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bootanimation: performance/speedup enhancements (squashed from CM10)

bootanim: Don't cache textures if they're expected to use a lot of VRAM (rmcc)
14f9eec#cmds/bootanimation

bootanimation: performance enhancements (turl)
e6b5440#cmds/bootanimation

bootanimation: fix usage of LOGW (intervigilium)
e45cf7d#cmds/bootanimation

bootanimation: allow using RGB565 instead of ARGB8888 (tpruvot)
2042828#cmds/bootanimation

Change-Id: I203fa23f77d1349fb822a7662e2cd3998ba4c814

bootanim: Don't cache textures if they're expected to use a lot of VRAM

bootanimation cached all the textures generated until the animation
was completed.
For Hi-res animations with lots of frames (like the new CM9 anim on
xhdpi devices), this implied using large amounts of video RAM, more
than most devices actually have available, causing the animation to
stall (and in some cases, gralloc to lock up); so if an animation is
expected to use a lot of RAM (rough estimation based on frame size
and number of frames), disable cache entirely and generate the textures
on demand

Change-Id: I157e5cdde2aab1d82d980d77cbedd9f127c83a1d

Conflicts:

	cmds/bootanimation/BootAnimation.cpp

bootanimation: performance enhancements

This patch implements two simple performance enhancements, which
might benefit devices. They are completely opt-in by setting
the following variables.

  * TARGET_BOOTANIMATION_PRELOAD: will preload the bootanimation
    zip to memory; this is handy on devices where the storage
    might be slow. By preloading it, we get quick access to the
    zip file, and the animation doesn't stutter.

  * TARGET_BOOTANIMATION_TEXTURE_CACHE: allows maintainers to
    force texture cache on/off.

Also fixes the sign warnings related to int / size_t comparison

Change-Id: Ie92d1b0aa90b43ba39c368a2a33657a60c3a64b5

Conflicts:

	cmds/bootanimation/BootAnimation.cpp

bootanimation: fix usage of LOGW

Change-Id: I1d59df9f44f414d80058a532644cbbb40e22c701

bootanimation: allow using RGB565 instead of ARGB8888

RGB565 uses considerably less memory, and together with texture
cache, it allows us to offer a really smooth bootanimation on
not so powerful devices.

Change-Id: I9da8fd7e6a587b5895519dd0983ec9b8f676771b
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1 parent 0588df9 commit df09f053067d8348a3691340bd26d86f948d15d5 @pershoot pershoot committed Feb 16, 2013
Showing with 68 additions and 4 deletions.
  1. +16 −0 cmds/bootanimation/Android.mk
  2. +52 −4 cmds/bootanimation/BootAnimation.cpp
@@ -21,6 +21,22 @@ LOCAL_SHARED_LIBRARIES := \
LOCAL_C_INCLUDES := \
$(call include-path-for, corecg graphics)
+ifeq ($(TARGET_BOOTANIMATION_PRELOAD),true)
+ LOCAL_CFLAGS += -DPRELOAD_BOOTANIMATION
+endif
+
+ifeq ($(TARGET_BOOTANIMATION_TEXTURE_CACHE),true)
+ LOCAL_CFLAGS += -DNO_TEXTURE_CACHE=0
+endif
+
+ifeq ($(TARGET_BOOTANIMATION_TEXTURE_CACHE),false)
+ LOCAL_CFLAGS += -DNO_TEXTURE_CACHE=1
+endif
+
+ifeq ($(TARGET_BOOTANIMATION_USE_RGB565),true)
+ LOCAL_CFLAGS += -DUSE_565
+endif
+
LOCAL_MODULE:= bootanimation
@@ -162,7 +162,11 @@ status_t BootAnimation::initTexture(void* buffer, size_t len)
codec->setDitherImage(false);
if (codec) {
codec->decode(&stream, &bitmap,
+ #ifdef USE_565
+ SkBitmap::kRGB_565_Config,
+ #else
SkBitmap::kARGB_8888_Config,
+ #endif
SkImageDecoder::kDecodePixels_Mode);
delete codec;
}
@@ -289,6 +293,38 @@ status_t BootAnimation::readyToRun() {
mAndroidAnimation = false;
}
+
+#ifdef PRELOAD_BOOTANIMATION
+ // Preload the bootanimation zip on memory, so we don't stutter
+ // when showing the animation
+ FILE* fd;
+ if (encryptedAnimation && access(SYSTEM_ENCRYPTED_BOOTANIMATION_FILE, R_OK) == 0)
+ fd = fopen(SYSTEM_ENCRYPTED_BOOTANIMATION_FILE, "r");
+ else if (access(USER_BOOTANIMATION_FILE, R_OK) == 0)
+ fd = fopen(USER_BOOTANIMATION_FILE, "r");
+ else if (access(SYSTEM_BOOTANIMATION_FILE, R_OK) == 0)
+ fd = fopen(SYSTEM_BOOTANIMATION_FILE, "r");
+ else
+ return NO_ERROR;
+
+ if (fd != NULL) {
+ // We could use readahead..
+ // ... if bionic supported it :(
+ //readahead(fd, 0, INT_MAX);
+ void *crappyBuffer = malloc(2*1024*1024);
+ if (crappyBuffer != NULL) {
+ // Read all the zip
+ while (!feof(fd))
+ fread(crappyBuffer, 1024, 2*1024, fd);
+
+ free(crappyBuffer);
+ } else {
+ ALOGW("Unable to allocate memory to preload the animation");
+ }
+ fclose(fd);
+ }
+#endif
+
return NO_ERROR;
}
@@ -446,7 +482,7 @@ bool BootAnimation::movie()
const String8 path(entryName.getPathDir());
const String8 leaf(entryName.getPathLeaf());
if (leaf.size() > 0) {
- for (int j=0 ; j<pcount ; j++) {
+ for (size_t j=0 ; j<pcount ; j++) {
if (path == animation.parts[j].path) {
int method;
// supports only stored png files
@@ -497,6 +533,15 @@ bool BootAnimation::movie()
for (int i=0 ; i<pcount ; i++) {
const Animation::Part& part(animation.parts[i]);
const size_t fcount = part.frames.size();
+
+ // can be 1, 0, or not set
+ #ifdef NO_TEXTURE_CACHE
+ const int noTextureCache = NO_TEXTURE_CACHE;
+ #else
+ const int noTextureCache = ((animation.width * animation.height * fcount) >
+ 48 * 1024 * 1024) ? 1 : 0;
+ #endif
+
glBindTexture(GL_TEXTURE_2D, 0);
for (int r=0 ; !part.count || r<part.count ; r++) {
@@ -508,7 +553,7 @@ bool BootAnimation::movie()
const Animation::Frame& frame(part.frames[j]);
nsecs_t lastFrame = systemTime();
- if (r > 0) {
+ if (r > 0 && !noTextureCache) {
glBindTexture(GL_TEXTURE_2D, frame.tid);
} else {
if (part.count != 1) {
@@ -553,6 +598,9 @@ bool BootAnimation::movie()
}
checkExit();
+
+ if (noTextureCache)
+ glDeleteTextures(1, &frame.tid);
}
usleep(part.pause * ns2us(frameDuration));
@@ -563,8 +611,8 @@ bool BootAnimation::movie()
}
// free the textures for this part
- if (part.count != 1) {
- for (int j=0 ; j<fcount ; j++) {
+ if (part.count != 1 && !noTextureCache) {
+ for (size_t j=0 ; j<fcount ; j++) {
const Animation::Frame& frame(part.frames[j]);
glDeleteTextures(1, &frame.tid);
}

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