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- /*
- * Copyright (C) 2008 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.
- */
- package android.opengl;
- import android.content.Context;
- import android.content.pm.ConfigurationInfo;
- import android.util.AttributeSet;
- import android.util.Log;
- import android.view.SurfaceHolder;
- import android.view.SurfaceView;
- import dk.logisoft.opengl.android10.EGLLogWrapper;
- import java.io.Writer;
- import java.util.ArrayList;
- import javax.microedition.khronos.egl.EGL10;
- import javax.microedition.khronos.egl.EGL11;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.egl.EGLContext;
- import javax.microedition.khronos.egl.EGLDisplay;
- import javax.microedition.khronos.egl.EGLSurface;
- import javax.microedition.khronos.opengles.GL;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * An implementation of SurfaceView that uses the dedicated surface for
- * displaying OpenGL rendering.
- * <p>
- * A GLSurfaceView provides the following features:
- * <p>
- * <ul>
- * <li>Manages a surface, which is a special piece of memory that can be
- * composited into the Android view system.
- * <li>Manages an EGL display, which enables OpenGL to render into a surface.
- * <li>Accepts a user-provided Renderer object that does the actual rendering.
- * <li>Renders on a dedicated thread to decouple rendering performance from the
- * UI thread.
- * <li>Supports both on-demand and continuous rendering.
- * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL
- * calls.
- * </ul>
- * <div class="special reference">
- * <h3>Developer Guides</h3>
- * <p>
- * For more information about how to use OpenGL, read the <a href="{@docRoot}
- * guide/topics/graphics/opengl.html">OpenGL</a> developer guide.
- * </p>
- * </div> <h3>Using GLSurfaceView</h3>
- * <p>
- * Typically you use GLSurfaceView by subclassing it and overriding one or more
- * of the View system input event methods. If your application does not need to
- * override event methods then GLSurfaceView can be used as-is. For the most
- * part GLSurfaceView behavior is customized by calling "set" methods rather
- * than by subclassing. For example, unlike a regular View, drawing is delegated
- * to a separate Renderer object which is registered with the GLSurfaceView
- * using the {@link #setRenderer(Renderer)} call.
- * <p>
- * <h3>Initializing GLSurfaceView</h3> All you have to do to initialize a
- * GLSurfaceView is call {@link #setRenderer(Renderer)}. However, if desired,
- * you can modify the default behavior of GLSurfaceView by calling one or more
- * of these methods before calling setRenderer:
- * <ul>
- * <li>{@link #setDebugFlags(int)}
- * <li>{@link #setEGLConfigChooser(boolean)}
- * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
- * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
- * <li>{@link #setGLWrapper(GLWrapper)}
- * </ul>
- * <p>
- * <h4>Specifying the android.view.Surface</h4> By default GLSurfaceView will
- * create a PixelFormat.RGB_565 format surface. If a translucent surface is
- * required, call getHolder().setFormat(PixelFormat.TRANSLUCENT). The exact
- * format of a TRANSLUCENT surface is device dependent, but it will be a
- * 32-bit-per-pixel surface with 8 bits per component.
- * <p>
- * <h4>Choosing an EGL Configuration</h4> A given Android device may support
- * multiple EGLConfig rendering configurations. The available configurations may
- * differ in how may channels of data are present, as well as how many bits are
- * allocated to each channel. Therefore, the first thing GLSurfaceView has to do
- * when starting to render is choose what EGLConfig to use.
- * <p>
- * By default GLSurfaceView chooses a EGLConfig that has an RGB_565 pixel
- * format, with at least a 16-bit depth buffer and no stencil.
- * <p>
- * If you would prefer a different EGLConfig you can override the default
- * behavior by calling one of the setEGLConfigChooser methods.
- * <p>
- * <h4>Debug Behavior</h4> You can optionally modify the behavior of
- * GLSurfaceView by calling one or more of the debugging methods
- * {@link #setDebugFlags(int)}, and {@link #setGLWrapper}. These methods may be
- * called before and/or after setRenderer, but typically they are called before
- * setRenderer so that they take effect immediately.
- * <p>
- * <h4>Setting a Renderer</h4> Finally, you must call {@link #setRenderer} to
- * register a {@link Renderer}. The renderer is responsible for doing the actual
- * OpenGL rendering.
- * <p>
- * <h3>Rendering Mode</h3> Once the renderer is set, you can control whether the
- * renderer draws continuously or on-demand by calling {@link #setRenderMode}.
- * The default is continuous rendering.
- * <p>
- * <h3>Activity Life-cycle</h3> A GLSurfaceView must be notified when the
- * activity is paused and resumed. GLSurfaceView clients are required to call
- * {@link #onPause()} when the activity pauses and {@link #onResume()} when the
- * activity resumes. These calls allow GLSurfaceView to pause and resume the
- * rendering thread, and also allow GLSurfaceView to release and recreate the
- * OpenGL display.
- * <p>
- * <h3>Handling events</h3>
- * <p>
- * To handle an event you will typically subclass GLSurfaceView and override the
- * appropriate method, just as you would with any other View. However, when
- * handling the event, you may need to communicate with the Renderer object
- * that's running in the rendering thread. You can do this using any standard
- * Java cross-thread communication mechanism. In addition, one relatively easy
- * way to communicate with your renderer is to call
- * {@link #queueEvent(Runnable)}. For example:
- *
- * <pre class="prettyprint">
- * class MyGLSurfaceView extends GLSurfaceView {
- *
- * private MyRenderer mMyRenderer;
- *
- * public void start() {
- * mMyRenderer = ...;
- * setRenderer(mMyRenderer);
- * }
- *
- * public boolean onKeyDown(int keyCode, KeyEvent event) {
- * if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
- * queueEvent(new Runnable() {
- * // This method will be called on the rendering
- * // thread:
- * public void run() {
- * mMyRenderer.handleDpadCenter();
- * }
- * });
- * return true;
- * }
- * return super.onKeyDown(keyCode, event);
- * }
- * }
- *
- *
- *
- *
- *
- * </pre>
- */
- public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
- private final static String TAG = "GLSurfaceView";
- private final static boolean LOG_ATTACH_DETACH = false;
- private final static boolean LOG_THREADS = false;
- private final static boolean LOG_PAUSE_RESUME = false;
- private final static boolean LOG_SURFACE = false;
- private final static boolean LOG_RENDERER = false;
- private final static boolean LOG_RENDERER_DRAW_FRAME = false;
- private final static boolean LOG_EGL = false;
- // Work-around for bug 2263168
- private final static boolean DRAW_TWICE_AFTER_SIZE_CHANGED = true;
- /**
- * The renderer only renders when the surface is created, or when
- * {@link #requestRender} is called.
- *
- * @see #getRenderMode()
- * @see #setRenderMode(int)
- * @see #requestRender()
- */
- public final static int RENDERMODE_WHEN_DIRTY = 0;
- /**
- * The renderer is called continuously to re-render the scene.
- *
- * @see #getRenderMode()
- * @see #setRenderMode(int)
- */
- public final static int RENDERMODE_CONTINUOUSLY = 1;
- /**
- * Check glError() after every GL call and throw an exception if glError
- * indicates that an error has occurred. This can be used to help track down
- * which OpenGL ES call is causing an error.
