///* // * 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 com.cooliris.media; // //import java.io.Writer; //import java.util.ArrayList; // //import javax.microedition.khronos.egl.EGL10; //import javax.microedition.khronos.egl.EGL11; //import javax.microedition.khronos.egl.EGLConfig; //import javax.microedition.khronos.egl.EGLContext; //import javax.microedition.khronos.egl.EGLDisplay; //import javax.microedition.khronos.egl.EGLSurface; //import javax.microedition.khronos.opengles.GL; //import javax.microedition.khronos.opengles.GL10; // //import android.content.Context; //import android.util.AttributeSet; //import android.util.Log; //import android.view.SurfaceHolder; //import android.view.SurfaceView; // ///** // * An implementation of SurfaceView that uses the dedicated surface for // * displaying OpenGL rendering. // * <p> // * A GLSurfaceView provides the following features: // * <p> // * <ul> // * <li>Manages a surface, which is a special piece of memory that can be // * composited into the Android view system. // * <li>Manages an EGL display, which enables OpenGL to render into a surface. // * <li>Accepts a user-provided Renderer object that does the actual rendering. // * <li>Renders on a dedicated thread to decouple rendering performance from the // * UI thread. // * <li>Supports both on-demand and continuous rendering. // * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls. // * </ul> // * // * <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>Choosing an EGL Configuration</h4> // * A given Android device may support multiple possible types of drawing surfaces. // * The available surfaces may differ in how may channels of data are present, as // * well as how many bits are allocated to each channel. Therefore, the first thing // * GLSurfaceView has to do when starting to render is choose what type of surface to use. // * <p> // * By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface // * with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example, // * if you do not need a depth buffer) you can override the default behavior by calling one of the // * setEGLConfigChooser methods. // * <p> // * <h4>Debug Behavior</h4> // * You can optionally modify the behavior of GLSurfaceView by calling // * one or more of the debugging methods {@link #setDebugFlags(int)}, // * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but // * typically they are called before setRenderer so that they take effect immediately. // * <p> // * <h4>Setting a Renderer</h4> // * Finally, you must call {@link #setRenderer} to register a {@link Renderer}. // * The renderer is // * responsible for doing the actual OpenGL rendering. // * <p> // * <h3>Rendering Mode</h3> // * Once the renderer is set, you can control whether the renderer draws // * continuously or on-demand by calling // * {@link #setRenderMode}. The default is continuous rendering. // * <p> // * <h3>Activity Life-cycle</h3> // * A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients // * are required to call {@link #onPause()} when the activity pauses and // * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to // * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate // * the OpenGL display. // * <p> // * <h3>Handling events</h3> // * <p> // * To handle an event you will typically subclass GLSurfaceView and override the // * appropriate method, just as you would with any other View. However, when handling // * the event, you may need to communicate with the Renderer object // * that's running in the rendering thread. You can do this using any // * standard Java cross-thread communication mechanism. In addition, // * one relatively easy way to communicate with your renderer is // * to call // * {@link #queueEvent(Runnable)}. For example: // * <pre class="prettyprint"> // * class MyGLSurfaceView extends GLSurfaceView { // * // * private MyRenderer mMyRenderer; // * // * public void start() { // * mMyRenderer = ...; // * setRenderer(mMyRenderer); // * } // * // * public boolean onKeyDown(int keyCode, KeyEvent event) { // * if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) { // * queueEvent(new Runnable() { // * // This method will be called on the rendering // * // thread: // * public void run() { // * mMyRenderer.handleDpadCenter(); // * }}); // * return true; // * } // * return super.onKeyDown(keyCode, event); // * } // * } // * </pre> // * // */ //public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback { // private final static boolean LOG_THREADS = false; // /** // * The renderer only renders // * when the surface is created, or when {@link #requestRender} is called. // * // * @see #getRenderMode() // * @see #setRenderMode(int) // */ // public final static int RENDERMODE_WHEN_DIRTY = 0; // /** // * The renderer is called // * continuously to re-render the scene. // * // * @see #getRenderMode() // * @see #setRenderMode(int) // * @see #requestRender() // */ // 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(); // } // // 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); // } // // /** // * 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; // } // // /** // * 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(); // } // mGLThread = new GLThread(renderer); // mGLThread.start(); // } // // /** // * Install a custom EGLContextFactory. // * <p>If this method is // * called, it must be called before {@link #setRenderer(Renderer)} // * is called. // * <p> // * If this method is not called, then by default // * a context will be created with no shared context and // * with a null attribute list. // */ // public void setEGLContextFactory(EGLContextFactory factory) { // checkRenderThreadState(); // mEGLContextFactory = factory; // } // // /** // * Install a custom EGLWindowSurfaceFactory. // * <p>If this method is // * called, it must be called before {@link #setRenderer(Renderer)} // * is called. // * <p> // * If this method is not called, then by default // * a window surface will be created with a null attribute list. // */ // public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) { // checkRenderThreadState(); // mEGLWindowSurfaceFactory = factory; // } // // /** // * Install a custom EGLConfigChooser. // * <p>If this method is // * called, it must be called before {@link #setRenderer(Renderer)} // * is called. // * <p> // * If no setEGLConfigChooser method is called, then by default the // * view will choose a config as close to 16-bit RGB as possible, with // * a depth buffer as close to 16 bits as possible. // * @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 a config as close to 16-bit RGB as possible, with // * a depth buffer as close to 16 bits as possible. // * // * @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 component sizes, and as close // * to the specified component sizes 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 a config as close to 16-bit RGB as possible, with // * a depth buffer as close to 16 bits as possible. // * // */ // public void setEGLConfigChooser(int redSize, int greenSize, int blueSize, // int alphaSize, int depthSize, int stencilSize) { // setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, // blueSize, alphaSize, depthSize, stencilSize)); // } // /** // * Set the rendering mode. When renderMode is // * RENDERMODE_CONTINUOUSLY, the renderer is called // * repeatedly to re-render the scene. When renderMode // * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface // * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY. // * <p> // * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance // * by allowing the GPU and CPU to idle when the view does not need to be updated. // * <p> // * This method can only be called after {@link #setRenderer(Renderer)} // * // * @param renderMode one of the RENDERMODE_X constants // * @see #RENDERMODE_CONTINUOUSLY // * @see #RENDERMODE_WHEN_DIRTY // */ // public void setRenderMode(int renderMode) { // mGLThread.setRenderMode(renderMode); // } // // /** // * Get the current rendering mode. May be called // * from any thread. Must not be called before a renderer has been set. // * @return the current rendering mode. // * @see #RENDERMODE_CONTINUOUSLY // * @see #RENDERMODE_WHEN_DIRTY // */ // public int getRenderMode() { // return mGLThread.getRenderMode(); // } // // /** // * Request that the renderer render a frame. // * This method is typically used when the render mode has been set to // * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand. // * May be called // * from any thread. Must not be called before a renderer has been set. // */ // public void requestRender() { // mGLThread.requestRender(); // } // // /** // * This method is part of the SurfaceHolder.Callback interface, and is // * not normally called or subclassed by clients of GLSurfaceView. // */ // public void surfaceCreated(SurfaceHolder holder) { // mGLThread.surfaceCreated(); // } // // /** // * This method is part of the SurfaceHolder.Callback interface, and is // * not normally called or subclassed by clients of GLSurfaceView. // */ // public void surfaceDestroyed(SurfaceHolder holder) { // // Surface will be destroyed when we return // mGLThread.surfaceDestroyed(); // } // // /** // * This method is part of the SurfaceHolder.Callback interface, and is // * not normally called or subclassed by clients of GLSurfaceView. // */ // public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { // mGLThread.onWindowResize(w, h); // } // // /** // * Inform the view that the activity is paused. The owner of this view must // * call this method when the activity is paused. Calling this method will // * pause the rendering thread. // * Must not be called before a renderer has been set. // */ // public void