|  | /* | 
|  | * 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.compat.annotation.UnsupportedAppUsage; | 
|  | import android.content.Context; | 
|  | import android.os.Trace; | 
|  | import android.util.AttributeSet; | 
|  | import android.util.Log; | 
|  | import android.view.SurfaceHolder; | 
|  | import android.view.SurfaceView; | 
|  |  | 
|  | import java.io.Writer; | 
|  | import java.lang.ref.WeakReference; | 
|  | 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_888 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 many 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_888 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 to pause and resume rendering. GLSurfaceView clients | 
|  | * are required to call {@link #onPause()} when the activity stops and | 
|  | * {@link #onResume()} when the activity starts. 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.Callback2 { | 
|  | 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; | 
|  | /** | 
|  | * 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); | 
|  | 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); | 
|  | init(); | 
|  | } | 
|  |  | 
|  | @Override | 
|  | protected void finalize() throws Throwable { | 
|  | try { | 
|  | if (mGLThread != null) { | 
|  | // GLThread may still be running if this view was never | 
|  | // attached to a window. | 
|  | mGLThread.requestExitAndWait(); | 
|  | } | 
|  | } finally { | 
|  | super.finalize(); | 
|  | } | 
|  | } | 
|  |  | 
|  | 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. | 
|  | * <p> | 
|  | * Prior to API level 11, whether the EGL context is actually preserved or not | 
|  | * depends upon whether the Android device 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(mThisWeakRef); | 
|  | 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_888 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_888 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); | 
|  | } | 
|  |  | 
|  | /** | 
|  | * This method is part of the SurfaceHolder.Callback2 interface, and is | 
|  | * not normally called or subclassed by clients of GLSurfaceView. | 
|  | */ | 
|  | @Override | 
|  | public void surfaceRedrawNeededAsync(SurfaceHolder holder, Runnable finishDrawing) { | 
|  | if (mGLThread != null) { | 
|  | mGLThread.requestRenderAndNotify(finishDrawing); | 
|  | } | 
|  | } | 
|  |  | 
|  | /** | 
|  | * This method is part of the SurfaceHolder.Callback2 interface, and is | 
|  | * not normally called or subclassed by clients of GLSurfaceView. | 
|  | */ | 
|  | @Deprecated | 
|  | @Override | 
|  | public void surfaceRedrawNeeded(SurfaceHolder holder) { | 
|  | // Since we are part of the framework we know only surfaceRedrawNeededAsync | 
|  | // will be called. | 
|  | } | 
|  |  | 
|  |  | 
|  | /** | 
|  | * Pause the rendering thread, optionally tearing down the EGL context | 
|  | * depending upon the value of {@link #setPreserveEGLContextOnPause(boolean)}. | 
|  | * | 
|  | * This method should be called when it is no longer desirable for the | 
|  | * GLSurfaceView to continue rendering, such as in response to | 
|  | * {@link android.app.Activity#onStop Activity.onStop}. | 
|  | * | 
|  | * Must not be called before a renderer has been set. | 
|  | */ | 
|  | public void onPause() { | 
|  | mGLThread.onPause(); | 
|  | } | 
|  |  | 
|  | /** | 
|  | * Resumes the rendering thread, re-creating the OpenGL context if necessary. It | 
|  | * is the counterpart to {@link #onPause()}. | 
|  | * | 
|  | * This method should typically be called in | 
|  | * {@link android.app.Activity#onStart Activity.onStart}. | 
|  | * | 
|  | * 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(mThisWeakRef); | 
