuntimeShader shader) {
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CanvasProperty<Float> progress, CanvasProperty<Float> turbulencePhase,
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RuntimeShader shader) {
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nDrawRipple(mNativeCanvasWrapper, cx.getNativeContainer(), cy.getNativeContainer(),
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radius.getNativeContainer(), paint.getNativeContainer(),
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progress.getNativeContainer(), shader.getNativeShaderBuilder());
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progress.getNativeContainer(), turbulencePhase.getNativeContainer(),
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shader.getNativeShaderBuilder());
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}
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/**
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@ -290,7 +292,7 @@ public final class RecordingCanvas extends BaseRecordingCanvas {
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long propCy, long propRadius, long propPaint);
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@CriticalNative
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private static native void nDrawRipple(long renderer, long propCx, long propCy, long propRadius,
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long propPaint, long propProgress, long runtimeEffect);
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long propPaint, long propProgress, long turbulencePhase, long runtimeEffect);
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@CriticalNative
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private static native void nDrawRoundRect(long renderer, long propLeft, long propTop,
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long propRight, long propBottom, long propRx, long propRy, long propPaint);
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@ -40,6 +40,8 @@ public final class RippleAnimationSession {
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private static final String TAG = "RippleAnimationSession";
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private static final int ENTER_ANIM_DURATION = 450;
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private static final int EXIT_ANIM_DURATION = 300;
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private static final long NOISE_ANIMATION_DURATION = 7000;
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private static final long MAX_NOISE_PHASE = NOISE_ANIMATION_DURATION / 120;
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private static final TimeInterpolator LINEAR_INTERPOLATOR = new LinearInterpolator();
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private static final Interpolator FAST_OUT_SLOW_IN =
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new PathInterpolator(0.4f, 0f, 0.2f, 1f);
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@ -49,7 +51,7 @@ public final class RippleAnimationSession {
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private Runnable mOnUpdate;
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private long mStartTime;
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private boolean mForceSoftware;
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private boolean mAnimateSparkle;
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private Animator mLoopAnimation;
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RippleAnimationSession(@NonNull AnimationProperties<Float, Paint> properties,
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boolean forceSoftware) {
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@ -88,16 +90,6 @@ public final class RippleAnimationSession {
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return this;
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}
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public boolean shouldAnimateSparkle() {
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return mAnimateSparkle && ValueAnimator.getDurationScale() > 0;
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}
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public float getSparklePhase() {
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final long now = AnimationUtils.currentAnimationTimeMillis();
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final long elapsed = now - mStartTime;
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return (float) elapsed / 800;
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}
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private boolean isHwAccelerated(Canvas canvas) {
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return canvas.isHardwareAccelerated() && !mForceSoftware;
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}
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@ -114,7 +106,7 @@ public final class RippleAnimationSession {
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@Override
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public void onAnimationEnd(Animator animation) {
