Move boot color sysprop parsing to after loading zips.
Otherwise the sysprops would not be loaded yet and accessing them would
return empty strings.
Though unlikely, this is not 100% safe because boot color sysprops
are not guaranteed to be loaded by the time zips are loaded. A TODO
here is to understand boot steps and their timing implications so
that we can fully avoid the race condition.
Bug: 190093578
Test: adb shell setprop persist.bootanim.color(1-4), then reboot phone.
Change-Id: I603da080b1732a436a10dbaca6f2be9f158124dc
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
index 13bbe55..7c81f09 100644
--- a/cmds/bootanimation/BootAnimation.cpp
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -728,22 +728,6 @@
glVertexAttribPointer(uvLocation, 2, GL_FLOAT, GL_FALSE, 0, quadUVs);
glEnableVertexAttribArray(uvLocation);
- if (dynamicColoringEnabled) {
- glUseProgram(mImageShader);
- SLOGI("[BootAnimation] Dynamically coloring boot animation.");
- for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
- float *startColor = mAnimation->startColors[i];
- float *endColor = mAnimation->endColors[i];
- glUniform4f(glGetUniformLocation(mImageShader,
- (U_START_COLOR_PREFIX + std::to_string(i)).c_str()),
- startColor[0], startColor[1], startColor[2], 1 /* alpha */);
- glUniform4f(glGetUniformLocation(mImageShader,
- (U_END_COLOR_PREFIX + std::to_string(i)).c_str()),
- endColor[0], endColor[1], endColor[2], 1 /* alpha */);
- }
- mImageColorProgressLocation = glGetUniformLocation(mImageShader, U_COLOR_PROGRESS);
- }
-
// Initialize text shader.
mTextShader = linkShader(vertexShader, textFragmentShader);
positionLocation = glGetAttribLocation(mTextShader, A_POSITION);
@@ -1179,12 +1163,6 @@
s = ++endl;
}
- for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
- parseColorDecimalString(
- android::base::GetProperty("persist.bootanim.color" + std::to_string(i + 1), ""),
- animation.endColors[i], animation.startColors[i]);
- }
-
return true;
}
@@ -1361,6 +1339,10 @@
mTimeCheckThread->run("BootAnimation::TimeCheckThread", PRIORITY_NORMAL);
}
+ if (mAnimation != nullptr && mAnimation->dynamicColoringEnabled) {
+ initDynamicColors();
+ }
+
playAnimation(*mAnimation);
if (mTimeCheckThread != nullptr) {
@@ -1414,6 +1396,27 @@
sizeof(quadPositions) / sizeof(quadPositions[0]) / 2);
}
+void BootAnimation::initDynamicColors() {
+ for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
+ parseColorDecimalString(
+ android::base::GetProperty("persist.bootanim.color" + std::to_string(i + 1), ""),
+ mAnimation->endColors[i], mAnimation->startColors[i]);
+ }
+ glUseProgram(mImageShader);
+ SLOGI("[BootAnimation] Dynamically coloring boot animation.");
+ for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
+ float *startColor = mAnimation->startColors[i];
+ float *endColor = mAnimation->endColors[i];
+ glUniform4f(glGetUniformLocation(mImageShader,
+ (U_START_COLOR_PREFIX + std::to_string(i)).c_str()),
+ startColor[0], startColor[1], startColor[2], 1 /* alpha */);
+ glUniform4f(glGetUniformLocation(mImageShader,
+ (U_END_COLOR_PREFIX + std::to_string(i)).c_str()),
+ endColor[0], endColor[1], endColor[2], 1 /* alpha */);
+ }
+ mImageColorProgressLocation = glGetUniformLocation(mImageShader, U_COLOR_PROGRESS);
+}
+
bool BootAnimation::playAnimation(const Animation& animation) {
const size_t pcount = animation.parts.size();
nsecs_t frameDuration = s2ns(1) / animation.fps;