/* * 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.opengl.GLSurfaceView.EGLConfigChooser; import android.opengl.GLSurfaceView.Renderer; import android.service.wallpaper.WallpaperService.Engine; import android.util.AttributeSet; import android.util.Log; import android.view.SurfaceHolder; import com.badlogic.gdx.backends.android.surfaceview.GLSurfaceView20LW.ContextFactory; /** * 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 GLBaseSurfaceViewLW implements SurfaceHolder.Callback { private final String TAG = "GLBaseSurfaceView"; private final static boolean LOG_VIEW = false; 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; protected Engine engine; /** * Standard View constructor. In order to render something, you must call {@link #setRenderer} to register a * renderer. */ public GLBaseSurfaceViewLW(Engine engine) { this.engine = engine; init(); } /** * Standard View constructor. In order to render something, you must call {@link #setRenderer} to register a * renderer. */ public GLBaseSurfaceViewLW(Engine engine, AttributeSet attrs) { this.engine = engine; 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); } public SurfaceHolder getHolder() { return engine.getSurfaceHolder(); } /** * 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(ContextFactory contextFactory) { checkRenderThreadState(); mEGLContextFactory = (EGLContextFactory) contextFactory; } /** * 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(ContextFactory contextFactory) { checkRenderThreadState(); mEGLWindowSurfaceFactory = (EGLWindowSurfaceFactory) contextFactory; } /** * 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) { if (LOG_VIEW) { Log.d(TAG, " > surfaceCreated() " + this.hashCode()); } 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 if (LOG_VIEW) { Log.d(TAG, " > surfaceDestroyed() " + this.hashCode()); } 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) { if (LOG_VIEW) { Log.d(TAG, " > surfaceChanged() " + this.hashCode()); } 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() { if (LOG_VIEW) { Log.d(TAG, " > onPause() " + this.hashCode()); } 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() { if (LOG_VIEW) { Log.d(TAG, " > onResume() " + this.hashCode()); } 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); } public void onDestroy() { if (LOG_VIEW) { Log.d(TAG, " > onDestroy() " + this.hashCode()); } 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 GLBaseSurfaceViewLW#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 GLBaseSurfaceViewLW#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); // } public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, Object nativeWindow) { // this is a bit of a hack to work around Droid init problems - if you don't have this, it'll get hung up on orientation changes EGLSurface eglSurface = null; while (eglSurface == null) { try { eglSurface = egl.eglCreateWindowSurface(display, config, nativeWindow, null); } catch (Throwable t) { } finally { if (eglSurface == null) { try { Thread.sleep(10); } catch (InterruptedException t) { } } } } return eglSurface; } 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) && (isAlive()) && (!mExited)) { try { sGLThreadManager.wait(); } catch (InterruptedException e) { Thread.currentThread().interrupt(); } } } } public void onPause() { synchronized (sGLThreadManager) { if (LOG_THREADS) { Log.i("GLThread", "onPause tid=" + getId()); } mPaused = true; sGLThreadManager.notifyAll(); } } public void onResume() { synchronized (sGLThreadManager) { if (LOG_THREADS) { Log.i("GLThread", "onResume tid=" + getId()); } mPaused = false; mRequestRender = true; sGLThreadManager.notifyAll(); } } public void onWindowResize(int w, int h) { synchronized (sGLThreadManager) { if (LOG_THREADS) { Log.i("GLThread", "onWindowResize tid=" + getId()); } 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 { Thread.sleep(200); 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) { if (LOG_THREADS) { Log.i("GLThread", "requestExitAndWait tid=" + getId()); } 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) { if (LOG_SURFACE) { 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."); } } 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 synchronized 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 synchronized void releaseEglSurfaceLocked(GLThread thread) { if (mEglOwner == thread) { mEglOwner = null; } notifyAll(); } private GLThread mEglOwner; } final GLThreadManager sGLThreadManager = new GLThreadManager(); boolean mSizeChanged = true; private GLThread mGLThread; EGLConfigChooser mEGLConfigChooser; EGLContextFactory mEGLContextFactory; EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; GLWrapper mGLWrapper; int mDebugFlags; }