Initial Contribution
diff --git a/libs/surfaceflinger/BootAnimation.cpp b/libs/surfaceflinger/BootAnimation.cpp
new file mode 100644
index 0000000..e9e34c3
--- /dev/null
+++ b/libs/surfaceflinger/BootAnimation.cpp
@@ -0,0 +1,424 @@
+/*
+ * Copyright (C) 2007 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#define LOG_TAG "BootAnimation"
+
+#include <stdint.h>
+#include <sys/types.h>
+#include <math.h>
+#include <fcntl.h>
+#include <utils/misc.h>
+
+#include <utils/threads.h>
+#include <utils/Atomic.h>
+#include <utils/Errors.h>
+#include <utils/Log.h>
+#include <utils/AssetManager.h>
+
+#include <ui/PixelFormat.h>
+#include <ui/Rect.h>
+#include <ui/Region.h>
+#include <ui/DisplayInfo.h>
+#include <ui/ISurfaceComposer.h>
+#include <ui/ISurfaceFlingerClient.h>
+#include <ui/EGLNativeWindowSurface.h>
+
+#include <graphics/SkBitmap.h>
+#include <graphics/SkImageDecoder.h>
+
+#include <GLES/egl.h>
+
+#include "BootAnimation.h"
+
+namespace android {
+
+// ---------------------------------------------------------------------------
+
+BootAnimation::BootAnimation(const sp<ISurfaceComposer>& composer)
+:   Thread(false)
+{
+    mSession = SurfaceComposerClient::clientForConnection(
+            composer->createConnection()->asBinder());
+}
+
+BootAnimation::~BootAnimation()
+{
+}
+
+void BootAnimation::onFirstRef()
+{
+    run("BootAnimation", PRIORITY_DISPLAY);
+}
+
+const sp<SurfaceComposerClient>& BootAnimation::session() const 
+{
+    return mSession;
+}
+
+status_t BootAnimation::initTexture(
+        Texture* texture, AssetManager& assets, const char* name)
+{
+    Asset* asset = assets.open(name, Asset::ACCESS_BUFFER);
+    if (!asset) return NO_INIT;
+    SkBitmap bitmap;
+    SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(),
+            &bitmap, SkBitmap::kNo_Config, SkImageDecoder::kDecodePixels_Mode);
+    asset->close();
+    delete asset;
+
+    // ensure we can call getPixels(). No need to call unlock, since the
+    // bitmap will go out of scope when we return from this method.
+    bitmap.lockPixels();
+
+    const int w = bitmap.width();
+    const int h = bitmap.height();    
+    const void* p = bitmap.getPixels();
+    
+    GLint crop[4] = { 0, h, w, -h };
+    texture->w = w;
+    texture->h = h;
+
+    glGenTextures(1, &texture->name);
+    glBindTexture(GL_TEXTURE_2D, texture->name);
+    
+    switch(bitmap.getConfig()) {
+        case SkBitmap::kA8_Config:
+            glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0,
+                    GL_ALPHA, GL_UNSIGNED_BYTE, p);
+            break;
+        case SkBitmap::kARGB_4444_Config:
+            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0,
+                    GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, p);
+            break;
+        case SkBitmap::kARGB_8888_Config:
+            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0,
+                    GL_RGBA, GL_UNSIGNED_BYTE, p);
+            break;
+        case SkBitmap::kRGB_565_Config:
+            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
+                    GL_RGB, GL_UNSIGNED_SHORT_5_6_5, p);
+            break;
+        default:
+            break;
+    }
+
+    glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+    return NO_ERROR;
+}
+
+status_t BootAnimation::readyToRun()
+{
+    mAssets.addDefaultAssets();
+
+    DisplayInfo dinfo;
+    status_t status = session()->getDisplayInfo(0, &dinfo);
+    if (status)
+        return -1;
+
+    // create the native surface
+    sp<Surface> s = session()->createSurface(getpid(), 0, 
+            dinfo.w, dinfo.h, PIXEL_FORMAT_RGB_565);
+    session()->openTransaction();
+    s->setLayer(0x40000000);
+    session()->closeTransaction();
+
+    // initialize opengl and egl
+    const EGLint attribs[] = {
+            EGL_RED_SIZE,       5,
+            EGL_GREEN_SIZE,     6,
+            EGL_BLUE_SIZE,      5,
+            EGL_DEPTH_SIZE,     0,
+            EGL_NONE
+    };
+    EGLint w, h, dummy;
+    EGLint numConfigs;
+    EGLConfig config;
+    EGLSurface surface;
+    EGLContext context;
+    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+    eglInitialize(display, NULL, NULL);