onPause() { // mGLThread.onPause(); // } // // /** // * Inform the view that the activity is resumed. The owner of this view must // * call this method when the activity is resumed. Calling this method will // * recreate the OpenGL display and resume the rendering // * thread. // * Must not be called before a renderer has been set. // */ // public void onResume() { // mGLThread.onResume(); // } // // /** // * Queue a runnable to be run on the GL rendering thread. This can be used // * to communicate with the Renderer on the rendering thread. // * Must not be called before a renderer has been set. // * @param r the runnable to be run on the GL rendering thread. // */ // public void queueEvent(Runnable r) { // mGLThread.queueEvent(r); // } // // /** // * This method is used as part of the View class and is not normally // * called or subclassed by clients of GLSurfaceView. // * Must not be called before a renderer has been set. // */ // @Override // protected void onDetachedFromWindow() { // super.onDetachedFromWindow(); // mGLThread.requestExitAndWait(); // } // // // ---------------------------------------------------------------------- // // /** // * 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> // * <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 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 static class DefaultContextFactory implements EGLContextFactory { // // public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) { // return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, null); // } // // public void destroyContext(EGL10 egl, EGLDisplay display, // EGLContext context) { // egl.eglDestroyContext(display, context); // } // } // // /** // * 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 { // 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) { // return egl.eglCreateWindowSurface(display, config, nativeWindow, null); // } // // 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 static abstract class BaseConfigChooser // implements EGLConfigChooser { // public BaseConfigChooser(int[] configSpec) { // mConfigSpec = configSpec; // } // public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) { // int[] num_config = new int[1]; // egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config); // // int numConfigs = num_config[0]; // // if (numConfigs <= 0) { // throw new IllegalArgumentException( // "No configs match configSpec"); // } // // EGLConfig[] configs = new EGLConfig[numConfigs]; // egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs, // num_config); // 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 static 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) { // EGLConfig closestConfig = null; // int closestDistance = 1000; // 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); // int distance = Math.abs(r - mRedSize) // + Math.abs(g - mGreenSize) // + Math.abs(b - mBlueSize) // + Math.abs(a - mAlphaSize); // if (distance < closestDistance) { // closestDistance = distance; // closestConfig = config; // } // } // } // return closestConfig; // } // // 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 supported surface as close to // * RGB565 as possible, with or without a depth buffer. // * // */ // private static class SimpleEGLConfigChooser extends ComponentSizeChooser { // public SimpleEGLConfigChooser(boolean withDepthBuffer) { // super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0); // // Adjust target values. This way we'll accept a 4444 or // // 555 buffer if there's no 565 buffer available. // mRedSize = 5; // mGreenSize = 6; // mBlueSize = 5; // } // } // // /** // * An EGL helper class. // */ // // private class EglHelper { // public EglHelper() { // // } // // /** // * Initialize EGL for a given configuration spec. // * @param configSpec // */ // public void start(){ // /* // * Get an EGL instance // */ // mEgl = (EGL10) EGLContext.getEGL(); // // /* // * Get to the default display. // */ // mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); // // /* // * We can now initialize EGL for that display // */ // int[] version = new int[2]; // mEgl.eglInitialize(mEglDisplay, version); // mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay); // // /* // * Create an OpenGL ES context. This must be done only once, an // * OpenGL context is a somewhat heavy object. // */ // mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig); // if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) { // throw new RuntimeException("createContext failed"); // } // // mEglSurface = null; // } // // /* // * React to the creation of a new surface by creating and returning an // * OpenGL interface that renders to that surface. // */ // public GL createSurface(SurfaceHolder holder) { // /* // * The window size has changed, so we need to create a new // * surface. // */ // if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { // // /* // * Unbind