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super.onAnimationEnd(animation);
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mAnimateSparkle = false;
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if (mLoopAnimation != null) mLoopAnimation.cancel();
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Consumer<RippleAnimationSession> onEnd = mOnSessionEnd;
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if (onEnd != null) onEnd.accept(RippleAnimationSession.this);
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}
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@ -148,7 +140,7 @@ public final class RippleAnimationSession {
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@Override
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public void onAnimationEnd(Animator animation) {
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super.onAnimationEnd(animation);
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mAnimateSparkle = false;
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if (mLoopAnimation != null) mLoopAnimation.cancel();
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Consumer<RippleAnimationSession> onEnd = mOnSessionEnd;
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if (onEnd != null) onEnd.accept(RippleAnimationSession.this);
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}
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@ -167,24 +159,42 @@ public final class RippleAnimationSession {
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RenderNodeAnimator expand =
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new RenderNodeAnimator(props.getProgress(), .5f);
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expand.setTarget(canvas);
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startAnimation(expand);
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RenderNodeAnimator loop = new RenderNodeAnimator(props.getNoisePhase(), MAX_NOISE_PHASE);
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loop.setTarget(canvas);
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startAnimation(expand, loop);
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}
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private void startAnimation(Animator expand) {
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private void startAnimation(Animator expand, Animator loop) {
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expand.setDuration(ENTER_ANIM_DURATION);
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expand.addListener(new AnimatorListener(this));
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expand.setInterpolator(FAST_OUT_SLOW_IN);
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expand.start();
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mAnimateSparkle = true;
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loop.setDuration(NOISE_ANIMATION_DURATION);
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loop.addListener(new AnimatorListener(this) {
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@Override
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public void onAnimationEnd(Animator animation) {
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super.onAnimationEnd(animation);
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mLoopAnimation = null;
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}
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});
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loop.setInterpolator(LINEAR_INTERPOLATOR);
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loop.start();
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if (mLoopAnimation != null) mLoopAnimation.cancel();
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mLoopAnimation = loop;
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}
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private void enterSoftware() {
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ValueAnimator expand = ValueAnimator.ofFloat(0f, 0.5f);
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expand.addUpdateListener(updatedAnimation -> {
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notifyUpdate();
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mProperties.getShader().setProgress((Float) expand.getAnimatedValue());
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mProperties.getShader().setProgress((float) expand.getAnimatedValue());
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});
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startAnimation(expand);
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ValueAnimator loop = ValueAnimator.ofFloat(0f, MAX_NOISE_PHASE);
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loop.addUpdateListener(updatedAnimation -> {
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notifyUpdate();
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mProperties.getShader().setNoisePhase((float) loop.getAnimatedValue());
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});
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startAnimation(expand, loop);