|  | if (renderMode != RENDERMODE_CONTINUOUSLY) { | 
|  | mGLThread.setRenderMode(renderMode); | 
|  | } | 
|  | mGLThread.start(); | 
|  | } | 
|  | mDetached = false; | 
|  | } | 
|  |  | 
|  | @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()); | 
|  | } | 
|  | EglHelper.throwEglException("eglDestroyContex", 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 && mEGLContextClientVersion != 3) { | 
|  | 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; | 
|  | if (mEGLContextClientVersion == 2) { | 
|  | newConfigSpec[len] = EGL14.EGL_OPENGL_ES2_BIT;  /* EGL_OPENGL_ES2_BIT */ | 
|  | } else { | 
|  | newConfigSpec[len] = EGLExt.EGL_OPENGL_ES3_BIT_KHR; /* EGL_OPENGL_ES3_BIT_KHR */ | 
|  | } | 
|  | 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_888 surface with | 
|  | * or without a depth buffer. | 
|  | * | 
|  | */ | 
|  | private class SimpleEGLConfigChooser extends ComponentSizeChooser { | 
|  | public SimpleEGLConfigChooser(boolean withDepthBuffer) { | 
|  | super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0); | 
|  | } | 
|  | } | 
|  |  | 
|  | /** | 
|  | * An EGL helper class. | 
|  | */ | 
|  |  | 
|  | private static class EglHelper { | 
|  | public EglHelper(WeakReference<GLSurfaceView> glSurfaceViewWeakRef) { | 
|  | mGLSurfaceViewWeakRef = glSurfaceViewWeakRef; | 
|  | } | 
|  |  | 
|  | /** | 
|  | * 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"); | 
|  | } | 
|  | GLSurfaceView view = mGLSurfaceViewWeakRef.get(); | 
|  | if (view == null) { | 
|  | mEglConfig = null; | 
|  | mEglContext = null; | 
|  | } else { | 
|  | mEglConfig = view.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 = view.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; | 
|  | } | 
|  |  | 
|  | /** | 
|  | * Create an egl surface for the current SurfaceHolder surface. If a surface | 
|  | * already exists, destroy it before creating the new surface. | 
|  | * | 
|  | * @return true if the surface was created successfully. | 
|  | */ | 
|  | public boolean createSurface() { | 
|  | 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. | 
|  | */ | 
|  | destroySurfaceImp(); | 
|  |  | 
|  | /* | 
|  | * Create an EGL surface we can render into. | 
|  | */ | 
|  | GLSurfaceView view = mGLSurfaceViewWeakRef.get(); | 
|  | if (view != null) { | 
|  | mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl, | 
|  | mEglDisplay, mEglConfig, view.getHolder()); | 
|  | } else { | 
|  | mEglSurface = null; | 
|  | } | 
|  |  | 
|  | 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 false; | 
|  | } | 
|  |  | 
|  | /* | 
|  | * 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)) { | 
|  | /* | 
|  | * Could not make the context current, probably because the underlying | 
|  | * SurfaceView surface has been destroyed. | 
|  | */ | 
|  | logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError()); | 
|  | return false; | 
|  | } | 
|  |  | 
|  | return true; | 
|  | } | 
|  |  | 
|  | /** | 
|  | * Create a GL object for the current EGL context. | 
|  | * @return | 
|  | */ | 
|  | GL createGL() { | 
|  |  | 
|  | GL gl = mEglContext.getGL(); | 
|  | GLSurfaceView view = mGLSurfaceViewWeakRef.get(); | 
|  | if (view != null) { | 
|  | if (view.mGLWrapper != null) { | 
|  | gl = view.mGLWrapper.wrap(gl); | 
|  | } | 
|  |  | 
|  | if ((view.mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) { | 
|  | int configFlags = 0; | 
|  | Writer log = null; | 
|  | if ((view.mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) { | 
|  | configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR; | 
|  | } | 
|  | if ((view.mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) { | 
|  | log = new LogWriter(); | 
