From 297c35b14d67340560031dec407e4eae1992e39a Mon Sep 17 00:00:00 2001 From: seven332 Date: Sun, 1 May 2016 15:21:26 +0800 Subject: [PATCH] Use custom GLSurfaceView Ensure GLRootView's mContentView.detachFromRoot() called in render thread --- .../main/java/com/hippo/gl/view/EGLError.java | 65 + .../java/com/hippo/gl/view/GLRootView.java | 19 +- .../java/com/hippo/gl/view/GLSurfaceView.java | 1794 +++++++++++++++++ 3 files changed, 1867 insertions(+), 11 deletions(-) create mode 100644 app/src/main/java/com/hippo/gl/view/EGLError.java create mode 100644 app/src/main/java/com/hippo/gl/view/GLSurfaceView.java diff --git a/app/src/main/java/com/hippo/gl/view/EGLError.java b/app/src/main/java/com/hippo/gl/view/EGLError.java new file mode 100644 index 000000000..ddb348673 --- /dev/null +++ b/app/src/main/java/com/hippo/gl/view/EGLError.java @@ -0,0 +1,65 @@ +/* + * 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.hippo.gl.view; + +import javax.microedition.khronos.egl.EGL10; +import javax.microedition.khronos.egl.EGL11; + +final class EGLError { + private EGLError() {} + + private static String getHex(int value) { + return "0x" + Integer.toHexString(value); + } + + public static String getErrorString(int error) { + switch (error) { + case EGL10.EGL_SUCCESS: + return "EGL_SUCCESS"; + case EGL10.EGL_NOT_INITIALIZED: + return "EGL_NOT_INITIALIZED"; + case EGL10.EGL_BAD_ACCESS: + return "EGL_BAD_ACCESS"; + case EGL10.EGL_BAD_ALLOC: + return "EGL_BAD_ALLOC"; + case EGL10.EGL_BAD_ATTRIBUTE: + return "EGL_BAD_ATTRIBUTE"; + case EGL10.EGL_BAD_CONFIG: + return "EGL_BAD_CONFIG"; + case EGL10.EGL_BAD_CONTEXT: + return "EGL_BAD_CONTEXT"; + case EGL10.EGL_BAD_CURRENT_SURFACE: + return "EGL_BAD_CURRENT_SURFACE"; + case EGL10.EGL_BAD_DISPLAY: + return "EGL_BAD_DISPLAY"; + case EGL10.EGL_BAD_MATCH: + return "EGL_BAD_MATCH"; + case EGL10.EGL_BAD_NATIVE_PIXMAP: + return "EGL_BAD_NATIVE_PIXMAP"; + case EGL10.EGL_BAD_NATIVE_WINDOW: + return "EGL_BAD_NATIVE_WINDOW"; + case EGL10.EGL_BAD_PARAMETER: + return "EGL_BAD_PARAMETER"; + case EGL10.EGL_BAD_SURFACE: + return "EGL_BAD_SURFACE"; + case EGL11.EGL_CONTEXT_LOST: + return "EGL_CONTEXT_LOST"; + default: + return getHex(error); + } + } +} diff --git a/app/src/main/java/com/hippo/gl/view/GLRootView.java b/app/src/main/java/com/hippo/gl/view/GLRootView.java index 9a482c0db..0f0344d7a 100644 --- a/app/src/main/java/com/hippo/gl/view/GLRootView.java +++ b/app/src/main/java/com/hippo/gl/view/GLRootView.java @@ -20,7 +20,6 @@ import android.annotation.TargetApi; import android.content.Context; import android.graphics.Matrix; import android.graphics.PixelFormat; -import android.opengl.GLSurfaceView; import android.os.Build; import android.os.Parcelable; import android.os.Process; @@ -53,6 +52,7 @@ import javax.microedition.khronos.egl.EGLDisplay; import javax.microedition.khronos.opengles.GL10; import javax.microedition.khronos.opengles.GL11; +// TODO Call attachToRoot and detachFromRoot in render thread // The root component of all GLViews. The rendering is done in GL // thread while the event handling is done in the main thread. To synchronize // the two threads, the entry points of this package need to synchronize on the @@ -315,6 +315,13 @@ public class GLRootView extends GLSurfaceView mCanvas.setSize(width, height); } + @Override + public void onSurfaceDestroyed() { + if (mContentView != null && mContentView.isAttachedToRoot()) { + mContentView.detachFromRoot(); + } + } + private void outputFps() { long now = System.nanoTime(); if (mFrameCountingStart == 0) { @@ -573,28 +580,18 @@ public class GLRootView extends GLSurfaceView public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { unfreeze(); super.surfaceChanged(holder, format, w, h); - - requestLayoutContentPane(); } @Override public void surfaceCreated(SurfaceHolder holder) { unfreeze(); super.surfaceCreated(holder); - - if (mContentView != null && !mContentView.isAttachedToRoot()) { - mContentView.attachToRoot(this); - } } @Override public void surfaceDestroyed(SurfaceHolder holder) { unfreeze(); super.surfaceDestroyed(holder); - - if (mContentView != null && mContentView.isAttachedToRoot()) { - mContentView.detachFromRoot(); - } } @Override diff --git a/app/src/main/java/com/hippo/gl/view/GLSurfaceView.java b/app/src/main/java/com/hippo/gl/view/GLSurfaceView.java new file mode 100644 index 000000000..863a01d2a --- /dev/null +++ b/app/src/main/java/com/hippo/gl/view/GLSurfaceView.java @@ -0,0 +1,1794 @@ +/* + * 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.hippo.gl.view; + +import android.content.Context; +import android.content.pm.ConfigurationInfo; +import android.opengl.GLDebugHelper; +import android.util.AttributeSet; +import android.util.Log; +import android.view.SurfaceHolder; +import android.view.SurfaceView; + +import java.io.Writer; +import java.lang.ref.WeakReference; +import java.lang.reflect.InvocationTargetException; +import java.lang.reflect.Method; +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; + +// android-6.0.1_r31 +/** + * An implementation of SurfaceView that uses the dedicated surface for + * displaying OpenGL rendering. + *