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}
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@NonNull AnimationProperties<Float, Paint> getProperties() {
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@ -198,6 +208,7 @@ public final class RippleAnimationSession {
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CanvasProperty.createFloat(mProperties.getX()),
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CanvasProperty.createFloat(mProperties.getY()),
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CanvasProperty.createFloat(mProperties.getMaxRadius()),
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CanvasProperty.createFloat(mProperties.getNoisePhase()),
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CanvasProperty.createPaint(mProperties.getPaint()),
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CanvasProperty.createFloat(mProperties.getProgress()),
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mProperties.getShader());
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@ -236,16 +247,18 @@ public final class RippleAnimationSession {
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static class AnimationProperties<FloatType, PaintType> {
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private final FloatType mProgress;
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private final FloatType mMaxRadius;
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private final FloatType mNoisePhase;
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private final PaintType mPaint;
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private final RippleShader mShader;
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private FloatType mX;
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private FloatType mY;
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AnimationProperties(FloatType x, FloatType y, FloatType maxRadius,
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AnimationProperties(FloatType x, FloatType y, FloatType maxRadius, FloatType noisePhase,
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PaintType paint, FloatType progress, RippleShader shader) {
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mY = y;
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mX = x;
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mMaxRadius = maxRadius;
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mNoisePhase = noisePhase;
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mPaint = paint;
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mShader = shader;
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mProgress = progress;
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@ -279,5 +292,9 @@ public final class RippleAnimationSession {
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RippleShader getShader() {
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return mShader;
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}
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FloatType getNoisePhase() {
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return mNoisePhase;
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}
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}
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}
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@ -858,15 +858,6 @@ public class RippleDrawable extends LayerDrawable {
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}
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for (int i = 0; i < mRunningAnimations.size(); i++) {
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RippleAnimationSession s = mRunningAnimations.get(i);
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if (s.shouldAnimateSparkle()) {
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final float phase = s.getSparklePhase();
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if (useCanvasProps) {
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s.getCanvasProperties().getShader().setNoisePhase(phase);
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} else {
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s.getProperties().getShader().setNoisePhase(phase);
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}
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invalidateSelf();
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}
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if (useCanvasProps) {
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RippleAnimationSession.AnimationProperties<CanvasProperty<Float>,
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CanvasProperty<Paint>>
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@ -883,7 +874,7 @@ public class RippleDrawable extends LayerDrawable {
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yProp = p.getY();
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}
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can.drawRipple(xProp, yProp, p.getMaxRadius(), p.getPaint(),
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p.getProgress(), p.getShader());
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p.getProgress(), p.getNoisePhase(), p.getShader());
