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
diff --git a/libs/hwui/canvas/CanvasOps.h b/libs/hwui/canvas/CanvasOps.h
index 855cd0d..173f394 100644
--- a/libs/hwui/canvas/CanvasOps.h
+++ b/libs/hwui/canvas/CanvasOps.h
@@ -152,32 +152,66 @@
sp<uirenderer::CanvasPropertyPrimitive> radius;
sp<uirenderer::CanvasPropertyPaint> paint;
sp<uirenderer::CanvasPropertyPrimitive> progress;
+ sp<uirenderer::CanvasPropertyPrimitive> turbulencePhase;
sk_sp<SkRuntimeEffect> effect;
+ 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);
+
void draw(SkCanvas* canvas) const {
SkRuntimeShaderBuilder runtimeEffectBuilder(effect);
- SkRuntimeShaderBuilder::BuilderUniform center = runtimeEffectBuilder.uniform("in_origin");
- if (center.fVar != nullptr) {
- center = SkV2{x->value, y->value};
- }
+ setUniform2f(runtimeEffectBuilder, "in_origin", x->value, y->value);
+ setUniform(runtimeEffectBuilder, "in_radius", radius);
+ setUniform(runtimeEffectBuilder, "in_progress", progress);
+ setUniform(runtimeEffectBuilder, "in_turbulencePhase", turbulencePhase);
- SkRuntimeShaderBuilder::BuilderUniform radiusU =
- runtimeEffectBuilder.uniform("in_radius");
- if (radiusU.fVar != nullptr) {
- radiusU = radius->value;
- }
-
- SkRuntimeShaderBuilder::BuilderUniform progressU =
- runtimeEffectBuilder.uniform("in_progress");
- if (progressU.fVar != nullptr) {
- progressU = progress->value;
- }
+ //
+ // Keep in sync with:
+ // frameworks/base/graphics/java/android/graphics/drawable/RippleShader.java
+ //
+ const float turbulence = turbulencePhase->value;
+ setUniform2f(runtimeEffectBuilder, "in_tCircle1", SCALE * 0.5 + (turbulence * CIRCLE_X_1),
+ SCALE * 0.5 + (turbulence * CIRCLE_Y_1));
+ setUniform2f(runtimeEffectBuilder, "in_tCircle2", SCALE * 0.2 + (turbulence * CIRCLE_X_2),
+ SCALE * 0.2 + (turbulence * CIRCLE_Y_2));
+ setUniform2f(runtimeEffectBuilder, "in_tCircle3", SCALE + (turbulence * CIRCLE_X_3),
+ SCALE + (turbulence * CIRCLE_Y_3));
+ const float rotation1 = turbulence * PI_ROTATE_RIGHT + 1.7 * PI;
+ setUniform2f(runtimeEffectBuilder, "in_tRotation1", cos(rotation1), sin(rotation1));
+ const float rotation2 = turbulence * PI_ROTATE_LEFT + 2 * PI;
+ setUniform2f(runtimeEffectBuilder, "in_tRotation2", cos(rotation2), sin(rotation2));
+ const float rotation3 = turbulence * PI_ROTATE_RIGHT + 2.75 * PI;
+ setUniform2f(runtimeEffectBuilder, "in_tRotation3", cos(rotation3), sin(rotation3));
SkPaint paintMod = paint->value;
paintMod.setShader(runtimeEffectBuilder.makeShader(nullptr, false));
canvas->drawCircle(x->value, y->value, radius->value, paintMod);
}
+
+ void setUniform(SkRuntimeShaderBuilder& effect, std::string name,
+ sp<uirenderer::CanvasPropertyPrimitive> property) const {
+ SkRuntimeShaderBuilder::BuilderUniform uniform = effect.uniform(name.c_str());
+ if (uniform.fVar != nullptr) {
+ uniform = property->value;
+ }
+ }
+
+ void setUniform2f(SkRuntimeShaderBuilder effect, std::string name, float a, float b) const {
+ SkRuntimeShaderBuilder::BuilderUniform uniform = effect.uniform(name.c_str());
+ if (uniform.fVar != nullptr) {
+ uniform = SkV2{a, b};
+ }
+ }
+
ASSERT_DRAWABLE()
};