|  | } | 
|  | gl = GLDebugHelper.wrap(gl, configFlags, log); | 
|  | } | 
|  | } | 
|  | return gl; | 
|  | } | 
|  |  | 
|  | /** | 
|  | * Display the current render surface. | 
|  | * @return the EGL error code from eglSwapBuffers. | 
|  | */ | 
|  | public int swap() { | 
|  | if (! mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) { | 
|  | return mEgl.eglGetError(); | 
|  | } | 
|  | return EGL10.EGL_SUCCESS; | 
|  | } | 
|  |  | 
|  | public void destroySurface() { | 
|  | if (LOG_EGL) { | 
|  | Log.w("EglHelper", "destroySurface()  tid=" + Thread.currentThread().getId()); | 
|  | } | 
|  | destroySurfaceImp(); | 
|  | } | 
|  |  | 
|  | private void destroySurfaceImp() { | 
|  | if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { | 
|  | mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, | 
|  | EGL10.EGL_NO_SURFACE, | 
|  | EGL10.EGL_NO_CONTEXT); | 
|  | GLSurfaceView view = mGLSurfaceViewWeakRef.get(); | 
|  | if (view != null) { | 
|  | view.mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); | 
|  | } | 
|  | mEglSurface = null; | 
|  | } | 
|  | } | 
|  |  | 
|  | public void finish() { | 
|  | if (LOG_EGL) { | 
|  | Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId()); | 
|  | } | 
|  | if (mEglContext != null) { | 
|  | GLSurfaceView view = mGLSurfaceViewWeakRef.get(); | 
|  | if (view != null) { | 
|  | view.mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); | 
|  | } | 
|  | mEglContext = null; | 
|  | } | 
|  | if (mEglDisplay != null) { | 
|  | mEgl.eglTerminate(mEglDisplay); | 
|  | mEglDisplay = null; | 
|  | } | 
|  | } | 
|  |  | 
|  | private void throwEglException(String function) { | 
|  | throwEglException(function, mEgl.eglGetError()); | 
|  | } | 
|  |  | 
|  | public static void throwEglException(String function, int error) { | 
|  | String message = formatEglError(function, error); | 
|  | if (LOG_THREADS) { | 
|  | Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " " | 
|  | + message); | 
|  | } | 
|  | throw new RuntimeException(message); | 
|  | } | 
|  |  | 
|  | public static void logEglErrorAsWarning(String tag, String function, int error) { | 
|  | Log.w(tag, formatEglError(function, error)); | 
|  | } | 
|  |  | 
|  | public static String formatEglError(String function, int error) { | 
|  | return function + " failed: " + EGLLogWrapper.getErrorString(error); | 
|  | } | 
|  |  | 
|  | private WeakReference<GLSurfaceView> mGLSurfaceViewWeakRef; | 
|  | EGL10 mEgl; | 
|  | EGLDisplay mEglDisplay; | 
|  | EGLSurface mEglSurface; | 
|  | EGLConfig mEglConfig; | 
|  | @UnsupportedAppUsage | 
|  | 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. | 
|  | * | 
|  | */ | 
|  | static class GLThread extends Thread { | 
|  | GLThread(WeakReference<GLSurfaceView> glSurfaceViewWeakRef) { | 
|  | super(); | 
|  | mWidth = 0; | 
|  | mHeight = 0; | 
|  | mRequestRender = true; | 
|  | mRenderMode = RENDERMODE_CONTINUOUSLY; | 
|  | mWantRenderNotification = false; | 
|  | mGLSurfaceViewWeakRef = glSurfaceViewWeakRef; | 
|  | } | 
|  |  | 
|  | @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(mGLSurfaceViewWeakRef); | 
|  | mHaveEglContext = false; | 
|  | mHaveEglSurface = false; | 
|  | mWantRenderNotification = false; | 
|  |  | 
|  | try { | 
|  | GL10 gl = null; | 
|  | boolean createEglContext = false; | 
|  | boolean createEglSurface = false; | 
|  | boolean createGlInterface = 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; | 
|  | Runnable finishDrawingRunnable = null; | 
|  |  | 
|  | while (true) { | 
|  | synchronized (sGLThreadManager) { | 
|  | while (true) { | 
|  | if (mShouldExit) { | 
|  | return; | 
|  | } | 
|  |  | 
|  | if (! mEventQueue.isEmpty()) { | 