+ * A GLSurfaceView provides the following features: + *

+ *

+ * + *
+ *

Developer Guides

+ *

For more information about how to use OpenGL, read the + * OpenGL developer guide.

+ *
+ * + *

Using GLSurfaceView

+ *

+ * 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. + *

+ *

Initializing GLSurfaceView

+ * 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: + * + *

+ *

Specifying the android.view.Surface

+ * By default GLSurfaceView will create a PixelFormat.RGB_888 format surface. If a translucent + * surface is required, call getHolder().setFormat(PixelFormat.TRANSLUCENT). + * The exact format of a TRANSLUCENT surface is device dependent, but it will be + * a 32-bit-per-pixel surface with 8 bits per component. + *

+ *

Choosing an EGL Configuration

+ * A given Android device may support multiple EGLConfig rendering configurations. + * The available configurations 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 EGLConfig to use. + *

+ * By default GLSurfaceView chooses a EGLConfig that has an RGB_888 pixel format, + * with at least a 16-bit depth buffer and no stencil. + *

+ * If you would prefer a different EGLConfig + * you can override the default behavior by calling one of the + * setEGLConfigChooser methods. + *

+ *

Debug Behavior

+ * 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. + *

+ *

Setting a Renderer

+ * Finally, you must call {@link #setRenderer} to register a {@link Renderer}. + * The renderer is + * responsible for doing the actual OpenGL rendering. + *

+ *

Rendering Mode

+ * 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. + *

+ *

Activity Life-cycle

+ * 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. + *

+ *

Handling events

+ *

+ * 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: + *

+ * 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);
+ *     }
+ * }
+ * 
+ * + */ +public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback { + private final static String TAG = "GLSurfaceView"; + private final static boolean LOG_ATTACH_DETACH = false; + private final static boolean LOG_THREADS = false; + private final static boolean LOG_PAUSE_RESUME = false; + private final static boolean LOG_SURFACE = false; + private final static boolean LOG_RENDERER = false; + private final static boolean LOG_RENDERER_DRAW_FRAME = false; + private final static boolean LOG_EGL = false; + /** + * The renderer only renders + * when the surface is created, or when {@link #requestRender} is called. + * + * @see #getRenderMode() + * @see #setRenderMode(int) + * @see #requestRender() + */ + public final static int RENDERMODE_WHEN_DIRTY = 0; + /** + * The renderer is called + * continuously to re-render the scene. + * + * @see #getRenderMode() + * @see #setRenderMode(int) + */ + public final static int RENDERMODE_CONTINUOUSLY = 1; + + /** + * Check glError() after every GL call and throw an exception if glError indicates + * that an error has occurred. This can be used to help track down which OpenGL ES call + * is causing an error. + * + * @see #getDebugFlags + * @see #setDebugFlags + */ + public final static int DEBUG_CHECK_GL_ERROR = 1; + + /** + * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView". + * + * @see #getDebugFlags + * @see #setDebugFlags + */ + public final static int DEBUG_LOG_GL_CALLS = 2; + + /** + * Standard View constructor. In order to render something, you + * must call {@link #setRenderer} to register a renderer. + */ + public GLSurfaceView(Context context) { + super(context); + init(); + } + + /** + * Standard View constructor. In order to render something, you + * must call {@link #setRenderer} to register a renderer. + */ + public GLSurfaceView(Context context, AttributeSet attrs) { + super(context, attrs); + init(); + } + + @Override + protected void finalize() throws Throwable { + try { + if (mGLThread != null) { + // GLThread may still be running if this view was never + // attached to a window. + mGLThread.requestExitAndWait(); + } + } finally { + super.finalize(); + } + } + + private void init() { + // Install a SurfaceHolder.Callback so we get notified when the + // underlying surface is created and destroyed + SurfaceHolder holder = getHolder(); + holder.addCallback(this); + // setFormat is done by SurfaceView in SDK 2.3 and newer. Uncomment + // this statement if back-porting to 2.2 or older: + // holder.setFormat(PixelFormat.RGB_565); + // + // setType is not needed for SDK 2.0 or newer. Uncomment this + // statement if back-porting this code to older SDKs. + // holder.setType(SurfaceHolder.SURFACE_TYPE_GPU); + } + + /** + * Set the glWrapper. If the glWrapper is not null, its + * {@link GLWrapper#wrap(GL)} method is called + * whenever a surface is created. A GLWrapper can be used to wrap + * the GL object that's passed to the renderer. Wrapping a GL + * object enables examining and modifying the behavior of the + * GL calls made by the renderer. + *