- *
- * @see #getDebugFlags
- * @see #setDebugFlags
- */
- public final static int DEBUG_CHECK_GL_ERROR = 1;
- /**
- * Log GL calls to the system log at "verbose" level with tag
- * "GLSurfaceView".
- *
- * @see #getDebugFlags
- * @see #setDebugFlags
- */
- public final static int DEBUG_LOG_GL_CALLS = 2;
- /**
- * Standard View constructor. In order to render something, you must call
- * {@link #setRenderer} to register a renderer.
- */
- public GLSurfaceView(final Context context) {
- super(context);
- init();
- }
- /**
- * Standard View constructor. In order to render something, you must call
- * {@link #setRenderer} to register a renderer.
- */
- public GLSurfaceView(final Context context, final AttributeSet attrs) {
- super(context, attrs);
- init();
- }
- private void init() {
- // Install a SurfaceHolder.Callback so we get notified when the
- // underlying surface is created and destroyed
- final SurfaceHolder holder = getHolder();
- holder.addCallback(this);
- // setFormat is done by SurfaceView in SDK 2.3 and newer. Uncomment
- // this statement if back-porting to 2.2 or older:
- // holder.setFormat(PixelFormat.RGB_565);
- //
- // setType is not needed for SDK 2.0 or newer. Uncomment this
- // statement if back-porting this code to older SDKs.
- // holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
- }
- /**
- * Set the glWrapper. If the glWrapper is not null, its
- * {@link GLWrapper#wrap(GL)} method is called whenever a surface is
- * created. A GLWrapper can be used to wrap the GL object that's passed to
- * the renderer. Wrapping a GL object enables examining and modifying the
- * behavior of the GL calls made by the renderer.
- * <p>
- * Wrapping is typically used for debugging purposes.
- * <p>
- * The default value is null.
- *
- * @param glWrapper the new GLWrapper
- */
- public void setGLWrapper(final GLWrapper glWrapper) {
- mGLWrapper = glWrapper;
- }
- /**
- * Set the debug flags to a new value. The value is constructed by
- * OR-together zero or more of the DEBUG_CHECK_* constants. The debug flags
- * take effect whenever a surface is created. The default value is zero.
- *
- * @param debugFlags the new debug flags
- * @see #DEBUG_CHECK_GL_ERROR
- * @see #DEBUG_LOG_GL_CALLS
- */
- public void setDebugFlags(final int debugFlags) {
- mDebugFlags = debugFlags;
- }
- /**
- * Get the current value of the debug flags.
- *
- * @return the current value of the debug flags.
- */
- public int getDebugFlags() {
- return mDebugFlags;
- }
- /**
- * Control whether the EGL context is preserved when the GLSurfaceView is
- * paused and resumed.
- * <p>
- * If set to true, then the EGL context may be preserved when the
- * GLSurfaceView is paused. Whether the EGL context is actually preserved or
- * not depends upon whether the Android device that the program is running
- * on can support an arbitrary number of EGL contexts or not. Devices that
- * can only support a limited number of EGL contexts must release the EGL
- * context in order to allow multiple applications to share the GPU.
- * <p>
- * If set to false, the EGL context will be released when the GLSurfaceView
- * is paused, and recreated when the GLSurfaceView is resumed.
- * <p>
- * The default is false.
- *
- * @param preserveOnPause preserve the EGL context when paused
- */
- public void setPreserveEGLContextOnPause(final boolean preserveOnPause) {
- mPreserveEGLContextOnPause = preserveOnPause;
- }
- /**
- * @return true if the EGL context will be preserved when paused
- */
- public boolean getPreserveEGLContextOnPause() {
- return mPreserveEGLContextOnPause;
- }
- /**
- * Set the renderer associated with this view. Also starts the thread that
- * will call the renderer, which in turn causes the rendering to start.
- * <p>
- * This method should be called once and only once in the life-cycle of a
- * GLSurfaceView.
- * <p>
- * The following GLSurfaceView methods can only be called <em>before</em>
- * setRenderer is called:
- * <ul>
- * <li>{@link #setEGLConfigChooser(boolean)}
- * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
- * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
- * </ul>
- * <p>
- * The following GLSurfaceView methods can only be called <em>after</em>
- * setRenderer is called:
- * <ul>
- * <li>{@link #getRenderMode()}
- * <li>{@link #onPause()}
- * <li>{@link #onResume()}
- * <li>{@link #queueEvent(Runnable)}
- * <li>{@link #requestRender()}
- * <li>{@link #setRenderMode(int)}
- * </ul>
- *
- * @param renderer the renderer to use to perform OpenGL drawing.
- */
- public void setRenderer(final Renderer renderer) {
- checkRenderThreadState();
- if (mEGLConfigChooser == null) {
- mEGLConfigChooser = new SimpleEGLConfigChooser(true);
- }
- if (mEGLContextFactory == null) {
- mEGLContextFactory = new DefaultContextFactory();
- }
- if (mEGLWindowSurfaceFactory == null) {
- mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
- }
- mRenderer = renderer;
- mGLThread = new GLThread(renderer);
- mGLThread.start();
- }
- /**
- * Install a custom EGLContextFactory.
- * <p>
- * If this method is called, it must be called before
- * {@link #setRenderer(Renderer)} is called.
- * <p>
- * If this method is not called, then by default a context will be created
- * with no shared context and with a null attribute list.
- */
- public void setEGLContextFactory(final EGLContextFactory factory) {
- checkRenderThreadState();
- mEGLContextFactory = factory;
- }
- /**
- * Install a custom EGLWindowSurfaceFactory.
- * <p>
- * If this method is called, it must be called before
- * {@link #setRenderer(Renderer)} is called.
- * <p>
- * If this method is not called, then by default a window surface will be
- * created with a null attribute list.
- */
- public void setEGLWindowSurfaceFactory(final EGLWindowSurfaceFactory factory) {
- checkRenderThreadState();
- mEGLWindowSurfaceFactory = factory;
- }
- /**
- * Install a custom EGLConfigChooser.
- * <p>
- * If this method is called, it must be called before
- * {@link #setRenderer(Renderer)} is called.
- * <p>
- * If no setEGLConfigChooser method is called, then by default the view will
- * choose an EGLConfig that is compatible with the current
- * android.view.Surface, with a depth buffer depth of at least 16 bits.
- *
- * @param configChooser
- */
- public void setEGLConfigChooser(final EGLConfigChooser configChooser) {
- checkRenderThreadState();
- mEGLConfigChooser = configChooser;
- }
- /**
- * Install a config chooser which will choose a config as close to 16-bit
- * RGB as possible, with or without an optional depth buffer as close to
- * 16-bits as possible.
- * <p>
- * If this method is called, it must be called before
- * {@link #setRenderer(Renderer)} is called.
- * <p>
- * If no setEGLConfigChooser method is called, then by default the view will
- * choose an RGB_565 surface with a depth buffer depth of at least 16 bits.
- *
- * @param needDepth
- */
- public void setEGLConfigChooser(final boolean needDepth) {
- setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
- }
- /**
- * Install a config chooser which will choose a config with at least the
- * specified depthSize and stencilSize, and exactly the specified redSize,
- * greenSize, blueSize and alphaSize.