|  | event = mEventQueue.remove(0); | 
|  | break; | 
|  | } | 
|  |  | 
|  | // Update the pause state. | 
|  | boolean pausing = false; | 
|  | if (mPaused != mRequestPaused) { | 
|  | pausing = 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; | 
|  | } | 
|  |  | 
|  | // When pausing, release the EGL surface: | 
|  | if (pausing && mHaveEglSurface) { | 
|  | if (LOG_SURFACE) { | 
|  | Log.i("GLThread", "releasing EGL surface because paused tid=" + getId()); | 
|  | } | 
|  | stopEglSurfaceLocked(); | 
|  | } | 
|  |  | 
|  | // When pausing, optionally release the EGL Context: | 
|  | if (pausing && mHaveEglContext) { | 
|  | GLSurfaceView view = mGLSurfaceViewWeakRef.get(); | 
|  | boolean preserveEglContextOnPause = view == null ? | 
|  | false : view.mPreserveEGLContextOnPause; | 
|  | if (!preserveEglContextOnPause) { | 
|  | stopEglContextLocked(); | 
|  | if (LOG_SURFACE) { | 
|  | Log.i("GLThread", "releasing EGL context because paused tid=" + getId()); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | // Have we lost the SurfaceView surface? | 
|  | if ((! mHasSurface) && (! mWaitingForSurface)) { | 
|  | if (LOG_SURFACE) { | 
|  | Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId()); | 
|  | } | 
|  | if (mHaveEglSurface) { | 
|  | stopEglSurfaceLocked(); | 
|  | } | 
|  | mWaitingForSurface = true; | 
|  | mSurfaceIsBad = false; | 
|  | 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()); | 
|  | } | 
|  | mWantRenderNotification = false; | 
|  | doRenderNotification = false; | 
|  | mRenderComplete = true; | 
|  | sGLThreadManager.notifyAll(); | 
|  | } | 
|  |  | 
|  | if (mFinishDrawingRunnable != null) { | 
|  | finishDrawingRunnable = mFinishDrawingRunnable; | 
|  | mFinishDrawingRunnable = null; | 
|  | } | 
|  |  | 
|  | // Ready to draw? | 
|  | if (readyToDraw()) { | 
|  |  | 
|  | // If we don't have an EGL context, try to acquire one. | 
|  | if (! mHaveEglContext) { | 
|  | if (askedToReleaseEglContext) { | 
|  | askedToReleaseEglContext = false; | 
|  | } else { | 
|  | try { | 
|  | mEglHelper.start(); | 
|  | } catch (RuntimeException t) { | 
|  | sGLThreadManager.releaseEglContextLocked(this); | 
|  | throw t; | 
|  | } | 
|  | mHaveEglContext = true; | 
|  | createEglContext = true; | 
|  |  | 
|  | sGLThreadManager.notifyAll(); | 
|  | } | 
|  | } | 
|  |  | 
|  | if (mHaveEglContext && !mHaveEglSurface) { | 
|  | mHaveEglSurface = true; | 
|  | createEglSurface = true; | 
|  | createGlInterface = true; | 
|  | sizeChanged = true; | 
|  | } | 
|  |  | 
|  | if (mHaveEglSurface) { | 
|  | if (mSizeChanged) { | 
|  | sizeChanged = true; | 
|  | w = mWidth; | 
|  | h = mHeight; | 
|  | mWantRenderNotification = true; | 
|  | if (LOG_SURFACE) { | 
|  | Log.i("GLThread", | 
|  | "noticing that we want render notification tid=" | 
|  | + getId()); | 
|  | } | 
|  |  | 
|  | // Destroy and recreate the EGL surface. | 
|  | createEglSurface = true; | 
|  |  | 
|  | mSizeChanged = false; | 
|  | } | 
|  | mRequestRender = false; | 
|  | sGLThreadManager.notifyAll(); | 
|  | if (mWantRenderNotification) { | 
|  | wantRenderNotification = true; | 
|  | } | 
|  | break; | 
|  | } | 
|  | } else { | 
|  | if (finishDrawingRunnable != null) { | 
|  | Log.w(TAG, "Warning, !readyToDraw() but waiting for " + | 
|  | "draw finished! Early reporting draw finished."); | 
|  | finishDrawingRunnable.run(); | 
|  | finishDrawingRunnable = null; | 
|  | } | 
|  | } | 
|  | // 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 | 
|  | + " mFinishedCreatingEglSurface: " + mFinishedCreatingEglSurface | 
|  | + " mPaused: " + mPaused | 
|  | + " mHasSurface: " + mHasSurface | 
|  | + " mSurfaceIsBad: " + mSurfaceIsBad | 