+ * Wrapping is typically used for debugging purposes. + *

+ * The default value is null. + * @param glWrapper the new GLWrapper + */ + public void setGLWrapper(GLWrapper glWrapper) { + mGLWrapper = glWrapper; + } + + /** + * Set the debug flags to a new value. The value is + * constructed by OR-together zero or more + * of the DEBUG_CHECK_* constants. The debug flags take effect + * whenever a surface is created. The default value is zero. + * @param debugFlags the new debug flags + * @see #DEBUG_CHECK_GL_ERROR + * @see #DEBUG_LOG_GL_CALLS + */ + public void setDebugFlags(int debugFlags) { + mDebugFlags = debugFlags; + } + + /** + * Get the current value of the debug flags. + * @return the current value of the debug flags. + */ + public int getDebugFlags() { + return mDebugFlags; + } + + /** + * Control whether the EGL context is preserved when the GLSurfaceView is paused and + * resumed. + *

+ * If set to true, then the EGL context may be preserved when the GLSurfaceView is paused. + * Whether the EGL context is actually preserved or not depends upon whether the + * Android device that the program is running on can support an arbitrary number of EGL + * contexts or not. Devices that can only support a limited number of EGL contexts must + * release the EGL context in order to allow multiple applications to share the GPU. + *

+ * If set to false, the EGL context will be released when the GLSurfaceView is paused, + * and recreated when the GLSurfaceView is resumed. + *

+ * + * The default is false. + * + * @param preserveOnPause preserve the EGL context when paused + */ + public void setPreserveEGLContextOnPause(boolean preserveOnPause) { + mPreserveEGLContextOnPause = preserveOnPause; + } + + /** + * @return true if the EGL context will be preserved when paused + */ + public boolean getPreserveEGLContextOnPause() { + return mPreserveEGLContextOnPause; + } + + /** + * Set the renderer associated with this view. Also starts the thread that + * will call the renderer, which in turn causes the rendering to start. + *

This method should be called once and only once in the life-cycle of + * a GLSurfaceView. + *

The following GLSurfaceView methods can only be called before + * setRenderer is called: + *

+ *

+ * The following GLSurfaceView methods can only be called after + * setRenderer is called: + *

+ * + * @param renderer the renderer to use to perform OpenGL drawing. + */ + public void setRenderer(Renderer renderer) { + checkRenderThreadState(); + if (mEGLConfigChooser == null) { + throw new IllegalStateException("No EGLConfigChooser"); + } + if (mEGLContextFactory == null) { + mEGLContextFactory = new DefaultContextFactory(); + } + if (mEGLWindowSurfaceFactory == null) { + mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory(); + } + mRenderer = renderer; + mGLThread = new GLThread(mThisWeakRef); + mGLThread.start(); + } + + /** + * Install a custom EGLContextFactory. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * 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. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * 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. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * If no setEGLConfigChooser method is called, then by default the + * view will choose an EGLConfig that is compatible with the current + * android.view.Surface, with a depth buffer depth of + * at least 16 bits. + * @param configChooser + */ + public void setEGLConfigChooser(EGLConfigChooser configChooser) { + checkRenderThreadState(); + mEGLConfigChooser = configChooser; + } + + /** + * Inform the default EGLContextFactory and default EGLConfigChooser + * which EGLContext client version to pick. + *

Use this method to create an OpenGL ES 2.0-compatible context. + * Example: + *

+     *     public MyView(Context context) {
+     *         super(context);
+     *         setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context.
+     *         setRenderer(new MyRenderer());
+     *     }
+     * 
+ *

Note: Activities which require OpenGL ES 2.0 should indicate this by + * setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the activity's + * AndroidManifest.xml file. + *

If this method is called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

This method only affects the behavior of the default EGLContexFactory and the + * default EGLConfigChooser. If + * {@link #setEGLContextFactory(EGLContextFactory)} has been called, then the supplied + * EGLContextFactory is responsible for creating an OpenGL ES 2.0-compatible context. + * If + * {@link #setEGLConfigChooser(EGLConfigChooser)} has been called, then the supplied + * EGLConfigChooser is responsible for choosing an OpenGL ES 2.0-compatible config. + * @param version The EGLContext client version to choose. Use 2 for OpenGL ES 2.0 + */ + public void setEGLContextClientVersion(int version) { + checkRenderThreadState(); + mEGLContextClientVersion = version; + } + + /** + * Set the rendering mode. When renderMode is + * RENDERMODE_CONTINUOUSLY, the renderer is called + * repeatedly to re-render the scene. When renderMode + * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface + * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY. + *