- * <p>
- * If this method is called, it must be called before
- * {@link #setRenderer(Renderer)} is called.
- * <p>
- * If no setEGLConfigChooser method is called, then by default the view will
- * choose an RGB_565 surface with a depth buffer depth of at least 16 bits.
- */
- public void setEGLConfigChooser(final int redSize, final int greenSize, final int blueSize,
- final int alphaSize, final int depthSize, final int stencilSize) {
- setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
- blueSize, alphaSize, depthSize, stencilSize));
- }
- /**
- * Inform the default EGLContextFactory and default EGLConfigChooser which
- * EGLContext client version to pick.
- * <p>
- * Use this method to create an OpenGL ES 2.0-compatible context. Example:
- *
- * <pre class="prettyprint">
- * public MyView(Context context) {
- * super(context);
- * setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context.
- * setRenderer(new MyRenderer());
- * }
- * </pre>
- * <p>
- * Note: Activities which require OpenGL ES 2.0 should indicate this by
- * setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the
- * activity's AndroidManifest.xml file.
- * <p>
- * If this method is called, it must be called before
- * {@link #setRenderer(Renderer)} is called.
- * <p>
- * This method only affects the behavior of the default EGLContexFactory and
- * the default EGLConfigChooser. If
- * {@link #setEGLContextFactory(EGLContextFactory)} has been called, then
- * the supplied EGLContextFactory is responsible for creating an OpenGL ES
- * 2.0-compatible context. If {@link #setEGLConfigChooser(EGLConfigChooser)}
- * has been called, then the supplied EGLConfigChooser is responsible for
- * choosing an OpenGL ES 2.0-compatible config.
- *
- * @param version The EGLContext client version to choose. Use 2 for OpenGL
- * ES 2.0
- */
- public void setEGLContextClientVersion(final int version) {
- checkRenderThreadState();
- mEGLContextClientVersion = version;
- }
- /**
- * Set the rendering mode. When renderMode is RENDERMODE_CONTINUOUSLY, the
- * renderer is called repeatedly to re-render the scene. When renderMode is
- * RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface is
- * created, or when {@link #requestRender} is called. Defaults to
- * RENDERMODE_CONTINUOUSLY.
- * <p>
- * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system
- * performance by allowing the GPU and CPU to idle when the view does not
- * need to be updated.
- * <p>
- * This method can only be called after {@link #setRenderer(Renderer)}
- *
- * @param renderMode one of the RENDERMODE_X constants
- * @see #RENDERMODE_CONTINUOUSLY
- * @see #RENDERMODE_WHEN_DIRTY
- */
- public void setRenderMode(final int renderMode) {
- mGLThread.setRenderMode(renderMode);
- }
- /**
- * Get the current rendering mode. May be called from any thread. Must not
- * be called before a renderer has been set.
- *
- * @return the current rendering mode.
- * @see #RENDERMODE_CONTINUOUSLY
- * @see #RENDERMODE_WHEN_DIRTY
- */
- public int getRenderMode() {
- return mGLThread.getRenderMode();
- }
- /**
- * Request that the renderer render a frame. This method is typically used
- * when the render mode has been set to {@link #RENDERMODE_WHEN_DIRTY}, so
- * that frames are only rendered on demand. May be called from any thread.
- * Must not be called before a renderer has been set.
- */
- public void requestRender() {
- mGLThread.requestRender();
- }
- /**
- * This method is part of the SurfaceHolder.Callback interface, and is not
- * normally called or subclassed by clients of GLSurfaceView.
- */
- @Override
- public void surfaceCreated(final SurfaceHolder holder) {
- mGLThread.surfaceCreated();
- }
- /**
- * This method is part of the SurfaceHolder.Callback interface, and is not
- * normally called or subclassed by clients of GLSurfaceView.
- */
- @Override
- public void surfaceDestroyed(final SurfaceHolder holder) {
- // Surface will be destroyed when we return
- mGLThread.surfaceDestroyed();
- }
- /**
- * This method is part of the SurfaceHolder.Callback interface, and is not
- * normally called or subclassed by clients of GLSurfaceView.
- */
- @Override
- public void surfaceChanged(final SurfaceHolder holder, final int format, final int w,
- final int h) {
- mGLThread.onWindowResize(w, h);
- }
- /**
- * Inform the view that the activity is paused. The owner of this view must
- * call this method when the activity is paused. Calling this method will
- * pause the rendering thread. Must not be called before a renderer has been
- * set.
- */
- public void onPause() {
- mGLThread.onPause();
- }
- /**
- * Inform the view that the activity is resumed. The owner of this view must
- * call this method when the activity is resumed. Calling this method will
- * recreate the OpenGL display and resume the rendering thread. Must not be
- * called before a renderer has been set.
- */
- public void onResume() {
- mGLThread.onResume();
- }
- /**
- * Queue a runnable to be run on the GL rendering thread. This can be used
- * to communicate with the Renderer on the rendering thread. Must not be
- * called before a renderer has been set.
- *
- * @param r the runnable to be run on the GL rendering thread.
- */
- public void queueEvent(final Runnable r) {
- mGLThread.queueEvent(r);
- }
- /**
- * This method is used as part of the View class and is not normally called
- * or subclassed by clients of GLSurfaceView.
- */
- @Override
- protected void onAttachedToWindow() {
- super.onAttachedToWindow();
- if (LOG_ATTACH_DETACH) {
- Log.d(TAG, "onAttachedToWindow reattach =" + mDetached);
- }
- if (mDetached && mRenderer != null) {
- int renderMode = RENDERMODE_CONTINUOUSLY;
- if (mGLThread != null) {
- renderMode = mGLThread.getRenderMode();
- }
- mGLThread = new GLThread(mRenderer);
- if (renderMode != RENDERMODE_CONTINUOUSLY) {
- mGLThread.setRenderMode(renderMode);
- }
- mGLThread.start();
- }
- mDetached = false;
- }
- /**
- * This method is used as part of the View class and is not normally called
- * or subclassed by clients of GLSurfaceView. Must not be called before a
- * renderer has been set.
- */
- @Override
- protected void onDetachedFromWindow() {
- if (LOG_ATTACH_DETACH) {
- Log.d(TAG, "onDetachedFromWindow");
- }
- if (mGLThread != null) {
- mGLThread.requestExitAndWait();
- }
- mDetached = true;
- super.onDetachedFromWindow();
- }
- // ----------------------------------------------------------------------
- /**
- * An interface used to wrap a GL interface.
- * <p>
- * Typically used for implementing debugging and tracing on top of the
- * default GL interface. You would typically use this by creating your own
- * class that implemented all the GL methods by delegating to another GL
- * instance. Then you could add your own behavior before or after calling
- * the delegate. All the GLWrapper would do was instantiate and return the
- * wrapper GL instance:
- *
- * <pre class="prettyprint">
- * class MyGLWrapper implements GLWrapper {
- * GL wrap(GL gl) {
- * return new MyGLImplementation(gl);
- * }
- * static class MyGLImplementation implements GL,GL10,GL11,... {
- * ...
- * }
- * }
- * </pre>
- *
- * @see #setGLWrapper(GLWrapper)
- */
- public interface GLWrapper {
- /**
- * Wraps a gl interface in another gl interface.
- *
- * @param gl a GL interface that is to be wrapped.