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} else {
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RippleAnimationSession.AnimationProperties<Float, Paint> p =
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s.getProperties();
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@ -953,7 +944,7 @@ public class RippleDrawable extends LayerDrawable {
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shader.setRadius(radius);
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shader.setProgress(.0f);
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properties = new RippleAnimationSession.AnimationProperties<>(
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cx, cy, radius, p, 0f, shader);
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cx, cy, radius, 0f, p, 0f, shader);
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if (mMaskShader == null) {
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shader.setShader(null);
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} else {
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@ -167,6 +167,9 @@ final class RippleShader extends RuntimeShader {
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final float turbulencePhase = (float) ((mProgress + mNoisePhase * 0.333f) * 5f * Math.PI);
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setUniform("in_turbulencePhase", turbulencePhase);
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//
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// Keep in sync with: frameworks/base/libs/hwui/pipeline/skia/AnimatedDrawables.h
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//
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final float scale = 1.5f;
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setUniform("in_tCircle1", new float[]{
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(float) (scale * 0.5 + (turbulencePhase * 0.01 * Math.cos(scale * 0.55))),
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@ -820,10 +820,11 @@ void SkiaCanvas::drawRipple(uirenderer::CanvasPropertyPrimitive* x,
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uirenderer::CanvasPropertyPrimitive* radius,
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uirenderer::CanvasPropertyPaint* paint,
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uirenderer::CanvasPropertyPrimitive* progress,
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uirenderer::CanvasPropertyPrimitive* turbulencePhase,
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const SkRuntimeShaderBuilder& effectBuilder) {
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sk_sp<uirenderer::skiapipeline::AnimatedRipple> drawable(
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new uirenderer::skiapipeline::AnimatedRipple(x, y, radius, paint, progress,
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effectBuilder));
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turbulencePhase, effectBuilder));
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mCanvas->drawDrawable(drawable.get());
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}
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@ -153,6 +153,7 @@ public:
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uirenderer::CanvasPropertyPrimitive* radius,
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uirenderer::CanvasPropertyPaint* paint,
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uirenderer::CanvasPropertyPrimitive* progress,
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uirenderer::CanvasPropertyPrimitive* turbulencePhase,
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const SkRuntimeShaderBuilder& effectBuilder) override;
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virtual void drawLayer(uirenderer::DeferredLayerUpdater* layerHandle) override;
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@ -152,32 +152,66 @@ struct CanvasOp<CanvasOpType::DrawRippleProperty> {
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sp<uirenderer::CanvasPropertyPrimitive> radius;
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sp<uirenderer::CanvasPropertyPaint> paint;
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sp<uirenderer::CanvasPropertyPrimitive> progress;
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sp<uirenderer::CanvasPropertyPrimitive> turbulencePhase;
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sk_sp<SkRuntimeEffect> effect;
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const float PI = 3.1415926535897932384626;
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const float PI_ROTATE_RIGHT = PI * 0.0078125;
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const float PI_ROTATE_LEFT = PI * -0.0078125;
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const float SCALE = 1.5;
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const float CIRCLE_X_1 = 0.01 * cos(SCALE * 0.55);
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const float CIRCLE_Y_1 = 0.01 * sin(SCALE * 0.55);
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const float CIRCLE_X_2 = -0.0066 * cos(SCALE * 0.45);
