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my own GLSurfaceView.java
package ##_USE_YOUR_PACKAGE_HERE#;
/*
* 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.
*/
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;
import android.app.ActivityManager;
import android.content.Context;
import android.content.pm.ConfigurationInfo;
import android.opengl.GLDebugHelper;
import android.opengl.GLSurfaceView.EGLConfigChooser;
import android.opengl.GLSurfaceView.EGLContextFactory;
import android.opengl.GLSurfaceView.EGLWindowSurfaceFactory;
import android.opengl.GLSurfaceView.GLWrapper;
import android.opengl.GLSurfaceView.Renderer;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
/**
* 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;
private static int mGlEsVersion;
/**
* 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(Context context) {
super(context);
initializeGlEsVersion(context);
init();
}
/**
* Standard View constructor. In order to render something, you must call
* {@link #setRenderer} to register a renderer.
*/
public GLSurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
initializeGlEsVersion(context);
init();
}
private void initializeGlEsVersion(Context context) {
if (mGlEsVersion != 0) {
return;
}
ActivityManager am = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
ConfigurationInfo info = am.getDeviceConfigurationInfo();
mGlEsVersion = info.reqGlEsVersion;
}
private void init() {
// Install a SurfaceHolder.Callback so we get notified when the
// underlying surface is created and destroyed
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(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(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(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(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(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(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(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(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(int redSize, int greenSize, int blueSize, int alphaSize,
int depthSize, 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(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(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.
*/
public void surfaceCreated(SurfaceHolder holder) {
mGLThread.surfaceCreated();
}
/**
* This method is part of the SurfaceHolder.Callback interface, and is not
* normally called or subclassed by clients of GLSurfaceView.
*/
public void surfaceDestroyed(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.
*/
public void surfaceChanged(SurfaceHolder holder, int format, int w, 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(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 int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) {
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);
}
public void destroyContext(EGL10 egl, EGLDisplay display, 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 {
public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config,
Object nativeWindow) {
EGLSurface result = null;
try {
result = egl.eglCreateWindowSurface(display, config, nativeWindow, null);
} catch (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;
}
public void destroySurface(EGL10 egl, EGLDisplay display, 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(int[] configSpec) {
mConfigSpec = filterConfigSpec(configSpec);
}
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
int[] num_config = new int[1];
if (!egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config)) {
throw new IllegalArgumentException("eglChooseConfig failed");
}
int numConfigs = num_config[0];
if (numConfigs <= 0) {
throw new IllegalArgumentException("No configs match configSpec");
}
EGLConfig[] configs = new EGLConfig[numConfigs];
if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs, num_config)) {
throw new IllegalArgumentException("eglChooseConfig#2 failed");
}
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(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.
*/
int len = configSpec.length;
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(int redSize, int greenSize, int blueSize, int alphaSize,
int depthSize, 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(EGL10 egl, EGLDisplay display, EGLConfig[] configs) {
for (EGLConfig config : configs) {
int d = findConfigAttrib(egl, display, config, EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config, EGL10.EGL_STENCIL_SIZE, 0);
if ((d >= mDepthSize) && (s >= mStencilSize)) {
int r = findConfigAttrib(egl, display, config, EGL10.EGL_RED_SIZE, 0);
int g = findConfigAttrib(egl, display, config, EGL10.EGL_GREEN_SIZE, 0);
int b = findConfigAttrib(egl, display, config, EGL10.EGL_BLUE_SIZE, 0);
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(EGL10 egl, EGLDisplay display, EGLConfig config,
int attribute, int defaultValue) {
if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
return mValue[0];
}
return defaultValue;
}
private 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(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
*/
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(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) {
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.
*/
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(String function) {
throwEglException(function, mEgl.eglGetError());
}
private void throwEglException(String function, int error) {
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;
}
static class EGLLogWrapper {
final static int EGL_SUCCESS = 0x3000;
final static int EGL_NOT_INITIALIZED = 0x3001;
final static int EGL_BAD_ACCESS = 0x3002;
final static int EGL_BAD_ALLOC = 0x3003;
final static int EGL_BAD_ATTRIBUTE = 0x3004;
final static int EGL_BAD_CONFIG = 0x3005;
final static int EGL_BAD_CONTEXT = 0x3006;
final static int EGL_BAD_CURRENT_SURFACE = 0x3007;
final static int EGL_BAD_DISPLAY = 0x3008;
final static int EGL_BAD_MATCH = 0x3009;
final static int EGL_BAD_NATIVE_PIXMAP = 0x300A;
final static int EGL_BAD_NATIVE_WINDOW = 0x300B;
final static int EGL_BAD_PARAMETER = 0x300C;
final static int EGL_BAD_SURFACE = 0x300D;
public static String getErrorString(int error) {
switch (error) {
case EGL_SUCCESS:
return "EGL_SUCCESS";
case EGL_NOT_INITIALIZED:
return "EGL_NOT_INITIALIZED";
case EGL_BAD_ACCESS:
return "EGL_BAD_ACCESS";
case EGL_BAD_ALLOC:
return "EGL_BAD_ALLOC";
case EGL_BAD_ATTRIBUTE:
return "EGL_BAD_ATTRIBUTE";
case EGL_BAD_CONFIG:
return "EGL_BAD_CONFIG";
case EGL_BAD_CONTEXT:
return "EGL_BAD_CONTEXT";
case EGL_BAD_CURRENT_SURFACE:
return "EGL_BAD_CURRENT_SURFACE";
case EGL_BAD_DISPLAY:
return "EGL_BAD_DISPLAY";
case EGL_BAD_MATCH:
return "EGL_BAD_MATCH";
case EGL_BAD_NATIVE_PIXMAP:
return "EGL_BAD_NATIVE_PIXMAP";
case EGL_BAD_NATIVE_WINDOW:
return "EGL_BAD_NATIVE_WINDOW";
case EGL_BAD_PARAMETER:
return "EGL_BAD_PARAMETER";
case EGL_BAD_SURFACE:
return "EGL_BAD_SURFACE";
case EGL11.EGL_CONTEXT_LOST:
return "EGL_CONTEXT_LOST";
default:
return getHex(error);
}
}
private static String getHex(int value) {
return "0x" + Integer.toHexString(value);
}
}
/**
* 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(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 (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 (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(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 (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 (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 (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 (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}
public void onWindowResize(int w, 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 (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 (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(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 ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
// End of member variables protected by the sGLThreadManager monitor.
private Renderer mRenderer;
private EglHelper mEglHelper;
}
static class LogWriter extends Writer {
@Override
public void close() {
flushBuilder();
}
@Override
public void flush() {
flushBuilder();
}
@Override
public void write(char[] buf, int offset, int count) {
for (int i = 0; i < count; i++) {
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 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(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(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(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(GL10 gl) {
if (!mGLESDriverCheckComplete) {
checkGLESVersion();
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) {
if (mGLESVersion >= 0x20000) {
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;
}
@dalinaum
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GLSurfaceView of ICS has rendering bugs. If your target users use pre-JB, you can use it for them.

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