- * @return either the input argument or another GL object that wraps the
- * input argument.
- */
- GL wrap(GL gl);
- }
- /**
- * A generic renderer interface.
- * <p>
- * The renderer is responsible for making OpenGL calls to render a frame.
- * <p>
- * GLSurfaceView clients typically create their own classes that implement
- * this interface, and then call {@link GLSurfaceView#setRenderer} to
- * register the renderer with the GLSurfaceView.
- * <p>
- * <div class="special reference">
- * <h3>Developer Guides</h3>
- * <p>
- * For more information about how to use OpenGL, read the <a
- * href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer
- * guide.
- * </p>
- * </div> <h3>Threading</h3> The renderer will be called on a separate
- * thread, so that rendering performance is decoupled from the UI thread.
- * Clients typically need to communicate with the renderer from the UI
- * thread, because that's where input events are received. Clients can
- * communicate using any of the standard Java techniques for cross-thread
- * communication, or they can use the
- * {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
- * <p>
- * <h3>EGL Context Lost</h3> There are situations where the EGL rendering
- * context will be lost. This typically happens when device wakes up after
- * going to sleep. When the EGL context is lost, all OpenGL resources (such
- * as textures) that are associated with that context will be automatically
- * deleted. In order to keep rendering correctly, a renderer must recreate
- * any lost resources that it still needs. The
- * {@link #onSurfaceCreated(GL10, EGLConfig)} method is a convenient place
- * to do this.
- *
- * @see #setRenderer(Renderer)
- */
- public interface Renderer {
- /**
- * Called when the surface is created or recreated.
- * <p>
- * Called when the rendering thread starts and whenever the EGL context
- * is lost. The EGL context will typically be lost when the Android
- * device awakes after going to sleep.
- * <p>
- * Since this method is called at the beginning of rendering, as well as
- * every time the EGL context is lost, this method is a convenient place
- * to put code to create resources that need to be created when the
- * rendering starts, and that need to be recreated when the EGL context
- * is lost. Textures are an example of a resource that you might want to
- * create here.
- * <p>
- * Note that when the EGL context is lost, all OpenGL resources
- * associated with that context will be automatically deleted. You do
- * not need to call the corresponding "glDelete" methods such as
- * glDeleteTextures to manually delete these lost resources.
- * <p>
- *
- * @param gl the GL interface. Use <code>instanceof</code> to test if
- * the interface supports GL11 or higher interfaces.
- * @param config the EGLConfig of the created surface. Can be used to
- * create matching pbuffers.
- */
- void onSurfaceCreated(GL10 gl, EGLConfig config);
- /**
- * Called when the surface changed size.
- * <p>
- * Called after the surface is created and whenever the OpenGL ES
- * surface size changes.
- * <p>
- * Typically you will set your viewport here. If your camera is fixed
- * then you could also set your projection matrix here:
- *
- * <pre class="prettyprint">
- * void onSurfaceChanged(GL10 gl, int width, int height) {
- * gl.glViewport(0, 0, width, height);
- * // for a fixed camera, set the projection too
- * float ratio = (float) width / height;
- * gl.glMatrixMode(GL10.GL_PROJECTION);
- * gl.glLoadIdentity();
- * gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
- * }
- * </pre>
- *
- * @param gl the GL interface. Use <code>instanceof</code> to test if
- * the interface supports GL11 or higher interfaces.
- * @param width
- * @param height
- */
- void onSurfaceChanged(GL10 gl, int width, int height);
- /**
- * Called to draw the current frame.
- * <p>
- * This method is responsible for drawing the current frame.
- * <p>
- * The implementation of this method typically looks like this:
- *
- * <pre class="prettyprint">
- * void onDrawFrame(GL10 gl) {
- * gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
- * // ... other gl calls to render the scene ...
- * }
- * </pre>
- *
- * @param gl the GL interface. Use <code>instanceof</code> to test if
- * the interface supports GL11 or higher interfaces.
- */
- void onDrawFrame(GL10 gl);
- }
- /**
- * An interface for customizing the eglCreateContext and eglDestroyContext
- * calls.
- * <p>
- * This interface must be implemented by clients wishing to call
- * {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)}
- */
- public interface EGLContextFactory {
- EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
- void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
- }
- private class DefaultContextFactory implements EGLContextFactory {
- private final int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
- @Override
- public EGLContext createContext(final EGL10 egl, final EGLDisplay display,
- final EGLConfig config) {
- final int[] attrib_list = {
- EGL_CONTEXT_CLIENT_VERSION, mEGLContextClientVersion,
- EGL10.EGL_NONE
- };
- return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT,
- mEGLContextClientVersion != 0 ? attrib_list : null);
- }
- @Override
- public void destroyContext(final EGL10 egl, final EGLDisplay display,
- final EGLContext context) {
- if (!egl.eglDestroyContext(display, context)) {
- Log.e("DefaultContextFactory", "display:" + display + " context: " + context);
- if (LOG_THREADS) {
- Log.i("DefaultContextFactory", "tid=" + Thread.currentThread().getId());
- }
- throw new RuntimeException("eglDestroyContext failed: "
- + EGLLogWrapper.getErrorString(egl.eglGetError()));
- }
- }
- }
- /**
- * An interface for customizing the eglCreateWindowSurface and
- * eglDestroySurface calls.
- * <p>
- * This interface must be implemented by clients wishing to call
- * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
- */
- public interface EGLWindowSurfaceFactory {
- /**
- * @return null if the surface cannot be constructed.
- */
- EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config,
- Object nativeWindow);
- void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
- }
- private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory {
- @Override
- public EGLSurface createWindowSurface(final EGL10 egl, final EGLDisplay display,
- final EGLConfig config, final Object nativeWindow) {
- EGLSurface result = null;
- try {
- result = egl.eglCreateWindowSurface(display, config, nativeWindow, null);
- } catch (final IllegalArgumentException e) {
- // This exception indicates that the surface flinger surface
- // is not valid. This can happen if the surface flinger surface
- // has
- // been torn down, but the application has not yet been
- // notified via SurfaceHolder.Callback.surfaceDestroyed.
- // In theory the application should be notified first,
- // but in practice sometimes it is not. See b/4588890
- Log.e(TAG, "eglCreateWindowSurface", e);
- }
- return result;
- }
- @Override
- public void destroySurface(final EGL10 egl, final EGLDisplay display,
- final EGLSurface surface) {
- egl.eglDestroySurface(display, surface);
- }
- }
- /**
- * An interface for choosing an EGLConfig configuration from a list of
- * potential configurations.
- * <p>
- * This interface must be implemented by clients wishing to call
- * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
- */
- public interface EGLConfigChooser {
- /**
- * Choose a configuration from the list. Implementors typically
- * implement this method by calling {@link EGL10#eglChooseConfig} and
- * iterating through the results. Please consult the EGL specification
- * available from The Khronos Group to learn how to call
- * eglChooseConfig.
- *
- * @param egl the EGL10 for the current display.
- * @param display the current display.
- * @return the chosen configuration.