|  | + " 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"); | 
|  | } | 
|  | if (mEglHelper.createSurface()) { | 
|  | synchronized(sGLThreadManager) { | 
|  | mFinishedCreatingEglSurface = true; | 
|  | sGLThreadManager.notifyAll(); | 
|  | } | 
|  | } else { | 
|  | synchronized(sGLThreadManager) { | 
|  | mFinishedCreatingEglSurface = true; | 
|  | mSurfaceIsBad = true; | 
|  | sGLThreadManager.notifyAll(); | 
|  | } | 
|  | continue; | 
|  | } | 
|  | createEglSurface = false; | 
|  | } | 
|  |  | 
|  | if (createGlInterface) { | 
|  | gl = (GL10) mEglHelper.createGL(); | 
|  |  | 
|  | createGlInterface = false; | 
|  | } | 
|  |  | 
|  | if (createEglContext) { | 
|  | if (LOG_RENDERER) { | 
|  | Log.w("GLThread", "onSurfaceCreated"); | 
|  | } | 
|  | GLSurfaceView view = mGLSurfaceViewWeakRef.get(); | 
|  | if (view != null) { | 
|  | try { | 
|  | Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onSurfaceCreated"); | 
|  | view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig); | 
|  | } finally { | 
|  | Trace.traceEnd(Trace.TRACE_TAG_VIEW); | 
|  | } | 
|  | } | 
|  | createEglContext = false; | 
|  | } | 
|  |  | 
|  | if (sizeChanged) { | 
|  | if (LOG_RENDERER) { | 
|  | Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")"); | 
|  | } | 
|  | GLSurfaceView view = mGLSurfaceViewWeakRef.get(); | 
|  | if (view != null) { | 
|  | try { | 
|  | Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onSurfaceChanged"); | 
|  | view.mRenderer.onSurfaceChanged(gl, w, h); | 
|  | } finally { | 
|  | Trace.traceEnd(Trace.TRACE_TAG_VIEW); | 
|  | } | 
|  | } | 
|  | sizeChanged = false; | 
|  | } | 
|  |  | 
|  | if (LOG_RENDERER_DRAW_FRAME) { | 
|  | Log.w("GLThread", "onDrawFrame tid=" + getId()); | 
|  | } | 
|  | { | 
|  | GLSurfaceView view = mGLSurfaceViewWeakRef.get(); | 
|  | if (view != null) { | 
|  | try { | 
|  | Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onDrawFrame"); | 
|  | view.mRenderer.onDrawFrame(gl); | 
|  | if (finishDrawingRunnable != null) { | 
|  | finishDrawingRunnable.run(); | 
|  | finishDrawingRunnable = null; | 
|  | } | 
|  | } finally { | 
|  | Trace.traceEnd(Trace.TRACE_TAG_VIEW); | 
|  | } | 
|  | } | 
|  | } | 
|  | int swapError = mEglHelper.swap(); | 
|  | switch (swapError) { | 
|  | case EGL10.EGL_SUCCESS: | 
|  | break; | 
|  | case EGL11.EGL_CONTEXT_LOST: | 
|  | if (LOG_SURFACE) { | 
|  | Log.i("GLThread", "egl context lost tid=" + getId()); | 
|  | } | 
|  | lostEglContext = true; | 
|  | break; | 
|  | default: | 
|  | // Other errors typically mean that the current surface is bad, | 
|  | // probably because the SurfaceView surface has been destroyed, | 
|  | // but we haven't been notified yet. | 
|  | // Log the error to help developers understand why rendering stopped. | 
|  | EglHelper.logEglErrorAsWarning("GLThread", "eglSwapBuffers", swapError); | 
|  |  | 
|  | synchronized(sGLThreadManager) { | 
|  | mSurfaceIsBad = true; | 
|  | sGLThreadManager.notifyAll(); | 
|  | } | 
|  | break; | 
|  | } | 
|  |  | 
|  | if (wantRenderNotification) { | 
|  | doRenderNotification = true; | 
|  | wantRenderNotification = false; | 
|  | } | 
|  | } | 
|  |  | 
|  | } finally { | 
|  | /* | 
|  | * clean-up everything... | 
|  | */ | 
|  | synchronized (sGLThreadManager) { | 
|  | stopEglSurfaceLocked(); | 
|  | stopEglContextLocked(); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | public boolean ableToDraw() { | 
|  | return mHaveEglContext && mHaveEglSurface && readyToDraw(); | 
|  | } | 
|  |  | 
|  | private boolean readyToDraw() { | 
|  | return (!mPaused) && mHasSurface && (!mSurfaceIsBad) | 
|  | && (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 requestRenderAndNotify(Runnable finishDrawing) { | 