and destroy the old EGL surface, if // * there is one. // */ // mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, // EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); // mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); // } // // /* // * Create an EGL surface we can render into. // */ // mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl, // mEglDisplay, mEglConfig, holder); // // if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { // throw new RuntimeException("createWindowSurface failed"); // } // // /* // * 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)) { // throw new RuntimeException("eglMakeCurrent failed."); // } // // GL gl = mEglContext.getGL(); // if (mGLWrapper != null) { // gl = mGLWrapper.wrap(gl); // } // // if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) { // int configFlags = 0; // Writer log = null; // if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) { // //configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR; // } // if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) { // log = new LogWriter(); // } // //gl = GLDebugHelper.wrap(gl, configFlags, log); // } // return gl; // } // // /** // * Display the current render surface. // * @return false if the context has been lost. // */ // public boolean swap() { // mEgl.eglSwapBuffers(mEglDisplay, mEglSurface); // // /* // * Always check for EGL_CONTEXT_LOST, which means the context // * and all associated data were lost (For instance because // * the device went to sleep). We need to sleep until we // * get a new surface. // */ // return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST; // } // // public void destroySurface() { // if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { // mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, // EGL10.EGL_NO_SURFACE, // EGL10.EGL_NO_CONTEXT); // mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); // mEglSurface = null; // } // } // // public void finish() { // if (mEglContext != null) { // mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); // mEglContext = null; // } // if (mEglDisplay != null) { // mEgl.eglTerminate(mEglDisplay); // mEglDisplay = null; // } // } // // EGL10 mEgl; // EGLDisplay mEglDisplay; // EGLSurface mEglSurface; // EGLConfig mEglConfig; // EGLContext mEglContext; // } // // /** // * A generic GL Thread. Takes care of initializing EGL and GL. Delegates // * to a Renderer instance to do the actual drawing. Can be configured to // * render continuously or on request. // * // * All potentially blocking synchronization is done through the // * sGLThreadManager object. This avoids multiple-lock ordering issues. // * // */ // class GLThread extends Thread { // GLThread(Renderer renderer) { // super(); // mWidth = 0; // mHeight = 0; // mRequestRender = true; // mRenderMode = RENDERMODE_CONTINUOUSLY; // mRenderer = renderer; // } // // @Override // public void run() { // setName("GLThread " + getId()); // if (LOG_THREADS) { // Log.i("GLThread", "starting tid=" + getId()); // } // // try { // guardedRun(); // } catch (InterruptedException e) { // // fall thru and exit normally // } finally { // sGLThreadManager.threadExiting(this); // } // } // // /* // * This private method should only be called inside a // * synchronized(sGLThreadManager) block. // */ // private void stopEglLocked() { // if (mHaveEgl) { // mHaveEgl = false; // mEglHelper.destroySurface(); // mEglHelper.finish(); // sGLThreadManager.releaseEglSurfaceLocked(this); // } // } // // private void guardedRun() throws InterruptedException { // mEglHelper = new EglHelper(); // try { // GL10 gl = null; // boolean createEglSurface = false; // int w = 0; // int h = 0; // Runnable event = null; // // while (true) { // synchronized (sGLThreadManager) { // while (true) { // if (mShouldExit) { // return; // } // // if (! mEventQueue.isEmpty()) { // event = mEventQueue.remove(0); // break; // } // // // Do we need to release the EGL surface? // if (mHaveEgl && mPaused) { // stopEglLocked(); // } // // // Have we lost the surface view surface? // if ((! mHasSurface) && (! mWaitingForSurface)) { // if (mHaveEgl) { // stopEglLocked(); // } // mWaitingForSurface = true; // sGLThreadManager.notifyAll(); // } // // // Have we acquired the surface view surface? // if (mHasSurface && mWaitingForSurface) { // mWaitingForSurface = false; // sGLThreadManager.notifyAll(); // } // // // Ready to draw? // if ((!mPaused) && mHasSurface // && (mWidth > 0) && (mHeight > 0) // && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) { // // // If we don't have an egl surface, try to acquire one. // if ((! mHaveEgl) && sGLThreadManager.tryAcquireEglSurfaceLocked(this)) { // mHaveEgl = true; // mEglHelper.start(); // createEglSurface = true; // sGLThreadManager.notifyAll(); // } // // if (mHaveEgl) { // if ( mSizeChanged) { // createEglSurface = true; // w = mWidth; // h = mHeight; // mSizeChanged = false; // } // mRequestRender = false; // sGLThreadManager.notifyAll(); // break; // } // } // // // By design, this is the only place in a GLThread thread where we wait(). // if (LOG_THREADS) { // Log.i("GLThread", "waiting tid=" + getId()); // } // sGLThreadManager.wait(); // } // } // end of synchronized(sGLThreadManager) // // if (event != null) { // event.run(); // event = null; // continue; // } // // if (createEglSurface) { // gl = (GL10) mEglHelper.createSurface(getHolder()); // mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig); // mRenderer.onSurfaceChanged(gl, w, h); // createEglSurface = false; // } // // mRenderer.onDrawFrame(gl); // mEglHelper.swap(); // } // } finally { // /* // * clean-up everything... // */ // synchronized (sGLThreadManager) { // stopEglLocked(); // } // } // } // // public void setRenderMode(int renderMode) { // if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) { // throw new IllegalArgumentException("renderMode"); // } // synchronized(sGLThreadManager) { // mRenderMode = renderMode; // sGLThreadManager.notifyAll(); // } // } // // public int getRenderMode() { // synchronized(sGLThreadManager) { // return mRenderMode; // } // } // // public void requestRender() { // synchronized(sGLThreadManager) { // mRequestRender = true; // sGLThreadManager.notifyAll(); // } // } // // public void surfaceCreated() { // synchronized(sGLThreadManager) { // if (LOG_THREADS) { // Log.i("GLThread", "surfaceCreated tid=" + getId()); // } // mHasSurface = true; // sGLThreadManager.notifyAll(); // } // } // // 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) { // mPaused = true; // sGLThreadManager.notifyAll(); // } // } // // public void onResume() { // synchronized (sGLThreadManager) { // mPaused = false; // mRequestRender = true; // sGLThreadManager.notifyAll(); // } // } // // public void onWindowResize(int w, int h) { // synchronized (sGLThreadManager) { // mWidth = w; // mHeight = h; // mSizeChanged = true; // sGLThreadManager.notifyAll(); // } // } // // 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(); // } // } // } // } // // /** // * 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 mPaused; // private boolean mHasSurface; // private boolean mWaitingForSurface; // private boolean mHaveEgl; // private int mWidth; // private int mHeight; // private int mRenderMode; // private boolean mRequestRender; // private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>(); // // End of member variables protected by the sGLThreadManager monitor. // // private Renderer mRenderer; // private EglHelper mEglHelper; // } // // static class LogWriter extends Writer { // // @Override public void close() { // flushBuilder(); // } // // @Override public void flush() { // flushBuilder(); // } // // @Override public void write(char[] buf, int offset, int count) { // for(int i = 0; i < count; i++) { // char c = buf[offset + i]; // if ( c == '\n') { // flushBuilder(); // } // else { // mBuilder.append(c); // } // } // } // // private void flushBuilder() { // if (mBuilder.length() > 0) { // Log.v("GLSurfaceView", mBuilder.toString()); // mBuilder.delete(0, mBuilder.length()); // } // } // // private StringBuilder mBuilder = new StringBuilder(); // } // // // private void checkRenderThreadState() { // if (mGLThread != null) { // throw new IllegalStateException( // "setRenderer has already been called for this instance."); // } // } // // private static class GLThreadManager { // // public synchronized void threadExiting(GLThread thread) { // if (LOG_THREADS) { // Log.i("GLThread", "exiting tid=" + thread.getId()); // } // thread.mExited = true; // if (mEglOwner == thread) { // mEglOwner = null; // } // notifyAll(); // } // // /* // * Tries once to acquire the right to use an EGL // * surface. Does not block. Requires that we are already // * in the sGLThreadManager monitor when this is called. // * @return true if the right to use an EGL surface was acquired. // */ // public boolean tryAcquireEglSurfaceLocked(GLThread thread) { // if (mEglOwner == thread || mEglOwner == null) { // mEglOwner = thread; // notifyAll(); // return true; // } // return false; // } // /* // * Releases the EGL surface. Requires that we are already in the // * sGLThreadManager monitor when this is called. // */ // public void releaseEglSurfaceLocked(GLThread thread) { // if (mEglOwner == thread) { // mEglOwner = null; // } // notifyAll(); // } // // private GLThread mEglOwner; // } // // private static final GLThreadManager sGLThreadManager = new GLThreadManager(); // private boolean mSizeChanged = true; // // private GLThread mGLThread; // private EGLConfigChooser mEGLConfigChooser; // private EGLContextFactory mEGLContextFactory; // private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; // private GLWrapper mGLWrapper; // private int mDebugFlags; //}