+ * 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. + *

+ * 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. + */ + @Override + 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. + */ + @Override + 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. + */ + @Override + 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. + */ + @Override + protected void onAttachedToWindow() { + super.onAttachedToWindow(); + if (LOG_ATTACH_DETACH) { + Log.d(TAG, "onAttachedToWindow reattach =" + mDetached); + } + if (mDetached && (mRenderer != null)) { + int renderMode = RENDERMODE_CONTINUOUSLY; + if (mGLThread != null) { + renderMode = mGLThread.getRenderMode(); + } + mGLThread = new GLThread(mThisWeakRef); + if (renderMode != RENDERMODE_CONTINUOUSLY) { + mGLThread.setRenderMode(renderMode); + } + mGLThread.start(); + } + mDetached = false; + } + + @Override + protected void onDetachedFromWindow() { + if (LOG_ATTACH_DETACH) { + Log.d(TAG, "onDetachedFromWindow"); + } + if (mGLThread != null) { + mGLThread.requestExitAndWait(); + } + mDetached = true; + super.onDetachedFromWindow(); + } + + // ---------------------------------------------------------------------- + + /** + * An interface used to wrap a GL interface. + *

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: + *

+     * class MyGLWrapper implements GLWrapper {
+     *     GL wrap(GL gl) {
+     *         return new MyGLImplementation(gl);
+     *     }
+     *     static class MyGLImplementation implements GL,GL10,GL11,... {
+     *         ...
+     *     }
+     * }
+     * 
+ * @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. + *

+ * The renderer is responsible for making OpenGL calls to render a frame. + *

+ * GLSurfaceView clients typically create their own classes that implement + * this interface, and then call {@link GLSurfaceView#setRenderer} to + * register the renderer with the GLSurfaceView. + *

+ * + *

+ *

Developer Guides

+ *

For more information about how to use OpenGL, read the + * OpenGL developer guide.

+ *
+ * + *

Threading

+ * 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. + *

+ *

EGL Context Lost

+ * 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. + *

+ * Called when the rendering thread + * starts and whenever the EGL context is lost. The EGL context will typically + * be lost when the Android device awakes after going to sleep. + *

+ * 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. + *

+ * 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. + *

+ * @param gl the GL interface. Use instanceof 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. + *

+ * Called after the surface is created and whenever + * the OpenGL ES surface size changes. + *

+ * Typically you will set your viewport here. If your camera + * is fixed then you could also set your projection matrix here: + *

+         * 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);
+         * }
+         * 
+ * @param gl the GL interface. Use instanceof 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. + *

+ * This method is responsible for drawing the current frame. + *

+ * The implementation of this method typically looks like this: + *

+         * void onDrawFrame(GL10 gl) {
+         *     gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
+         *     //... other gl calls to render the scene ...
+         * }
+         * 
+ * @param gl the GL interface. Use instanceof to + * test if the interface supports GL11 or higher interfaces. + */ + void onDrawFrame(GL10 gl); + + void onSurfaceDestroyed(); + } + + /** + * An interface for customizing the eglCreateContext and eglDestroyContext calls. + *

+ * This interface must be implemented by clients wishing to call + * {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)} + */ + public interface EGLContextFactory { + EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig); + void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context); + } + + private class DefaultContextFactory implements EGLContextFactory { + private int EGL_CONTEXT_CLIENT_VERSION = 0x3098; + + @Override + public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) { + int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, mEGLContextClientVersion, + EGL10.EGL_NONE }; + + return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, + mEGLContextClientVersion != 0 ? attrib_list : null); + } + + @Override + public void destroyContext(EGL10 egl, EGLDisplay display, + EGLContext context) { + if (!egl.eglDestroyContext(display, context)) { + Log.e("DefaultContextFactory", "display:" + display + " context: " + context); + if (LOG_THREADS) { + Log.i("DefaultContextFactory", "tid=" + Thread.currentThread().getId()); + } + EglHelper.throwEglException("eglDestroyContex", egl.eglGetError()); + } + } + } + + /** + * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls. + *

+ * This interface must be implemented by clients wishing to call + * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)} + */ + public interface EGLWindowSurfaceFactory { + /** + * @return null if the surface cannot be constructed. + */ + EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, + Object nativeWindow); + void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface); + } + + private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory { + + @Override + public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, + EGLConfig config, Object nativeWindow) { + EGLSurface result = null; + try { + result = egl.eglCreateWindowSurface(display, config, nativeWindow, null); + } catch (IllegalArgumentException e) { + // This exception indicates that the surface flinger surface + // is not valid. This can happen if the surface flinger surface has + // been torn down, but the application has not yet been + // notified via SurfaceHolder.Callback.surfaceDestroyed. + // In theory the application should be notified first, + // but in practice sometimes it is not. See b/4588890 + Log.e(TAG, "eglCreateWindowSurface", e); + } + return result; + } + + @Override + 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. + *