- */
- EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
- }
- private abstract class BaseConfigChooser
- implements EGLConfigChooser {
- public BaseConfigChooser(final int[] configSpec) {
- mConfigSpec = filterConfigSpec(configSpec);
- }
- @Override
- public EGLConfig chooseConfig(final EGL10 egl, final EGLDisplay display) {
- final int[] num_config = new int[1];
- if (!egl.eglChooseConfig(display, mConfigSpec, null, 0,
- num_config)) {
- throw new IllegalArgumentException("eglChooseConfig failed");
- }
- final int numConfigs = num_config[0];
- if (numConfigs <= 0) {
- throw new IllegalArgumentException(
- "No configs match configSpec");
- }
- final EGLConfig[] configs = new EGLConfig[numConfigs];
- if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
- num_config)) {
- throw new IllegalArgumentException("eglChooseConfig#2 failed");
- }
- final EGLConfig config = chooseConfig(egl, display, configs);
- if (config == null) {
- throw new IllegalArgumentException("No config chosen");
- }
- return config;
- }
- abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
- EGLConfig[] configs);
- protected int[] mConfigSpec;
- private int[] filterConfigSpec(final int[] configSpec) {
- if (mEGLContextClientVersion != 2) {
- return configSpec;
- }
- /*
- * We know none of the subclasses define EGL_RENDERABLE_TYPE. And we
- * know the configSpec is well formed.
- */
- final int len = configSpec.length;
- final int[] newConfigSpec = new int[len + 2];
- System.arraycopy(configSpec, 0, newConfigSpec, 0, len - 1);
- newConfigSpec[len - 1] = EGL10.EGL_RENDERABLE_TYPE;
- newConfigSpec[len] = 4; /* EGL_OPENGL_ES2_BIT */
- newConfigSpec[len + 1] = EGL10.EGL_NONE;
- return newConfigSpec;
- }
- }
- /**
- * Choose a configuration with exactly the specified r,g,b,a sizes, and at
- * least the specified depth and stencil sizes.
- */
- private class ComponentSizeChooser extends BaseConfigChooser {
- public ComponentSizeChooser(final int redSize, final int greenSize, final int blueSize,
- final int alphaSize, final int depthSize, final int stencilSize) {
- super(new int[] {
- EGL10.EGL_RED_SIZE, redSize,
- EGL10.EGL_GREEN_SIZE, greenSize,
- EGL10.EGL_BLUE_SIZE, blueSize,
- EGL10.EGL_ALPHA_SIZE, alphaSize,
- EGL10.EGL_DEPTH_SIZE, depthSize,
- EGL10.EGL_STENCIL_SIZE, stencilSize,
- EGL10.EGL_NONE
- });
- mValue = new int[1];
- mRedSize = redSize;
- mGreenSize = greenSize;
- mBlueSize = blueSize;
- mAlphaSize = alphaSize;
- mDepthSize = depthSize;
- mStencilSize = stencilSize;
- }
- @Override
- public EGLConfig chooseConfig(final EGL10 egl, final EGLDisplay display,
- final EGLConfig[] configs) {
- for (final EGLConfig config : configs) {
- final int d = findConfigAttrib(egl, display, config,
- EGL10.EGL_DEPTH_SIZE, 0);
- final int s = findConfigAttrib(egl, display, config,
- EGL10.EGL_STENCIL_SIZE, 0);
- if (d >= mDepthSize && s >= mStencilSize) {
- final int r = findConfigAttrib(egl, display, config,
- EGL10.EGL_RED_SIZE, 0);
- final int g = findConfigAttrib(egl, display, config,
- EGL10.EGL_GREEN_SIZE, 0);
- final int b = findConfigAttrib(egl, display, config,
- EGL10.EGL_BLUE_SIZE, 0);
- final int a = findConfigAttrib(egl, display, config,
- EGL10.EGL_ALPHA_SIZE, 0);
- if (r == mRedSize && g == mGreenSize
- && b == mBlueSize && a == mAlphaSize) {
- return config;
- }
- }
- }
- return null;
- }
- private int findConfigAttrib(final EGL10 egl, final EGLDisplay display,
- final EGLConfig config, final int attribute, final int defaultValue) {
- if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
- return mValue[0];
- }
- return defaultValue;
- }
- private final int[] mValue;
- // Subclasses can adjust these values:
- protected int mRedSize;
- protected int mGreenSize;
- protected int mBlueSize;
- protected int mAlphaSize;
- protected int mDepthSize;
- protected int mStencilSize;
- }
- /**
- * This class will choose a RGB_565 surface with or without a depth buffer.
- */
- private class SimpleEGLConfigChooser extends ComponentSizeChooser {
- public SimpleEGLConfigChooser(final boolean withDepthBuffer) {
- super(5, 6, 5, 0, withDepthBuffer ? 16 : 0, 0);
- }
- }
- /**
- * An EGL helper class.
- */
- private class EglHelper {
- public EglHelper() {
- }
- /**
- * Initialize EGL for a given configuration spec.
- *
- * @param configSpec
- */
- public void start() {
- if (LOG_EGL) {
- Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId());
- }
- /*
- * Get an EGL instance
- */
- mEgl = (EGL10) EGLContext.getEGL();
- /*
- * Get to the default display.
- */
- mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
- if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
- throw new RuntimeException("eglGetDisplay failed");
- }
- /*
- * We can now initialize EGL for that display
- */
- final int[] version = new int[2];
- if (!mEgl.eglInitialize(mEglDisplay, version)) {
- throw new RuntimeException("eglInitialize failed");
- }
- mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
- /*
- * Create an EGL context. We want to do this as rarely as we can,
- * because an EGL context is a somewhat heavy object.
- */
- mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig);
- if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
- mEglContext = null;
- throwEglException("createContext");
- }
- if (LOG_EGL) {
- Log.w("EglHelper", "createContext " + mEglContext + " tid="
- + Thread.currentThread().getId());
- }
- mEglSurface = null;
- }
- /*
- * React to the creation of a new surface by creating and returning an
- * OpenGL interface that renders to that surface.
- */
- public GL createSurface(final SurfaceHolder holder) {
- if (LOG_EGL) {
- Log.w("EglHelper", "createSurface() tid=" + Thread.currentThread().getId());
- }
- /*
- * Check preconditions.
- */
- if (mEgl == null) {
- throw new RuntimeException("egl not initialized");
- }
- if (mEglDisplay == null) {
- throw new RuntimeException("eglDisplay not initialized");
- }
- if (mEglConfig == null) {
- throw new RuntimeException("mEglConfig not initialized");
- }
- /*
- * The window size has changed, so we need to create a new surface.
- */
- if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
- /*
- * Unbind and destroy the old EGL surface, if there is one.
- */
- mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
- EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
- mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
- }
- /*
- * Create an EGL surface we can render into.
- */
- mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
- mEglDisplay, mEglConfig, holder);
- if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
- final int error = mEgl.eglGetError();
- if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
- Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW.");
- }
- return null;
- }
- /*
- * Before we can issue GL commands, we need to make sure the context
- * is current and bound to a surface.
- */
- if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
- throwEglException("eglMakeCurrent");
- }
- GL gl = mEglContext.getGL();
- if (mGLWrapper != null) {
- gl = mGLWrapper.wrap(gl);
- }
- if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
- int configFlags = 0;
- Writer log = null;
- if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
- configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
- }
- if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
- log = new LogWriter();
- }
- gl = GLDebugHelper.wrap(gl, configFlags, log);
- }
- return gl;
- }
- public void purgeBuffers() {
- mEgl.eglMakeCurrent(mEglDisplay,
- EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE,
- EGL10.EGL_NO_CONTEXT);
- mEgl.eglMakeCurrent(mEglDisplay,
- mEglSurface, mEglSurface,
- mEglContext);
- }
- /**
- * Display the current render surface.
