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/pipeline/skia/AnimatedDrawables.h b/libs/hwui/pipeline/skia/AnimatedDrawables.h
index 7859145..7d65be1 100644
--- a/libs/hwui/pipeline/skia/AnimatedDrawables.h
+++ b/libs/hwui/pipeline/skia/AnimatedDrawables.h
@@ -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 @@
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 @@
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 @@
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 {