Correctly initialize the noise phase

To make it move smoothly throughout the animation

Fixes: 186130728
Test: manual
Change-Id: I78bb220f72238f13b21055c5874ce8b829171b5d
diff --git a/libs/hwui/pipeline/skia/AnimatedDrawables.h b/libs/hwui/pipeline/skia/AnimatedDrawables.h
index 10889e7..d173782 100644
--- a/libs/hwui/pipeline/skia/AnimatedDrawables.h
+++ b/libs/hwui/pipeline/skia/AnimatedDrawables.h
@@ -77,6 +77,7 @@
         setUniform(effectBuilder, "in_radius", params.radius);
         setUniform(effectBuilder, "in_progress", params.progress);
         setUniform(effectBuilder, "in_turbulencePhase", params.turbulencePhase);
+        setUniform(effectBuilder, "in_noisePhase", params.turbulencePhase->value * 0.001);
 
         SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform("in_color");
         if (uniform.fVar != nullptr) {
@@ -120,17 +121,24 @@
     static constexpr float PI_ROTATE_LEFT = PI * -0.0078125;
     static constexpr float SCALE = 1.5;
 
-    static void setUniform(SkRuntimeShaderBuilder& effectBuilder, std::string name,
+    static void setUniform(SkRuntimeShaderBuilder& effectBuilder, const char* name,
                            sp<uirenderer::CanvasPropertyPrimitive> property) {
-        SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name.c_str());
+        SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name);
         if (uniform.fVar != nullptr) {
             uniform = property->value;
         }
     }
 
-    static void setUniform2f(SkRuntimeShaderBuilder& effectBuilder, std::string name, float a,
+    static void setUniform(SkRuntimeShaderBuilder& effectBuilder, const char* name, float value) {
+        SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name);
+        if (uniform.fVar != nullptr) {
+            uniform = value;
+        }
+    }
+
+    static void setUniform2f(SkRuntimeShaderBuilder& effectBuilder, const char* name, float a,
                              float b) {
-        SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name.c_str());
+        SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name);
         if (uniform.fVar != nullptr) {
             uniform = SkV2{a, b};
         }