| /* | 
 |  * 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; | 
 |                 final Runnable oldCallback = mFinishDrawingRunnable; | 
 |                 mFinishDrawingRunnable = () -> { | 
 |                     if (oldCallback != null) { | 
 |                         oldCallback.run(); | 
 |                     } | 
 |                     if (finishDrawing != null) { | 
 |                         finishDrawing.run(); | 
 |                     } | 
 |                 }; | 
 |  | 
 |                 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; | 
 | } |