+    eglChooseConfig(display, attribs, &config, 1, &numConfigs);
+
+    surface = eglCreateWindowSurface(
+            display, config, new EGLNativeWindowSurface(s), NULL);
+    
+    context = eglCreateContext(display, config, NULL, NULL);
+    eglQuerySurface(display, surface, EGL_WIDTH, &w);
+    eglQuerySurface(display, surface, EGL_HEIGHT, &h);
+    eglMakeCurrent(display, surface, surface, context);
+    mDisplay = display;
+    mContext = context;
+    mSurface = surface;
+    mWidth = w;
+    mHeight= h;
+    mFlingerSurface = s;
+
+    // initialize GL
+    glShadeModel(GL_FLAT);
+    glEnable(GL_DITHER);
+    glEnable(GL_TEXTURE_2D);
+    glEnable(GL_SCISSOR_TEST);
+    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+
+    return NO_ERROR;
+}
+
+void BootAnimation::requestExit()
+{
+    mBarrier.open();
+    Thread::requestExit();
+}
+
+bool BootAnimation::threadLoop()
+{
+    bool r = android();
+    eglMakeCurrent(mDisplay, 0, 0, 0);
+    eglDestroyContext(mDisplay, mContext);    
+    eglDestroySurface(mDisplay, mSurface);
+    eglTerminate(mDisplay);
+    return r;
+}
+
+
+bool BootAnimation::android()
+{
+    initTexture(&mAndroid[0], mAssets, "images/android_320x480.png");
+    initTexture(&mAndroid[1], mAssets, "images/boot_robot.png");
+    initTexture(&mAndroid[2], mAssets, "images/boot_robot_glow.png");
+
+    // erase screen
+    glDisable(GL_SCISSOR_TEST);
+    glBindTexture(GL_TEXTURE_2D, mAndroid[0].name);
+
+    // clear screen
+    glClear(GL_COLOR_BUFFER_BIT);
+    eglSwapBuffers(mDisplay, mSurface);
+
+    // wait ~1s
+    usleep(800000);
+
+    // fade in
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+    const int steps = 8;
+    for (int i=1 ; i<steps ; i++) {
+        float fade = i / float(steps);
+        glColor4f(1, 1, 1, fade*fade);
+        glClear(GL_COLOR_BUFFER_BIT);
+        glDrawTexiOES(0, 0, 0, mAndroid[0].w, mAndroid[0].h);
+        eglSwapBuffers(mDisplay, mSurface);
+    }
+
+    // draw last frame
+    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+    glDisable(GL_BLEND);
+    glDrawTexiOES(0, 0, 0, mAndroid[0].w, mAndroid[0].h);
+    eglSwapBuffers(mDisplay, mSurface);
+    
+    
+    // update rect for the robot
+    const int x = mWidth - mAndroid[1].w - 33;
+    const int y = (mHeight - mAndroid[1].h)/2 - 1;
+    const Rect updateRect(x, y, x+mAndroid[1].w, y+mAndroid[1].h);
+
+    // draw and update only what we need
+    eglSwapRectangleANDROID(mDisplay, mSurface,
+            updateRect.left, updateRect.top, 
+            updateRect.width(), updateRect.height());
+
+    glEnable(GL_SCISSOR_TEST);
+    glScissor(updateRect.left, mHeight-updateRect.bottom,
+            updateRect.width(), updateRect.height()); 
+
+    const nsecs_t startTime = systemTime();
+    do
+    {
+        // glow speed and shape
+        nsecs_t time = systemTime() - startTime;
+        float t = ((4.0f/(360.0f*us2ns(16667))) * time);
+        t = t - floorf(t);
+        const float fade = 0.5f + 0.5f*sinf(t * 2*M_PI);
+
+        // fade the glow in and out
+        glDisable(GL_BLEND);
+        glBindTexture(GL_TEXTURE_2D, mAndroid[2].name);
+        glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+        glColor4f(fade, fade, fade, fade);
+        glDrawTexiOES(updateRect.left, mHeight-updateRect.bottom, 0,
+                updateRect.width(), updateRect.height());
+
+        // draw the robot
+        glEnable(GL_BLEND);
+        glBindTexture(GL_TEXTURE_2D, mAndroid[1].name);
+        glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+        glDrawTexiOES(updateRect.left, mHeight-updateRect.bottom, 0,
+                updateRect.width(), updateRect.height());
+
+        // make sure sleep a lot to not take too much CPU away from 
+        // the boot process. With this "glow" animation there is no
+        // visible difference. 
+        usleep(16667*4);
+
+        eglSwapBuffers(mDisplay, mSurface);
+    } while (!exitPending());
+    
+    
+    glDeleteTextures(1, &mAndroid[0].name);
+    glDeleteTextures(1, &mAndroid[1].name);
+    glDeleteTextures(1, &mAndroid[2].name);
+    return false;
+}
+
+
+bool BootAnimation::cylon()
+{
+    // initialize the textures...
