status_t SurfaceFlinger::readyToRun() { LOGI( "SurfaceFlinger's main thread ready to run. " "Initializing graphics H/W..."); // we only support one display currently int dpy = 0; { // initialize the main display GraphicPlane& plane(graphicPlane(dpy)); DisplayHardware* const hw = new DisplayHardware(this, dpy); plane.setDisplayHardware(hw); } // create the shared control-block mServerHeap = new MemoryHeapBase(4096, MemoryHeapBase::READ_ONLY, "SurfaceFlinger read-only heap"); LOGE_IF(mServerHeap==0, "can't create shared memory dealer"); mServerCblk = static_cast(mServerHeap->getBase()); LOGE_IF(mServerCblk==0, "can't get to shared control block's address"); new(mServerCblk) surface_flinger_cblk_t; // initialize primary screen // (other display should be initialized in the same manner, but // asynchronously, as they could come and go. None of this is supported // yet). const GraphicPlane& plane(graphicPlane(dpy)); const DisplayHardware& hw = plane.displayHardware(); const uint32_t w = hw.getWidth(); const uint32_t h = hw.getHeight(); const uint32_t f = hw.getFormat(); hw.makeCurrent(); // initialize the shared control block
mServerCblk->connected |= 1< display_cblk_t* dcblk = mServerCblk->displays + dpy; memset(dcblk, 0, sizeof(display_cblk_t)); dcblk->w = plane.getWidth(); dcblk->h = plane.getHeight(); dcblk->format = f; dcblk->orientation = ISurfaceComposer::eOrientationDefault; dcblk->xdpi = hw.getDpiX(); dcblk->ydpi = hw.getDpiY(); dcblk->fps = hw.getRefreshRate(); dcblk->density = hw.getDensity(); asm volatile ("":::"memory"); // Initialize OpenGL|ES
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_PACK_ALIGNMENT, 4); glEnableClientState(GL_VERTEX_ARRAY); glEnable(GL_SCISSOR_TEST); glShadeModel(GL_FLAT); glDisable(GL_DITHER); glDisable(GL_CULL_FACE);
const uint16_t g0 = pack565(0x0F,0x1F,0x0F); const uint16_t g1 = pack565(0x17,0x2f,0x17); const uint16_t textureData[4] = { g0, g1, g1, g0 }; glGenTextures(1, &mWormholeTexName); glBindTexture(GL_TEXTURE_2D, mWormholeTexName); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, textureData); glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, w, h, 0, 0, 1); LayerDim::initDimmer(this, w, h); mReadyToRunBarrier.open(); /* * We're now ready to accept clients... */ // start boot animation property_set("ctl.start", "bootanim"); return NO_ERROR; } |