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const float CIRCLE_Y_2 = -0.0066 * sin(SCALE * 0.45);
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const float CIRCLE_X_3 = -0.0066 * cos(SCALE * 0.35);
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const float CIRCLE_Y_3 = -0.0066 * sin(SCALE * 0.35);
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void draw(SkCanvas* canvas) const {
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SkRuntimeShaderBuilder runtimeEffectBuilder(effect);
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SkRuntimeShaderBuilder::BuilderUniform center = runtimeEffectBuilder.uniform("in_origin");
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if (center.fVar != nullptr) {
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center = SkV2{x->value, y->value};
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}
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setUniform2f(runtimeEffectBuilder, "in_origin", x->value, y->value);
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setUniform(runtimeEffectBuilder, "in_radius", radius);
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setUniform(runtimeEffectBuilder, "in_progress", progress);
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setUniform(runtimeEffectBuilder, "in_turbulencePhase", turbulencePhase);
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SkRuntimeShaderBuilder::BuilderUniform radiusU =
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runtimeEffectBuilder.uniform("in_radius");
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if (radiusU.fVar != nullptr) {
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radiusU = radius->value;
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}
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SkRuntimeShaderBuilder::BuilderUniform progressU =
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runtimeEffectBuilder.uniform("in_progress");
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if (progressU.fVar != nullptr) {
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progressU = progress->value;
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}
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//
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// Keep in sync with:
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// frameworks/base/graphics/java/android/graphics/drawable/RippleShader.java
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//
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const float turbulence = turbulencePhase->value;
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setUniform2f(runtimeEffectBuilder, "in_tCircle1", SCALE * 0.5 + (turbulence * CIRCLE_X_1),
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SCALE * 0.5 + (turbulence * CIRCLE_Y_1));
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setUniform2f(runtimeEffectBuilder, "in_tCircle2", SCALE * 0.2 + (turbulence * CIRCLE_X_2),
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SCALE * 0.2 + (turbulence * CIRCLE_Y_2));
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setUniform2f(runtimeEffectBuilder, "in_tCircle3", SCALE + (turbulence * CIRCLE_X_3),
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SCALE + (turbulence * CIRCLE_Y_3));
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const float rotation1 = turbulence * PI_ROTATE_RIGHT + 1.7 * PI;
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setUniform2f(runtimeEffectBuilder, "in_tRotation1", cos(rotation1), sin(rotation1));
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const float rotation2 = turbulence * PI_ROTATE_LEFT + 2 * PI;
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setUniform2f(runtimeEffectBuilder, "in_tRotation2", cos(rotation2), sin(rotation2));
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const float rotation3 = turbulence * PI_ROTATE_RIGHT + 2.75 * PI;
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setUniform2f(runtimeEffectBuilder, "in_tRotation3", cos(rotation3), sin(rotation3));
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SkPaint paintMod = paint->value;
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paintMod.setShader(runtimeEffectBuilder.makeShader(nullptr, false));
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canvas->drawCircle(x->value, y->value, radius->value, paintMod);
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}
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void setUniform(SkRuntimeShaderBuilder& effect, std::string name,
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sp<uirenderer::CanvasPropertyPrimitive> property) const {
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SkRuntimeShaderBuilder::BuilderUniform uniform = effect.uniform(name.c_str());
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if (uniform.fVar != nullptr) {
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uniform = property->value;
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}
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}