+ * 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); + } + + /** + * An EGL helper class. + */ + + private static class EglHelper { + public EglHelper(WeakReference glSurfaceViewWeakRef) { + mGLSurfaceViewWeakRef = glSurfaceViewWeakRef; + } + + /** + * Initialize EGL for a given configuration spec. + */ + public void start() { + if (LOG_EGL) { + Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId()); + } + /* + * Get an EGL instance + */ + mEgl = (EGL10) EGLContext.getEGL(); + + /* + * Get to the default display. + */ + mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); + + if (mEglDisplay == EGL10.EGL_NO_DISPLAY) { + throw new RuntimeException("eglGetDisplay failed"); + } + + /* + * We can now initialize EGL for that display + */ + int[] version = new int[2]; + if(!mEgl.eglInitialize(mEglDisplay, version)) { + throw new RuntimeException("eglInitialize failed"); + } + GLSurfaceView view = mGLSurfaceViewWeakRef.get(); + if (view == null) { + mEglConfig = null; + mEglContext = null; + } else { + mEglConfig = view.mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay); + + /* + * Create an EGL context. We want to do this as rarely as we can, because an + * EGL context is a somewhat heavy object. + */ + mEglContext = view.mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig); + } + if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) { + mEglContext = null; + throwEglException("createContext"); + } + if (LOG_EGL) { + Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId()); + } + + mEglSurface = null; + } + + /** + * Create an egl surface for the current SurfaceHolder surface. If a surface + * already exists, destroy it before creating the new surface. + * + * @return true if the surface was created successfully. + */ + public boolean createSurface() { + if (LOG_EGL) { + Log.w("EglHelper", "createSurface() tid=" + Thread.currentThread().getId()); + } + /* + * Check preconditions. + */ + if (mEgl == null) { + throw new RuntimeException("egl not initialized"); + } + if (mEglDisplay == null) { + throw new RuntimeException("eglDisplay not initialized"); + } + if (mEglConfig == null) { + throw new RuntimeException("mEglConfig not initialized"); + } + + /* + * The window size has changed, so we need to create a new + * surface. + */ + destroySurfaceImp(); + + /* + * Create an EGL surface we can render into. + */ + GLSurfaceView view = mGLSurfaceViewWeakRef.get(); + if (view != null) { + mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl, + mEglDisplay, mEglConfig, view.getHolder()); + } else { + mEglSurface = null; + } + + if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { + int error = mEgl.eglGetError(); + if (error == EGL10.EGL_BAD_NATIVE_WINDOW) { + Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW."); + } + return false; + } + + /* + * Before we can issue GL commands, we need to make sure + * the context is current and bound to a surface. + */ + if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { + /* + * Could not make the context current, probably because the underlying + * SurfaceView surface has been destroyed. + */ + logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError()); + return false; + } + + return true; + } + + /** + * Create a GL object for the current EGL context. + * @return + */ + GL createGL() { + + GL gl = mEglContext.getGL(); + GLSurfaceView view = mGLSurfaceViewWeakRef.get(); + if (view != null) { + if (view.mGLWrapper != null) { + gl = view.mGLWrapper.wrap(gl); + } + + if ((view.mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) { + int configFlags = 0; + Writer log = null; + if ((view.mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) { + configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR; + } + if ((view.mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) { + log = new LogWriter(); + } + gl = GLDebugHelper.wrap(gl, configFlags, log); + } + } + return gl; + } + + /** + * Display the current render surface. + * @return the EGL error code from eglSwapBuffers. + */ + public int swap() { + if (! mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) { + return mEgl.eglGetError(); + } + return EGL10.EGL_SUCCESS; + } + + public void destroySurface() { + if (LOG_EGL) { + Log.w("EglHelper", "destroySurface() tid=" + Thread.currentThread().getId()); + } + destroySurfaceImp(); + } + + private void destroySurfaceImp() { + if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { + mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, + EGL10.EGL_NO_SURFACE, + EGL10.EGL_NO_CONTEXT); + GLSurfaceView view = mGLSurfaceViewWeakRef.get(); + if (view != null) { + view.mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); + } + mEglSurface = null; + } + } + + public void finish() { + if (LOG_EGL) { + Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId()); + } + if (mEglContext != null) { + GLSurfaceView view = mGLSurfaceViewWeakRef.get(); + if (view != null) { + view.mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); + } + mEglContext = null; + } + if (mEglDisplay != null) { + mEgl.eglTerminate(mEglDisplay); + mEglDisplay = null; + } + } + + private void throwEglException(String