/*
* 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.badlogic.gdx.backends.android.surfaceview;
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.opengl.GLSurfaceView;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
/**
* 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 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 GLBaseSurfaceView extends GLSurfaceView implements SurfaceHolder.Callback {
private final static boolean LOG_THREADS = false;
private final static boolean LOG_SURFACE = false;
private final static boolean LOG_RENDERER = false;
// Work-around for bug 2263168
private final static boolean DRAW_TWICE_AFTER_SIZE_CHANGED = true;
/**
* The renderer only renders when the surface is created, or when {@link #requestRender} is called.
*
* @see #getRenderMode()
* @see #setRenderMode(int)
*/
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 GLBaseSurfaceView(Context context) {
super(context);
init();
}
/**
* Standard View constructor. In order to render something, you must call {@link #setRenderer} to register a
* renderer.
*/
public GLBaseSurfaceView(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);
}
/**
* An interface for customizing the eglCreateContext and eglDestroyContext calls.
* <p>
* This interface must be implemented by clients wishing to call
* {@link GLBaseSurfaceView#setEGLContextFactory(EGLContextFactory)}
*/
public interface EGLContextFactory {
EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
}
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 GLBaseSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
*/
public interface EGLWindowSurfaceFactory {
EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, Object nativeWindow);
void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
}
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);
}
}
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. */
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) {
throwEglException("createWindowSurface");
}
/*
* Before we can issue GL commands, we need to make sure the context is current and bound to a surface.
*/
if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
throwEglException("eglMakeCurrent");
}
GL gl = mEglContext.getGL();
if (mGLWrapper != null) {
gl = mGLWrapper.wrap(gl);
}
if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
int configFlags = 0;
Writer log = null;
if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
}
if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
log = new LogWriter();
}
gl = GLDebugHelper.wrap(gl, configFlags, log);
}
return gl;
}
/**
* 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;
}
}
private void throwEglException(String function) {
throw new RuntimeException(function + " failed: " + mEgl.eglGetError());
}
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;
boolean sizeChanged = false;
boolean wantRenderNotification = false;
boolean doRenderNotification = 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) {
if (LOG_SURFACE) {
Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
}
stopEglLocked();
}
// Have we lost the surface view surface?
if ((!mHasSurface) && (!mWaitingForSurface)) {
if (LOG_SURFACE) {
Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId());
}
if (mHaveEgl) {
stopEglLocked();
}
mWaitingForSurface = true;
sGLThreadManager.notifyAll();
}
// Have we acquired the surface view surface?
if (mHasSurface && mWaitingForSurface) {
if (LOG_SURFACE) {
Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId());
}
mWaitingForSurface = false;
sGLThreadManager.notifyAll();
}
if (doRenderNotification) {
wantRenderNotification = false;
doRenderNotification = false;
mRenderComplete = true;
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;
sizeChanged = true;
sGLThreadManager.notifyAll();
}
if (mHaveEgl) {
if (mSizeChanged) {
sizeChanged = true;
w = mWidth;
h = mHeight;
wantRenderNotification = true;
if (DRAW_TWICE_AFTER_SIZE_CHANGED) {
// We keep mRequestRender true so that we draw twice after the size changes.
// (Once because of mSizeChanged, the second time because of mRequestRender.)
// This forces the updated graphics onto the screen.
} else {
mRequestRender = false;
}
mSizeChanged = false;
} else {
mRequestRender = false;
}
sGLThreadManager.notifyAll();
break;
}
}
// By design, this is the only place in a GLThread thread where we wait().
if (LOG_THREADS) {
Log.i("GLThread", "waiting tid=" + getId());
}
sGLThreadManager.wait();
}
} // end of synchronized(sGLThreadManager)
if (event != null) {
event.run();
event = null;
continue;
}
if (createEglSurface) {
gl = (GL10) mEglHelper.createSurface(getHolder());
if (LOG_RENDERER) {
Log.w("GLThread", "onSurfaceCreated");
}
mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
createEglSurface = false;
}
if (sizeChanged) {
if (LOG_RENDERER) {
Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
}
mRenderer.onSurfaceChanged(gl, w, h);
sizeChanged = false;
}
if (LOG_RENDERER) {
Log.w("GLThread", "onDrawFrame");
}
mRenderer.onDrawFrame(gl);
if (!mEglHelper.swap()) {
if (LOG_SURFACE) {
Log.i("GLThread", "egl surface lost tid=" + getId());
}
}
if (wantRenderNotification) {
doRenderNotification = true;
}
}
} 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;
mRequestRender = true;
mRenderComplete = false;
sGLThreadManager.notifyAll();
// Wait for thread to react to resize and render a frame
while (!mExited && !mPaused && !mRenderComplete) {
if (LOG_SURFACE) {
Log.i("Main thread", "onWindowResize waiting for render complete.");
}
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();
}
}
}
}
/**
* 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;
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 boolean mRenderComplete;
private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
// End of member variables protected by the sGLThreadManager monitor.
private Renderer mRenderer;
private EglHelper mEglHelper;
}
static class LogWriter extends Writer {
@Override
public void close() {
flushBuilder();
}
@Override
public void flush() {
flushBuilder();
}
@Override
public void write(char[] buf, int offset, int count) {
for (int i = 0; i < count; i++) {
char c = buf[offset + i];
if (c == '\n') {
flushBuilder();
} else {
mBuilder.append(c);
}
}
}
private void flushBuilder() {
if (mBuilder.length() > 0) {
Log.v("GLSurfaceView", mBuilder.toString());
mBuilder.delete(0, mBuilder.length());
}
}
private StringBuilder mBuilder = new StringBuilder();
}
private void checkRenderThreadState() {
if (mGLThread != null) {
throw new IllegalStateException("setRenderer has already been called for this instance.");
}
}
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;
}
static final GLThreadManager sGLThreadManager = new GLThreadManager();
boolean mSizeChanged = true;
private GLThread mGLThread;
EGLConfigChooser mEGLConfigChooser;
EGLContextFactory mEGLContextFactory;
EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
GLWrapper mGLWrapper;
int mDebugFlags;
}