- *
- * @return false if the context has been lost.
- */
- public boolean swap() {
- if (!mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {
- /*
- * Check for EGL_CONTEXT_LOST, which means the context and all
- * associated data were lost (For instance because the device
- * went to sleep). We need to sleep until we get a new surface.
- */
- final int error = mEgl.eglGetError();
- switch (error) {
- case EGL11.EGL_CONTEXT_LOST:
- return false;
- case EGL10.EGL_BAD_NATIVE_WINDOW:
- // The native window is bad, probably because the
- // window manager has closed it. Ignore this error,
- // on the expectation that the application will be
- // closed soon.
- Log.e("EglHelper", "eglSwapBuffers returned EGL_BAD_NATIVE_WINDOW. tid="
- + Thread.currentThread().getId());
- break;
- default:
- throwEglException("eglSwapBuffers", error);
- }
- }
- return true;
- }
- public void destroySurface() {
- if (LOG_EGL) {
- Log.w("EglHelper", "destroySurface() tid=" + Thread.currentThread().getId());
- }
- if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
- mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
- EGL10.EGL_NO_SURFACE,
- EGL10.EGL_NO_CONTEXT);
- mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
- mEglSurface = null;
- }
- }
- public void finish() {
- if (LOG_EGL) {
- Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId());
- }
- if (mEglContext != null) {
- mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
- mEglContext = null;
- }
- if (mEglDisplay != null) {
- mEgl.eglTerminate(mEglDisplay);
- mEglDisplay = null;
- }
- }
- private void throwEglException(final String function) {
- throwEglException(function, mEgl.eglGetError());
- }
- private void throwEglException(final String function, final int error) {
- final String message = function + " failed: " + EGLLogWrapper.getErrorString(error);
- if (LOG_THREADS) {
- Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " "
- + message);
- }
- throw new RuntimeException(message);
- }
- EGL10 mEgl;
- EGLDisplay mEglDisplay;
- EGLSurface mEglSurface;
- EGLConfig mEglConfig;
- EGLContext mEglContext;
- }
- /**
- * A generic GL Thread. Takes care of initializing EGL and GL. Delegates to
- * a Renderer instance to do the actual drawing. Can be configured to render
- * continuously or on request. All potentially blocking synchronization is
- * done through the sGLThreadManager object. This avoids multiple-lock
- * ordering issues.
- */
- class GLThread extends Thread {
- GLThread(final Renderer renderer) {
- super();
- mWidth = 0;
- mHeight = 0;
- mRequestRender = true;
- mRenderMode = RENDERMODE_CONTINUOUSLY;
- mRenderer = renderer;
- }
- @Override
- public void run() {
- setName("GLThread " + getId());
- if (LOG_THREADS) {
- Log.i("GLThread", "starting tid=" + getId());
- }
- try {
- guardedRun();
- } catch (final InterruptedException e) {
- // fall thru and exit normally
- } finally {
- sGLThreadManager.threadExiting(this);
- }
- }
- /*
- * This private method should only be called inside a
- * synchronized(sGLThreadManager) block.
- */
- private void stopEglSurfaceLocked() {
- if (mHaveEglSurface) {
- mHaveEglSurface = false;
- mEglHelper.destroySurface();
- }
- }
- /*
- * This private method should only be called inside a
- * synchronized(sGLThreadManager) block.
- */
- private void stopEglContextLocked() {
- if (mHaveEglContext) {
- mEglHelper.finish();
- mHaveEglContext = false;
- sGLThreadManager.releaseEglContextLocked(this);
- }
- }
- private void guardedRun() throws InterruptedException {
- mEglHelper = new EglHelper();
- mHaveEglContext = false;
- mHaveEglSurface = false;
- try {
- GL10 gl = null;
- boolean createEglContext = false;
- boolean createEglSurface = false;
- boolean lostEglContext = false;
- boolean sizeChanged = false;
- boolean wantRenderNotification = false;
- boolean doRenderNotification = false;
- boolean askedToReleaseEglContext = false;
- int w = 0;
- int h = 0;
- Runnable event = null;
- while (true) {
- synchronized (sGLThreadManager) {
- while (true) {
- if (mShouldExit) {
- return;
- }
- if (!mEventQueue.isEmpty()) {
- event = mEventQueue.remove(0);
- break;
- }
- // Update the pause state.
- if (mPaused != mRequestPaused) {
- mPaused = mRequestPaused;
- sGLThreadManager.notifyAll();
- if (LOG_PAUSE_RESUME) {
- Log.i("GLThread", "mPaused is now " + mPaused + " tid="
- + getId());
- }
- }
- // Do we need to give up the EGL context?
- if (mShouldReleaseEglContext) {
- if (LOG_SURFACE) {
- Log.i("GLThread", "releasing EGL context because asked to tid="
- + getId());
- }
- stopEglSurfaceLocked();
- stopEglContextLocked();
- mShouldReleaseEglContext = false;
- askedToReleaseEglContext = true;
- }
- // Have we lost the EGL context?
- if (lostEglContext) {
- stopEglSurfaceLocked();
- stopEglContextLocked();
- lostEglContext = false;
- }
- // Do we need to release the EGL surface?
- if (mHaveEglSurface && mPaused) {
- if (LOG_SURFACE) {
- Log.i("GLThread", "releasing EGL surface because paused tid="
- + getId());
- }
- stopEglSurfaceLocked();
- if (!mPreserveEGLContextOnPause
- || sGLThreadManager.shouldReleaseEGLContextWhenPausing()) {
- stopEglContextLocked();
- if (LOG_SURFACE) {
- Log.i("GLThread",
- "releasing EGL context because paused tid="
- + getId());
- }
- }
- if (sGLThreadManager.shouldTerminateEGLWhenPausing()) {
- mEglHelper.finish();
- if (LOG_SURFACE) {
- Log.i("GLThread", "terminating EGL because paused tid="
- + getId());
- }
- }
- }
- // Have we lost the surface view surface?
- if (!mHasSurface && !mWaitingForSurface) {
- if (LOG_SURFACE) {
- Log.i("GLThread", "noticed surfaceView surface lost tid="
- + getId());
- }
- if (mHaveEglSurface) {
- stopEglSurfaceLocked();
- }
- mWaitingForSurface = true;
- sGLThreadManager.notifyAll();
- }
- // Have we acquired the surface view surface?
- if (mHasSurface && mWaitingForSurface) {
- if (LOG_SURFACE) {
- Log.i("GLThread", "noticed surfaceView surface acquired tid="
- + getId());
- }
- mWaitingForSurface = false;
- sGLThreadManager.notifyAll();
- }
- if (doRenderNotification) {
- if (LOG_SURFACE) {
- Log.i("GLThread", "sending render notification tid=" + getId());
- }
- wantRenderNotification = false;
- doRenderNotification = false;
- mRenderComplete = true;
- sGLThreadManager.notifyAll();
- }
- // Ready to draw?