function) { + throwEglException(function, mEgl.eglGetError()); + } + + public static void throwEglException(String function, int error) { + String message = formatEglError(function, error); + if (LOG_THREADS) { + Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " " + + message); + } + throw new RuntimeException(message); + } + + public static void logEglErrorAsWarning(String tag, String function, int error) { + Log.w(tag, formatEglError(function, error)); + } + + public static String formatEglError(String function, int error) { + return function + " failed: " + EGLError.getErrorString(error); + } + + private final WeakReference mGLSurfaceViewWeakRef; + 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. + * + */ + static class GLThread extends Thread { + GLThread(WeakReference glSurfaceViewWeakRef) { + super(); + mWidth = 0; + mHeight = 0; + mRequestRender = true; + mRenderMode = RENDERMODE_CONTINUOUSLY; + mGLSurfaceViewWeakRef = glSurfaceViewWeakRef; + } + + @Override + public void run() { + setName("GLThread " + getId()); + if (LOG_THREADS) { + Log.i("GLThread", "starting tid=" + getId()); + } + + try { + guardedRun(); + } catch (InterruptedException e) { + // fall thru and exit normally + } finally { + GLSurfaceView view = mGLSurfaceViewWeakRef.get(); + if (view != null) { + view.mRenderer.onSurfaceDestroyed(); + } + sGLThreadManager.threadExiting(this); + } + } + + /* + * This private method should only be called inside a + * synchronized(sGLThreadManager) block. + */ + private void stopEglSurfaceLocked() { + if (mHaveEglSurface) { + mHaveEglSurface = false; + mEglHelper.destroySurface(); + } + } + + /* + * This private method should only be called inside a + * synchronized(sGLThreadManager) block. + */ + private void stopEglContextLocked() { + if (mHaveEglContext) { + mEglHelper.finish(); + mHaveEglContext = false; + sGLThreadManager.releaseEglContextLocked(this); + } + } + private void guardedRun() throws InterruptedException { + mEglHelper = new EglHelper(mGLSurfaceViewWeakRef); + mHaveEglContext = false; + mHaveEglSurface = false; + try { + GL10 gl = null; + boolean createEglContext = false; + boolean createEglSurface = false; + boolean createGlInterface = false; + boolean lostEglContext = false; + boolean sizeChanged = false; + boolean wantRenderNotification = false; + boolean doRenderNotification = false; + boolean askedToReleaseEglContext = false; + int w = 0; + int h = 0; + Runnable event = null; + + while (true) { + synchronized (sGLThreadManager) { + while (true) { + if (mShouldExit) { + return; + } + + if (! mEventQueue.isEmpty()) { + event = mEventQueue.remove(0); + break; + } + + // Update the pause state. + boolean pausing = false; + if (mPaused != mRequestPaused) { + pausing = mRequestPaused; + mPaused = mRequestPaused; + sGLThreadManager.notifyAll(); + if (LOG_PAUSE_RESUME) { + Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId()); + } + } + + // Do we need to give up the EGL context? + if (mShouldReleaseEglContext) { + if (LOG_SURFACE) { + Log.i("GLThread", "releasing EGL context because asked to tid=" + getId()); + } + stopEglSurfaceLocked(); + stopEglContextLocked(); + mShouldReleaseEglContext = false; + askedToReleaseEglContext = true; + } + + // Have we lost the EGL context? + if (lostEglContext) { + stopEglSurfaceLocked(); + stopEglContextLocked(); + lostEglContext = false; + } + + // When pausing, release the EGL surface: + if (pausing && mHaveEglSurface) { + if (LOG_SURFACE) { + Log.i("GLThread", "releasing EGL surface because paused tid=" + getId()); + } + stopEglSurfaceLocked(); + } + + // When pausing, optionally release the EGL Context: + if (pausing && mHaveEglContext) { + GLSurfaceView view = mGLSurfaceViewWeakRef.get(); + boolean preserveEglContextOnPause = view == null ? + false : view.mPreserveEGLContextOnPause; + if (!preserveEglContextOnPause || sGLThreadManager.shouldReleaseEGLContextWhenPausing()) { + stopEglContextLocked(); + if (LOG_SURFACE) { + Log.i("GLThread", "releasing EGL context because paused tid=" + getId()); + } + } + } + + // When pausing, optionally terminate EGL: + if (pausing) { + if (sGLThreadManager.shouldTerminateEGLWhenPausing()) { + mEglHelper.finish(); + if (LOG_SURFACE) { + Log.i("GLThread", "terminating EGL because paused tid=" + getId()); + } + } + } + + // Have we lost the SurfaceView surface? + if ((! mHasSurface) && (! mWaitingForSurface)) { + if (LOG_SURFACE) { + Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId()); + } + if (mHaveEglSurface) { + stopEglSurfaceLocked(); + } + mWaitingForSurface = true; + mSurfaceIsBad = false; + sGLThreadManager.notifyAll(); + } + + // Have we acquired the surface view surface? + if (mHasSurface && mWaitingForSurface) { + if (LOG_SURFACE) { + Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId()); + } + mWaitingForSurface = false; + sGLThreadManager.notifyAll(); + } + + if (doRenderNotification) { + if (LOG_SURFACE) { + Log.i("GLThread", "sending render notification tid=" + getId()); + } + wantRenderNotification = false; + doRenderNotification = false; + mRenderComplete = true; + sGLThreadManager.notifyAll(); + } + + // Ready to draw? + if (readyToDraw()) { + + // If