|  | synchronized(sGLThreadManager) { | 
|  | // If we are already on the GL thread, this means a client callback | 
|  | // has caused reentrancy, for example via updating the SurfaceView parameters. | 
|  | // We will return to the client rendering code, so here we don't need to | 
|  | // do anything. | 
|  | if (Thread.currentThread() == this) { | 
|  | return; | 
|  | } | 
|  |  | 
|  | mWantRenderNotification = true; | 
|  | mRequestRender = true; | 
|  | mRenderComplete = false; | 
|  | mFinishDrawingRunnable = finishDrawing; | 
|  |  | 
|  | sGLThreadManager.notifyAll(); | 
|  | } | 
|  | } | 
|  |  | 
|  | public void surfaceCreated() { | 
|  | synchronized(sGLThreadManager) { | 
|  | if (LOG_THREADS) { | 
|  | Log.i("GLThread", "surfaceCreated tid=" + getId()); | 
|  | } | 
|  | mHasSurface = true; | 
|  | mFinishedCreatingEglSurface = false; | 
|  | sGLThreadManager.notifyAll(); | 
|  | while (mWaitingForSurface | 
|  | && !mFinishedCreatingEglSurface | 
|  | && !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; | 
|  |  | 
|  | // If we are already on the GL thread, this means a client callback | 
|  | // has caused reentrancy, for example via updating the SurfaceView parameters. | 
|  | // We need to process the size change eventually though and update our EGLSurface. | 
|  | // So we set the parameters and return so they can be processed on our | 
|  | // next iteration. | 
|  | if (Thread.currentThread() == this) { | 
|  | return; | 
|  | } | 
|  |  | 
|  | sGLThreadManager.notifyAll(); | 
|  |  | 
|  | // Wait for thread to react to resize and render a frame | 
|  | while (! mExited && !mPaused && !mRenderComplete | 
|  | && ableToDraw()) { | 
|  | if (LOG_SURFACE) { | 
|  | Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + 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 mSurfaceIsBad; | 
|  | private boolean mWaitingForSurface; | 
|  | private boolean mHaveEglContext; | 
|  | private boolean mHaveEglSurface; | 
|  | private boolean mFinishedCreatingEglSurface; | 
|  | private boolean mShouldReleaseEglContext; | 
|  | private int mWidth; | 
|  | private int mHeight; | 
|  | private int mRenderMode; | 
|  | private boolean mRequestRender; | 
|  | private boolean mWantRenderNotification; | 
|  | private boolean mRenderComplete; | 
|  | private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>(); | 
|  | private boolean mSizeChanged = true; | 
|  | private Runnable mFinishDrawingRunnable = null; | 
|  |  | 
|  | // End of member variables protected by the sGLThreadManager monitor. | 
|  |  | 
|  | @UnsupportedAppUsage | 
|  | private EglHelper mEglHelper; | 
|  |  | 
|  | /** | 
|  | * Set once at thread construction time, nulled out when the parent view is garbage | 
|  | * called. This weak reference allows the GLSurfaceView to be garbage collected while | 
|  | * the GLThread is still alive. | 
|  | */ | 
|  | private WeakReference<GLSurfaceView> mGLSurfaceViewWeakRef; | 
|  |  | 
|  | } | 
|  |  | 
|  | 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; | 
|  | notifyAll(); | 
|  | } | 
|  |  | 
|  | /* | 
|  | * Releases the EGL context. Requires that we are already in the | 
|  | * sGLThreadManager monitor when this is called. | 
|  | */ | 
|  | public void releaseEglContextLocked(GLThread thread) { | 
|  | notifyAll(); | 
|  | } | 
|  | } | 
|  |  | 
|  | private static final GLThreadManager sGLThreadManager = new GLThreadManager(); | 
|  |  | 
|  | private final WeakReference<GLSurfaceView> mThisWeakRef = | 
|  | new WeakReference<GLSurfaceView>(this); | 
|  | @UnsupportedAppUsage | 
|  | private GLThread mGLThread; | 
|  | @UnsupportedAppUsage | 
|  | 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; | 
|  | } |