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void setUniform2f(SkRuntimeShaderBuilder effect, std::string name, float a, float b) const {
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SkRuntimeShaderBuilder::BuilderUniform uniform = effect.uniform(name.c_str());
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if (uniform.fVar != nullptr) {
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uniform = SkV2{a, b};
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}
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}
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ASSERT_DRAWABLE()
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};
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@ -146,6 +146,7 @@ public:
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uirenderer::CanvasPropertyPrimitive* radius,
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uirenderer::CanvasPropertyPaint* paint,
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uirenderer::CanvasPropertyPrimitive* progress,
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uirenderer::CanvasPropertyPrimitive* turbulencePhase,
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const SkRuntimeShaderBuilder& effectBuilder) = 0;
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virtual void drawLayer(uirenderer::DeferredLayerUpdater* layerHandle) = 0;
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@ -141,20 +141,22 @@ static void android_view_DisplayListCanvas_drawCircleProps(CRITICAL_JNI_PARAMS_C
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canvas->drawCircle(xProp, yProp, radiusProp, paintProp);
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}
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static void android_view_DisplayListCanvas_drawRippleProps(CRITICAL_JNI_PARAMS_COMMA jlong canvasPtr,
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jlong xPropPtr, jlong yPropPtr,
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jlong radiusPropPtr, jlong paintPropPtr,
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jlong progressPropPtr,
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jlong builderPtr) {
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static void android_view_DisplayListCanvas_drawRippleProps(
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CRITICAL_JNI_PARAMS_COMMA jlong canvasPtr, jlong xPropPtr, jlong yPropPtr,
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jlong radiusPropPtr, jlong paintPropPtr, jlong progressPropPtr, jlong turbulencePhasePtr,
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jlong builderPtr) {
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Canvas* canvas = reinterpret_cast<Canvas*>(canvasPtr);
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CanvasPropertyPrimitive* xProp = reinterpret_cast<CanvasPropertyPrimitive*>(xPropPtr);
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CanvasPropertyPrimitive* yProp = reinterpret_cast<CanvasPropertyPrimitive*>(yPropPtr);
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CanvasPropertyPrimitive* radiusProp = reinterpret_cast<CanvasPropertyPrimitive*>(radiusPropPtr);
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CanvasPropertyPrimitive* turbulencePhaseProp =
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reinterpret_cast<CanvasPropertyPrimitive*>(turbulencePhasePtr);
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CanvasPropertyPaint* paintProp = reinterpret_cast<CanvasPropertyPaint*>(paintPropPtr);
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CanvasPropertyPrimitive* progressProp =
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reinterpret_cast<CanvasPropertyPrimitive*>(progressPropPtr);
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SkRuntimeShaderBuilder* builder = reinterpret_cast<SkRuntimeShaderBuilder*>(builderPtr);
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canvas->drawRipple(xProp, yProp, radiusProp, paintProp, progressProp, *builder);
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canvas->drawRipple(xProp, yProp, radiusProp, paintProp, progressProp, turbulencePhaseProp,
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*builder);
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}
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static void android_view_DisplayListCanvas_drawWebViewFunctor(CRITICAL_JNI_PARAMS_COMMA jlong canvasPtr, jint functor) {
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@ -169,19 +171,22 @@ static void android_view_DisplayListCanvas_drawWebViewFunctor(CRITICAL_JNI_PARAM
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const char* const kClassPathName = "android/graphics/RecordingCanvas";
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static JNINativeMethod gMethods[] = {
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// ------------ @CriticalNative --------------
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{ "nCreateDisplayListCanvas", "(JII)J", (void*) android_view_DisplayListCanvas_createDisplayListCanvas },
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{ "nResetDisplayListCanvas", "(JJII)V", (void*) android_view_DisplayListCanvas_resetDisplayListCanvas },