we don't have an EGL context, try to acquire one. + if (! mHaveEglContext) { + if (askedToReleaseEglContext) { + askedToReleaseEglContext = false; + } else if (sGLThreadManager.tryAcquireEglContextLocked(this)) { + try { + mEglHelper.start(); + } catch (RuntimeException t) { + sGLThreadManager.releaseEglContextLocked(this); + throw t; + } + mHaveEglContext = true; + createEglContext = true; + + sGLThreadManager.notifyAll(); + } + } + + if (mHaveEglContext && !mHaveEglSurface) { + mHaveEglSurface = true; + createEglSurface = true; + createGlInterface = true; + sizeChanged = true; + } + + if (mHaveEglSurface) { + if (mSizeChanged) { + sizeChanged = true; + w = mWidth; + h = mHeight; + wantRenderNotification = true; + if (LOG_SURFACE) { + Log.i("GLThread", + "noticing that we want render notification tid=" + + getId()); + } + + // Destroy and recreate the EGL surface. + createEglSurface = true; + + mSizeChanged = false; + } + mRequestRender = false; + sGLThreadManager.notifyAll(); + break; + } + } + + // By design, this is the only place in a GLThread thread where we wait(). + if (LOG_THREADS) { + Log.i("GLThread", "waiting tid=" + getId() + + " mHaveEglContext: " + mHaveEglContext + + " mHaveEglSurface: " + mHaveEglSurface + + " mFinishedCreatingEglSurface: " + mFinishedCreatingEglSurface + + " mPaused: " + mPaused + + " mHasSurface: " + mHasSurface + + " mSurfaceIsBad: " + mSurfaceIsBad + + " mWaitingForSurface: " + mWaitingForSurface + + " mWidth: " + mWidth + + " mHeight: " + mHeight + + " mRequestRender: " + mRequestRender + + " mRenderMode: " + mRenderMode); + } + sGLThreadManager.wait(); + } + } // end of synchronized(sGLThreadManager) + + if (event != null) { + event.run(); + event = null; + continue; + } + + if (createEglSurface) { + if (LOG_SURFACE) { + Log.w("GLThread", "egl createSurface"); + } + if (mEglHelper.createSurface()) { + synchronized(sGLThreadManager) { + mFinishedCreatingEglSurface = true; + sGLThreadManager.notifyAll(); + } + } else { + synchronized(sGLThreadManager) { + mFinishedCreatingEglSurface = true; + mSurfaceIsBad = true; + sGLThreadManager.notifyAll(); + } + continue; + } + createEglSurface = false; + } + + if (createGlInterface) { + gl = (GL10) mEglHelper.createGL(); + + sGLThreadManager.checkGLDriver(gl); + createGlInterface = false; + } + + if (createEglContext) { + if (LOG_RENDERER) { + Log.w("GLThread", "onSurfaceCreated"); + } + GLSurfaceView view = mGLSurfaceViewWeakRef.get(); + if (view != null) { + view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig); + } + createEglContext = false; + } + + if (sizeChanged) { + if (LOG_RENDERER) { + Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")"); + } + GLSurfaceView view = mGLSurfaceViewWeakRef.get(); + if (view != null) { + view.mRenderer.onSurfaceChanged(gl, w, h); + } + sizeChanged = false; + } + + if (LOG_RENDERER_DRAW_FRAME) { + Log.w("GLThread", "onDrawFrame tid=" + getId()); + } + { + GLSurfaceView view = mGLSurfaceViewWeakRef.get(); + if (view != null) { + view.mRenderer.onDrawFrame(gl); + } + } + int swapError = mEglHelper.swap(); + switch (swapError) { + case EGL10.EGL_SUCCESS: + break; + case EGL11.EGL_CONTEXT_LOST: + if (LOG_SURFACE) { + Log.i("GLThread", "egl context lost tid=" + getId()); + } + lostEglContext = true; + break; + default: + // Other errors typically mean that the current surface is bad, + // probably because the SurfaceView surface has been destroyed, + // but we haven't been notified yet. + // Log the error to help developers understand why rendering stopped. + EglHelper.logEglErrorAsWarning("GLThread", "eglSwapBuffers", swapError); + + synchronized(sGLThreadManager) { + mSurfaceIsBad = true; + sGLThreadManager.notifyAll(); + } + break; + } + + if (wantRenderNotification) { + doRenderNotification = true; + } + } + + } finally { + /* + * clean-up everything... + */ + synchronized (sGLThreadManager) { + stopEglSurfaceLocked(); + stopEglContextLocked(); + } + } + } + + public boolean ableToDraw() { + return mHaveEglContext && mHaveEglSurface && readyToDraw(); + } + + private boolean readyToDraw() { + return (!mPaused) && mHasSurface && (!mSurfaceIsBad) + && (mWidth > 0) && (mHeight > 0) + && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY)); + } + + public void setRenderMode(int renderMode) { + if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) { + throw new IllegalArgumentException("renderMode"); + } + synchronized(sGLThreadManager) { + mRenderMode = renderMode; + sGLThreadManager.notifyAll(); + } + } + + public int getRenderMode() { + synchronized(sGLThreadManager) { + return mRenderMode; + } + } + + public void requestRender() { + synchronized(sGLThreadManager) { + mRequestRender = true; + sGLThreadManager.notifyAll(); + } + } + + public void surfaceCreated() { + synchronized(sGLThreadManager) { + if (LOG_THREADS) { + Log.i("GLThread", "surfaceCreated tid=" + getId()); + } + mHasSurface = true; + mFinishedCreatingEglSurface = false; + sGLThreadManager.notifyAll(); + while (mWaitingForSurface + && !mFinishedCreatingEglSurface + && !mExited) { + try { + sGLThreadManager.wait(); + } catch (InterruptedException e) { + Thread.currentThread().interrupt(); + } + } + } + } + + public