- if (readyToDraw()) {
- // If we don't have an EGL context, try to
- // acquire one.
- if (!mHaveEglContext) {
- if (askedToReleaseEglContext) {
- askedToReleaseEglContext = false;
- } else if (sGLThreadManager.tryAcquireEglContextLocked(this)) {
- try {
- mEglHelper.start();
- } catch (final RuntimeException t) {
- sGLThreadManager.releaseEglContextLocked(this);
- throw t;
- }
- mHaveEglContext = true;
- createEglContext = true;
- sGLThreadManager.notifyAll();
- }
- }
- if (mHaveEglContext && !mHaveEglSurface) {
- mHaveEglSurface = true;
- createEglSurface = true;
- sizeChanged = true;
- }
- if (mHaveEglSurface) {
- if (mSizeChanged) {
- sizeChanged = true;
- w = mWidth;
- h = mHeight;
- wantRenderNotification = true;
- if (LOG_SURFACE) {
- Log.i("GLThread",
- "noticing that we want render notification tid="
- + getId());
- }
- if (DRAW_TWICE_AFTER_SIZE_CHANGED) {
- // We keep mRequestRender true so
- // that we draw twice after the size
- // changes.
- // (Once because of mSizeChanged,
- // the second time because of
- // mRequestRender.)
- // This forces the updated graphics
- // onto the screen.
- } else {
- mRequestRender = false;
- }
- mSizeChanged = false;
- } else {
- mRequestRender = false;
- }
- sGLThreadManager.notifyAll();
- break;
- }
- }
- // By design, this is the only place in a GLThread
- // thread where we wait().
- if (LOG_THREADS) {
- Log.i("GLThread", "waiting tid=" + getId()
- + " mHaveEglContext: " + mHaveEglContext
- + " mHaveEglSurface: " + mHaveEglSurface
- + " mPaused: " + mPaused
- + " mHasSurface: " + mHasSurface
- + " mWaitingForSurface: " + mWaitingForSurface
- + " mWidth: " + mWidth
- + " mHeight: " + mHeight
- + " mRequestRender: " + mRequestRender
- + " mRenderMode: " + mRenderMode);
- }
- sGLThreadManager.wait();
- }
- } // end of synchronized(sGLThreadManager)
- if (event != null) {
- event.run();
- event = null;
- continue;
- }
- if (createEglSurface) {
- if (LOG_SURFACE) {
- Log.w("GLThread", "egl createSurface");
- }
- gl = (GL10) mEglHelper.createSurface(getHolder());
- if (gl == null) {
- // Couldn't create a surface. Quit quietly.
- break;
- }
- sGLThreadManager.checkGLDriver(gl);
- createEglSurface = false;
- }
- if (createEglContext) {
- if (LOG_RENDERER) {
- Log.w("GLThread", "onSurfaceCreated");
- }
- mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
- createEglContext = false;
- }
- if (sizeChanged) {
- if (LOG_RENDERER) {
- Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
- }
- mEglHelper.purgeBuffers();
- mRenderer.onSurfaceChanged(gl, w, h);
- sizeChanged = false;
- }
- if (LOG_RENDERER_DRAW_FRAME) {
- Log.w("GLThread", "onDrawFrame tid=" + getId());
- }
- mRenderer.onDrawFrame(gl);
- if (!mEglHelper.swap()) {
- if (LOG_SURFACE) {
- Log.i("GLThread", "egl context lost tid=" + getId());
- }
- lostEglContext = true;
- }
- if (wantRenderNotification) {
- doRenderNotification = true;
- }
- }
- } finally {
- /*
- * clean-up everything...
- */
- synchronized (sGLThreadManager) {
- stopEglSurfaceLocked();
- stopEglContextLocked();
- }
- }
- }
- public boolean ableToDraw() {
- return mHaveEglContext && mHaveEglSurface && readyToDraw();
- }
- private boolean readyToDraw() {
- return !mPaused && mHasSurface
- && mWidth > 0 && mHeight > 0
- && (mRequestRender || mRenderMode == RENDERMODE_CONTINUOUSLY);
- }
- public void setRenderMode(final int renderMode) {
- if (!(RENDERMODE_WHEN_DIRTY <= renderMode && renderMode <= RENDERMODE_CONTINUOUSLY)) {
- throw new IllegalArgumentException("renderMode");
- }
- synchronized (sGLThreadManager) {
- mRenderMode = renderMode;
- sGLThreadManager.notifyAll();
- }
- }
- public int getRenderMode() {
- synchronized (sGLThreadManager) {
- return mRenderMode;
- }
- }
- public void requestRender() {
- synchronized (sGLThreadManager) {
- mRequestRender = true;
- sGLThreadManager.notifyAll();
- }
- }
- public void surfaceCreated() {
- synchronized (sGLThreadManager) {
- if (LOG_THREADS) {
- Log.i("GLThread", "surfaceCreated tid=" + getId());
- }
- mHasSurface = true;
- sGLThreadManager.notifyAll();
- while (mWaitingForSurface && !mExited) {
- try {
- sGLThreadManager.wait();
- } catch (final InterruptedException e) {
- Thread.currentThread().interrupt();
- }
- }
- }
- }
- public void surfaceDestroyed() {
- synchronized (sGLThreadManager) {
- if (LOG_THREADS) {
- Log.i("GLThread", "surfaceDestroyed tid=" + getId());
- }
- mHasSurface = false;
- sGLThreadManager.notifyAll();
- while (!mWaitingForSurface && !mExited) {
- try {
- sGLThreadManager.wait();
- } catch (final InterruptedException e) {
- Thread.currentThread().interrupt();
- }
- }
- }
- }
- public void onPause() {
- synchronized (sGLThreadManager) {
- if (LOG_PAUSE_RESUME) {
- Log.i("GLThread", "onPause tid=" + getId());
- }
- mRequestPaused = true;
- sGLThreadManager.notifyAll();
- while (!mExited && !mPaused) {
- if (LOG_PAUSE_RESUME) {
- Log.i("Main thread", "onPause waiting for mPaused.");
- }
- try {
- sGLThreadManager.wait();
- } catch (final InterruptedException ex) {
- Thread.currentThread().interrupt();
- }
- }
- }
- }
- public void onResume() {
- synchronized (sGLThreadManager) {
- if (LOG_PAUSE_RESUME) {
- Log.i("GLThread", "onResume tid=" + getId());
- }
- mRequestPaused = false;
- mRequestRender = true;
- mRenderComplete = false;
- sGLThreadManager.notifyAll();
- while (!mExited && mPaused && !mRenderComplete) {
- if (LOG_PAUSE_RESUME) {
- Log.i("Main thread", "onResume waiting for !mPaused.");
- }
- try {
- sGLThreadManager.wait();
- } catch (final InterruptedException ex) {
- Thread.currentThread().interrupt();
- }
- }
- }
- }
- public void onWindowResize(final int w, final int h) {
- synchronized (sGLThreadManager) {
- mWidth = w;
- mHeight = h;
- mSizeChanged = true;
- mRequestRender = true;
- mRenderComplete = false;
- sGLThreadManager.notifyAll();
- // Wait for thread to react to resize and render a frame
- while (!mExited && !mPaused && !mRenderComplete
- && mGLThread != null && mGLThread.ableToDraw()) {
- if (LOG_SURFACE) {
- Log.i("Main thread", "onWindowResize waiting for render complete from tid="
- + mGLThread.getId());
- }
- try {
- sGLThreadManager.wait();
- } catch (final InterruptedException ex) {
- Thread.currentThread().interrupt();
- }
- }
- }
- }
- public void requestExitAndWait() {
- // don't call this from GLThread thread or it is a guaranteed
- // deadlock!