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{ "nGetMaximumTextureWidth", "()I", (void*) android_view_DisplayListCanvas_getMaxTextureSize },
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{ "nGetMaximumTextureHeight", "()I", (void*) android_view_DisplayListCanvas_getMaxTextureSize },
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{ "nEnableZ", "(JZ)V", (void*) android_view_DisplayListCanvas_enableZ },
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{ "nFinishRecording", "(JJ)V", (void*) android_view_DisplayListCanvas_finishRecording },
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{ "nDrawRenderNode", "(JJ)V", (void*) android_view_DisplayListCanvas_drawRenderNode },
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{ "nDrawTextureLayer", "(JJ)V", (void*) android_view_DisplayListCanvas_drawTextureLayer },
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{ "nDrawCircle", "(JJJJJ)V", (void*) android_view_DisplayListCanvas_drawCircleProps },
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{ "nDrawRoundRect", "(JJJJJJJJ)V",(void*) android_view_DisplayListCanvas_drawRoundRectProps },
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{ "nDrawWebViewFunctor", "(JI)V", (void*) android_view_DisplayListCanvas_drawWebViewFunctor },
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{ "nDrawRipple", "(JJJJJJJ)V", (void*) android_view_DisplayListCanvas_drawRippleProps },
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// ------------ @CriticalNative --------------
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{"nCreateDisplayListCanvas", "(JII)J",
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(void*)android_view_DisplayListCanvas_createDisplayListCanvas},
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{"nResetDisplayListCanvas", "(JJII)V",
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(void*)android_view_DisplayListCanvas_resetDisplayListCanvas},
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{"nGetMaximumTextureWidth", "()I", (void*)android_view_DisplayListCanvas_getMaxTextureSize},
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{"nGetMaximumTextureHeight", "()I",
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(void*)android_view_DisplayListCanvas_getMaxTextureSize},
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{"nEnableZ", "(JZ)V", (void*)android_view_DisplayListCanvas_enableZ},
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{"nFinishRecording", "(JJ)V", (void*)android_view_DisplayListCanvas_finishRecording},
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{"nDrawRenderNode", "(JJ)V", (void*)android_view_DisplayListCanvas_drawRenderNode},
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{"nDrawTextureLayer", "(JJ)V", (void*)android_view_DisplayListCanvas_drawTextureLayer},
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{"nDrawCircle", "(JJJJJ)V", (void*)android_view_DisplayListCanvas_drawCircleProps},
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{"nDrawRoundRect", "(JJJJJJJJ)V", (void*)android_view_DisplayListCanvas_drawRoundRectProps},
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{"nDrawWebViewFunctor", "(JI)V", (void*)android_view_DisplayListCanvas_drawWebViewFunctor},
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{"nDrawRipple", "(JJJJJJJJ)V", (void*)android_view_DisplayListCanvas_drawRippleProps},
|
||||
};
|
||||
|
||||
int register_android_view_DisplayListCanvas(JNIEnv* env) {
|
||||
|
@ -19,6 +19,7 @@
|
||||
#include <SkCanvas.h>
|
||||
#include <SkDrawable.h>
|
||||
#include <SkRuntimeEffect.h>
|
||||
#include <math.h>
|
||||
#include <utils/RefBase.h>
|
||||
#include "CanvasProperty.h"
|
||||
|
||||
@ -61,12 +62,14 @@ public:
|
||||
uirenderer::CanvasPropertyPrimitive* radius,
|
||||
uirenderer::CanvasPropertyPaint* paint,
|
||||
uirenderer::CanvasPropertyPrimitive* progress,
|
||||
uirenderer::CanvasPropertyPrimitive* turbulencePhase,
|
||||
const SkRuntimeShaderBuilder& effectBuilder)
|
||||
: mX(x)
|
||||
, mY(y)
|
||||
, mRadius(radius)
|
||||
, mPaint(paint)
|
||||
, mProgress(progress)
|
||||
, mTurbulencePhase(turbulencePhase)
|
||||
, mRuntimeEffectBuilder(effectBuilder) {}
|
||||
|
||||
protected:
|
||||
@ -77,22 +80,28 @@ protected:
|
||||
return SkRect::MakeLTRB(x - radius, y - radius, x + radius, y + radius);
|
||||
}
|
||||
virtual void onDraw(SkCanvas* canvas) override {
|
||||
SkRuntimeShaderBuilder::BuilderUniform center = mRuntimeEffectBuilder.uniform("in_origin");
|
||||
if (center.fVar != nullptr) {
|
||||
center = SkV2{mX->value, mY->value};
|
||||
}
|
||||
setUniform2f("in_origin", mX->value, mY->value);
|
||||
setUniform("in_radius", mRadius);
|
||||
setUniform("in_progress", mProgress);
|
||||
setUniform("in_turbulencePhase", mTurbulencePhase);
|
||||
|
||||
SkRuntimeShaderBuilder::BuilderUniform radiusU =
|
||||
mRuntimeEffectBuilder.uniform("in_radius");
|
||||
if (radiusU.fVar != nullptr) {
|
||||
radiusU = mRadius->value;
|
||||
}
|
||||
|
||||
SkRuntimeShaderBuilder::BuilderUniform progressU =
|
||||
mRuntimeEffectBuilder.uniform("in_progress");
|
||||
if (progressU.fVar != nullptr) {
|
||||
progressU = mProgress->value;
|
||||
}