+    initTexture(&mLeftTrail,  mAssets, "images/cylon_left.png");
+    initTexture(&mRightTrail, mAssets, "images/cylon_right.png");
+    initTexture(&mBrightSpot, mAssets, "images/cylon_dot.png");
+
+    int w = mWidth;
+    int h = mHeight;
+
+    const Point c(w/2 , h/2);
+    const GLint amplitude = 60;
+    const int scx = c.x - amplitude - mBrightSpot.w/2;
+    const int scy = c.y - mBrightSpot.h/2;
+    const int scw = amplitude*2 + mBrightSpot.w;
+    const int sch = mBrightSpot.h;
+    const Rect updateRect(scx, h-scy-sch, scx+scw, h-scy);
+
+    // erase screen
+    glDisable(GL_SCISSOR_TEST);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    eglSwapBuffers(mDisplay, mSurface);
+
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    eglSwapRectangleANDROID(mDisplay, mSurface,
+            updateRect.left, updateRect.top, 
+            updateRect.width(), updateRect.height());
+
+    glEnable(GL_SCISSOR_TEST);
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+
+    // clear the screen to white
+    Point p;
+    float t = 0;
+    float alpha = 1.0f;
+    const nsecs_t startTime = systemTime();
+    nsecs_t fadeTime = 0;
+    
+    do
+    {
+        // Set scissor in interesting area
+        glScissor(scx, scy, scw, sch); 
+
+        // erase screen
+        glClear(GL_COLOR_BUFFER_BIT);
+
+
+        // compute wave
+        const float a = (t * 2*M_PI) - M_PI/2;
+        const float sn = sinf(a);
+        const float cs = cosf(a);
+        GLint x = GLint(amplitude * sn);
+        float derivative = cs;
+
+        glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+        if (derivative > 0) {
+            // vanishing trail...
+            p.x = (-amplitude + c.x) - mBrightSpot.w/2;
+            p.y = c.y-mLeftTrail.h/2;
+            float fade = 2.0f*(0.5f-t);
+            //fade *= fade;
+            glColor4f(fade, fade, fade, fade);
+            glBindTexture(GL_TEXTURE_2D, mLeftTrail.name);
+            glDrawTexiOES(p.x, p.y, 0, mLeftTrail.w, mLeftTrail.h);
+
+            // trail...
+            p.x = (x + c.x) - (mRightTrail.w + mBrightSpot.w/2) + 16;
+            p.y = c.y-mRightTrail.h/2;
+            fade = t<0.25f ? t*4.0f : 1.0f;
+            fade *= fade;
+            glColor4f(fade, fade, fade, fade);
+            glBindTexture(GL_TEXTURE_2D, mRightTrail.name);
+            glDrawTexiOES(p.x, p.y, 0, mRightTrail.w, mRightTrail.h);
+        } else { 
+            // vanishing trail..
+            p.x = (amplitude + c.x) - (mRightTrail.w + mBrightSpot.w/2) + 16;
+            p.y = c.y-mRightTrail.h/2;
+            float fade = 2.0f*(0.5f-(t-0.5f));
+            //fade *= fade;
+            glColor4f(fade, fade, fade, fade);
+            glBindTexture(GL_TEXTURE_2D, mRightTrail.name);
+            glDrawTexiOES(p.x, p.y, 0, mRightTrail.w, mRightTrail.h);
+
+            // trail...
+            p.x = (x + c.x) - mBrightSpot.w/2;
+            p.y = c.y-mLeftTrail.h/2;
+            fade = t<0.5f+0.25f ? (t-0.5f)*4.0f : 1.0f;
+            fade *= fade;
+            glColor4f(fade, fade, fade, fade);
+            glBindTexture(GL_TEXTURE_2D, mLeftTrail.name);
+            glDrawTexiOES(p.x, p.y, 0, mLeftTrail.w, mLeftTrail.h);
+        }
+
+        const Point p( x + c.x-mBrightSpot.w/2, c.y-mBrightSpot.h/2 );
+        glBindTexture(GL_TEXTURE_2D, mBrightSpot.name);
+        glColor4f(1,0.5,0.5,1);
+        glDrawTexiOES(p.x, p.y, 0, mBrightSpot.w, mBrightSpot.h);
+
+        // update animation
+        nsecs_t time = systemTime() - startTime;
+        t = ((4.0f/(360.0f*us2ns(16667))) * time);
+        t = t - floorf(t);
+
+        eglSwapBuffers(mDisplay, mSurface);
+
+        if (exitPending()) {
+            if (fadeTime == 0) {
+                fadeTime = time;
+            }
+            time -= fadeTime;
+            alpha = 1.0f - ((float(time) * 6.0f) / float(s2ns(1)));
+
+            session()->openTransaction();
+            mFlingerSurface->setAlpha(alpha*alpha);
+            session()->closeTransaction();
+        }
+    } while (alpha > 0);
+
+    // cleanup
+    glFinish();
+    glDeleteTextures(1, &mLeftTrail.name);
+    glDeleteTextures(1, &mRightTrail.name);
+    glDeleteTextures(1, &mBrightSpot.name);
+    return false;
+}
+
+// ---------------------------------------------------------------------------
+
+}; // namespace android