- synchronized (sGLThreadManager) {
- mShouldExit = true;
- sGLThreadManager.notifyAll();
- while (!mExited) {
- try {
- sGLThreadManager.wait();
- } catch (final InterruptedException ex) {
- Thread.currentThread().interrupt();
- }
- }
- }
- }
- public void requestReleaseEglContextLocked() {
- mShouldReleaseEglContext = true;
- sGLThreadManager.notifyAll();
- }
- /**
- * Queue an "event" to be run on the GL rendering thread.
- *
- * @param r the runnable to be run on the GL rendering thread.
- */
- public void queueEvent(final Runnable r) {
- if (r == null) {
- throw new IllegalArgumentException("r must not be null");
- }
- synchronized (sGLThreadManager) {
- mEventQueue.add(r);
- sGLThreadManager.notifyAll();
- }
- }
- // Once the thread is started, all accesses to the following member
- // variables are protected by the sGLThreadManager monitor
- private boolean mShouldExit;
- private boolean mExited;
- private boolean mRequestPaused;
- private boolean mPaused;
- private boolean mHasSurface;
- private boolean mWaitingForSurface;
- private boolean mHaveEglContext;
- private boolean mHaveEglSurface;
- private boolean mShouldReleaseEglContext;
- private int mWidth;
- private int mHeight;
- private int mRenderMode;
- private boolean mRequestRender;
- private boolean mRenderComplete;
- private final ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
- // End of member variables protected by the sGLThreadManager monitor.
- private final Renderer mRenderer;
- private EglHelper mEglHelper;
- }
- static class LogWriter extends Writer {
- @Override
- public void close() {
- flushBuilder();
- }
- @Override
- public void flush() {
- flushBuilder();
- }
- @Override
- public void write(final char[] buf, final int offset, final int count) {
- for (int i = 0; i < count; i++) {
- final char c = buf[offset + i];
- if (c == '\n') {
- flushBuilder();
- }
- else {
- mBuilder.append(c);
- }
- }
- }
- private void flushBuilder() {
- if (mBuilder.length() > 0) {
- Log.v("GLSurfaceView", mBuilder.toString());
- mBuilder.delete(0, mBuilder.length());
- }
- }
- private final StringBuilder mBuilder = new StringBuilder();
- }
- private void checkRenderThreadState() {
- if (mGLThread != null) {
- throw new IllegalStateException(
- "setRenderer has already been called for this instance.");
- }
- }
- private static class GLThreadManager {
- private static String TAG = "GLThreadManager";
- public synchronized void threadExiting(final GLThread thread) {
- if (LOG_THREADS) {
- Log.i("GLThread", "exiting tid=" + thread.getId());
- }
- thread.mExited = true;
- if (mEglOwner == thread) {
- mEglOwner = null;
- }
- notifyAll();
- }
- /*
- * Tries once to acquire the right to use an EGL context. Does not
- * block. Requires that we are already in the sGLThreadManager monitor
- * when this is called.
- * @return true if the right to use an EGL context was acquired.
- */
- public boolean tryAcquireEglContextLocked(final GLThread thread) {
- if (mEglOwner == thread || mEglOwner == null) {
- mEglOwner = thread;
- notifyAll();
- return true;
- }
- checkGLESVersion();
- if (mMultipleGLESContextsAllowed) {
- return true;
- }
- // Notify the owning thread that it should release the context.
- // TODO: implement a fairness policy. Currently
- // if the owning thread is drawing continuously it will just
- // reacquire the EGL context.
- if (mEglOwner != null) {
- mEglOwner.requestReleaseEglContextLocked();
- }
- return false;
- }
- /*
- * Releases the EGL context. Requires that we are already in the
- * sGLThreadManager monitor when this is called.
- */
- public void releaseEglContextLocked(final GLThread thread) {
- if (mEglOwner == thread) {
- mEglOwner = null;
- }
- notifyAll();
- }
- public synchronized boolean shouldReleaseEGLContextWhenPausing() {
- // Release the EGL context when pausing even if
- // the hardware supports multiple EGL contexts.
- // Otherwise the device could run out of EGL contexts.
- return mLimitedGLESContexts;
- }
- public synchronized boolean shouldTerminateEGLWhenPausing() {
- checkGLESVersion();
- return !mMultipleGLESContextsAllowed;
- }
- public synchronized void checkGLDriver(final GL10 gl) {
- if (!mGLESDriverCheckComplete) {
- checkGLESVersion();
- final String renderer = gl.glGetString(GL10.GL_RENDERER);
- if (mGLESVersion < kGLES_20) {
- mMultipleGLESContextsAllowed =
- !renderer.startsWith(kMSM7K_RENDERER_PREFIX);
- notifyAll();
- }
- mLimitedGLESContexts = !mMultipleGLESContextsAllowed
- || renderer.startsWith(kADRENO);
- if (LOG_SURFACE) {
- Log.w(TAG, "checkGLDriver renderer = \"" + renderer
- + "\" multipleContextsAllowed = "
- + mMultipleGLESContextsAllowed
- + " mLimitedGLESContexts = " + mLimitedGLESContexts);
- }
- mGLESDriverCheckComplete = true;
- }
- }
- private void checkGLESVersion() {
- if (!mGLESVersionCheckComplete) {
- mGLESVersion = SystemProperties.getInt(
- "ro.opengles.version",
- ConfigurationInfo.GL_ES_VERSION_UNDEFINED);
- if (mGLESVersion >= kGLES_20) {
- mMultipleGLESContextsAllowed = true;
- }
- if (LOG_SURFACE) {
- Log.w(TAG, "checkGLESVersion mGLESVersion =" +
- " " + mGLESVersion + " mMultipleGLESContextsAllowed = "
- + mMultipleGLESContextsAllowed);
- }
- mGLESVersionCheckComplete = true;
- }
- }
- private boolean mGLESVersionCheckComplete;
- private int mGLESVersion;
- private boolean mGLESDriverCheckComplete;
- private boolean mMultipleGLESContextsAllowed;
- private boolean mLimitedGLESContexts;
- private static final int kGLES_20 = 0x20000;
- private static final String kMSM7K_RENDERER_PREFIX =
- "Q3Dimension MSM7500 ";
- private static final String kADRENO = "Adreno";
- private GLThread mEglOwner;
- }
- private static final GLThreadManager sGLThreadManager = new GLThreadManager();
- private boolean mSizeChanged = true;
- private GLThread mGLThread;
- private Renderer mRenderer;
- private boolean mDetached;
- private EGLConfigChooser mEGLConfigChooser;
- private EGLContextFactory mEGLContextFactory;
- private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
- private GLWrapper mGLWrapper;
- private int mDebugFlags;
- private int mEGLContextClientVersion;
- private boolean mPreserveEGLContextOnPause;
- }
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