|
||||
//
|
||||
// Keep in sync with:
|
||||
// frameworks/base/graphics/java/android/graphics/drawable/RippleShader.java
|
||||
//
|
||||
const float turbulencePhase = mTurbulencePhase->value;
|
||||
setUniform2f("in_tCircle1", SCALE * 0.5 + (turbulencePhase * CIRCLE_X_1),
|
||||
SCALE * 0.5 + (turbulencePhase * CIRCLE_Y_1));
|
||||
setUniform2f("in_tCircle2", SCALE * 0.2 + (turbulencePhase * CIRCLE_X_2),
|
||||
SCALE * 0.2 + (turbulencePhase * CIRCLE_Y_2));
|
||||
setUniform2f("in_tCircle3", SCALE + (turbulencePhase * CIRCLE_X_3),
|
||||
SCALE + (turbulencePhase * CIRCLE_Y_3));
|
||||
const float rotation1 = turbulencePhase * PI_ROTATE_RIGHT + 1.7 * PI;
|
||||
setUniform2f("in_tRotation1", cos(rotation1), sin(rotation1));
|
||||
const float rotation2 = turbulencePhase * PI_ROTATE_LEFT + 2 * PI;
|
||||
setUniform2f("in_tRotation2", cos(rotation2), sin(rotation2));
|
||||
const float rotation3 = turbulencePhase * PI_ROTATE_RIGHT + 2.75 * PI;
|
||||
setUniform2f("in_tRotation3", cos(rotation3), sin(rotation3));
|
||||
|
||||
SkPaint paint = mPaint->value;
|
||||
paint.setShader(mRuntimeEffectBuilder.makeShader(nullptr, false));
|
||||
@ -105,7 +114,35 @@ private:
|
||||
sp<uirenderer::CanvasPropertyPrimitive> mRadius;
|
||||
sp<uirenderer::CanvasPropertyPaint> mPaint;
|
||||
sp<uirenderer::CanvasPropertyPrimitive> mProgress;
|
||||
sp<uirenderer::CanvasPropertyPrimitive> mTurbulencePhase;
|
||||
SkRuntimeShaderBuilder mRuntimeEffectBuilder;
|
||||
|
||||
const float PI = 3.1415926535897932384626;
|
||||
const float PI_ROTATE_RIGHT = PI * 0.0078125;
|
||||
const float PI_ROTATE_LEFT = PI * -0.0078125;
|
||||
const float SCALE = 1.5;
|
||||
const float CIRCLE_X_1 = 0.01 * cos(SCALE * 0.55);
|
||||
const float CIRCLE_Y_1 = 0.01 * sin(SCALE * 0.55);
|
||||
const float CIRCLE_X_2 = -0.0066 * cos(SCALE * 0.45);
|
||||
const float CIRCLE_Y_2 = -0.0066 * sin(SCALE * 0.45);
|
||||
const float CIRCLE_X_3 = -0.0066 * cos(SCALE * 0.35);
|
||||
const float CIRCLE_Y_3 = -0.0066 * sin(SCALE * 0.35);
|
||||
|
||||
virtual void setUniform(std::string name, sp<uirenderer::CanvasPropertyPrimitive> property) {
|
||||
SkRuntimeShaderBuilder::BuilderUniform uniform =
|
||||
mRuntimeEffectBuilder.uniform(name.c_str());
|
||||
if (uniform.fVar != nullptr) {
|
||||
uniform = property->value;
|
||||
}
|
||||
}
|
||||
|
||||
virtual void setUniform2f(std::string name, float a, float b) {
|
||||
SkRuntimeShaderBuilder::BuilderUniform uniform =
|
||||
mRuntimeEffectBuilder.uniform(name.c_str());
|
||||
if (uniform.fVar != nullptr) {
|
||||
uniform = SkV2{a, b};
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class AnimatedCircle : public SkDrawable {
|
||||
|
@ -115,9 +115,10 @@ void SkiaRecordingCanvas::drawRipple(uirenderer::CanvasPropertyPrimitive* x,
|
||||
uirenderer::CanvasPropertyPrimitive* radius,
|
||||
uirenderer::CanvasPropertyPaint* paint,
|
||||
uirenderer::CanvasPropertyPrimitive* progress,
|
||||
uirenderer::CanvasPropertyPrimitive* turbulencePhase,
|
||||
const SkRuntimeShaderBuilder& effectBuilder) {
|
||||
drawDrawable(mDisplayList->allocateDrawable<AnimatedRipple>(x, y, radius, paint, progress,
|
||||
effectBuilder));
|
||||
turbulencePhase, effectBuilder));
|
||||
}
|
||||
|
||||
void SkiaRecordingCanvas::enableZ(bool enableZ) {
|
||||
|
@ -75,6 +75,7 @@ public:
|
||||
uirenderer::CanvasPropertyPrimitive* radius,
|
||||
uirenderer::CanvasPropertyPaint* paint,
|
||||
uirenderer::CanvasPropertyPrimitive* progress,
|
||||
uirenderer::CanvasPropertyPrimitive* turbulencePhase,
|
||||
const SkRuntimeShaderBuilder& effectBuilder) override;
|
||||
|
||||
virtual void drawVectorDrawable(VectorDrawableRoot* vectorDrawable) override;
|
||||
|
@ -56,6 +56,7 @@ public class RippleActivity extends Activity {
|
||||
CanvasProperty<Float> mY;
|
||||
CanvasProperty<Float> mRadius;
|
||||
CanvasProperty<Float> mProgress;
|
||||
CanvasProperty<Float> mNoisePhase;
|
||||
CanvasProperty<Paint> mPaint;
|
||||
RuntimeShader mRuntimeShader;
|
||||
|
||||
@ -99,6 +100,7 @@ public class RippleActivity extends Activity {
|
||||
mY = CanvasProperty.createFloat(200.0f);
|
||||
mRadius = CanvasProperty.createFloat(150.0f);
|
||||
mProgress = CanvasProperty.createFloat(0.0f);
|
||||
mNoisePhase = CanvasProperty.createFloat(0.0f);
|
||||
|
||||
Paint p = new Paint();
|
||||
p.setAntiAlias(true);
|
||||
@ -115,7 +117,8 @@ public class RippleActivity extends Activity {
|
||||
|
||||
if (canvas.isHardwareAccelerated()) {
|
||||
RecordingCanvas recordingCanvas = (RecordingCanvas) canvas;
|
||||
recordingCanvas.drawRipple(mX, mY, mRadius, mPaint, mProgress, mRuntimeShader);
|
||||
recordingCanvas.drawRipple(mX, mY, mRadius, mPaint, mProgress, mNoisePhase,
|
||||
mRuntimeShader);
|
||||
}
|
||||
}
|
||||
|
||||
@ -140,6 +143,9 @@ public class RippleActivity extends Activity {
|
||||
mRunningAnimations.add(new RenderNodeAnimator(
|
||||
mProgress, mToggle ? 1.0f : 0.0f));
|
||||
|
||||
mRunningAnimations.add(new RenderNodeAnimator(
|
||||
mNoisePhase, DURATION));
|
||||
|
||||
mRunningAnimations.add(new RenderNodeAnimator(
|
||||
mPaint, RenderNodeAnimator.PAINT_ALPHA, 64.0f));
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user