void surfaceDestroyed() { + synchronized(sGLThreadManager) { + if (LOG_THREADS) { + Log.i("GLThread", "surfaceDestroyed tid=" + getId()); + } + mHasSurface = false; + sGLThreadManager.notifyAll(); + while((!mWaitingForSurface) && (!mExited)) { + try { + sGLThreadManager.wait(); + } catch (InterruptedException e) { + Thread.currentThread().interrupt(); + } + } + } + } + + public void onPause() { + synchronized (sGLThreadManager) { + if (LOG_PAUSE_RESUME) { + Log.i("GLThread", "onPause tid=" + getId()); + } + mRequestPaused = true; + sGLThreadManager.notifyAll(); + while ((! mExited) && (! mPaused)) { + if (LOG_PAUSE_RESUME) { + Log.i("Main thread", "onPause waiting for mPaused."); + } + try { + sGLThreadManager.wait(); + } catch (InterruptedException ex) { + Thread.currentThread().interrupt(); + } + } + } + } + + public void onResume() { + synchronized (sGLThreadManager) { + if (LOG_PAUSE_RESUME) { + Log.i("GLThread", "onResume tid=" + getId()); + } + mRequestPaused = false; + mRequestRender = true; + mRenderComplete = false; + sGLThreadManager.notifyAll(); + while ((! mExited) && mPaused && (!mRenderComplete)) { + if (LOG_PAUSE_RESUME) { + Log.i("Main thread", "onResume waiting for !mPaused."); + } + try { + sGLThreadManager.wait(); + } catch (InterruptedException ex) { + Thread.currentThread().interrupt(); + } + } + } + } + + public void onWindowResize(int w, int h) { + synchronized (sGLThreadManager) { + mWidth = w; + mHeight = h; + mSizeChanged = true; + mRequestRender = true; + mRenderComplete = false; + sGLThreadManager.notifyAll(); + + // Wait for thread to react to resize and render a frame + while (! mExited && !mPaused && !mRenderComplete + && ableToDraw()) { + if (LOG_SURFACE) { + Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId()); + } + try { + sGLThreadManager.wait(); + } catch (InterruptedException ex) { + Thread.currentThread().interrupt(); + } + } + } + } + + public void requestExitAndWait() { + // don't call this from GLThread thread or it is a guaranteed + // deadlock! + synchronized(sGLThreadManager) { + mShouldExit = true; + sGLThreadManager.notifyAll(); + while (! mExited) { + try { + sGLThreadManager.wait(); + } catch (InterruptedException ex) { + Thread.currentThread().interrupt(); + } + } + } + } + + public void requestReleaseEglContextLocked() { + mShouldReleaseEglContext = true; + sGLThreadManager.notifyAll(); + } + + /** + * Queue an "event" to be run on the GL rendering thread. + * @param r the runnable to be run on the GL rendering thread. + */ + public void queueEvent(Runnable r) { + if (r == null) { + throw new IllegalArgumentException("r must not be null"); + } + synchronized(sGLThreadManager) { + mEventQueue.add(r); + sGLThreadManager.notifyAll(); + } + } + + // Once the thread is started, all accesses to the following member + // variables are protected by the sGLThreadManager monitor + private boolean mShouldExit; + private boolean mExited; + private boolean mRequestPaused; + private boolean mPaused; + private boolean mHasSurface; + private boolean mSurfaceIsBad; + private boolean mWaitingForSurface; + private boolean mHaveEglContext; + private boolean mHaveEglSurface; + private boolean mFinishedCreatingEglSurface; + private boolean mShouldReleaseEglContext; + private int mWidth; + private int mHeight; + private int mRenderMode; + private boolean mRequestRender; + private boolean mRenderComplete; + private final ArrayList mEventQueue = new ArrayList<>(); + private boolean mSizeChanged = true; + + // End of member variables protected by the sGLThreadManager monitor. + + private EglHelper mEglHelper; + + /** + * Set once at thread construction time, nulled out when the parent view is garbage + * called. This weak reference allows the GLSurfaceView to be garbage collected while + * the GLThread is still alive. + */ + private final WeakReference mGLSurfaceViewWeakRef; + + } + + static class LogWriter extends Writer { + + @Override public void close() { + flushBuilder(); + } + + @Override public void flush() { + flushBuilder(); + } + + @Override public void write(char[] buf, int offset, int count) { + for(int i = 0; i < count; i++) { + char c = buf[offset + i]; + if ( c == '\n') { + flushBuilder(); + } + else { + mBuilder.append(c); + } + } + } + + private void flushBuilder() { + if (mBuilder.length() > 0) { + Log.v("GLSurfaceView", mBuilder.toString()); + mBuilder.delete(0, mBuilder.length()); + } + } + + private final StringBuilder mBuilder = new StringBuilder(); + } + + + private void checkRenderThreadState() { + if (mGLThread != null) { + throw new IllegalStateException( + "setRenderer has already been called for this instance."); + } + } + + private static class GLThreadManager { + private static final String TAG = "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 + * context. 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 context was acquired. + */ + public boolean tryAcquireEglContextLocked(GLThread thread) { + if (mEglOwner == thread || mEglOwner == null) { + mEglOwner = thread; + notifyAll(); + return true; + } + checkGLESVersion(); + if (mMultipleGLESContextsAllowed) { + return true; + } + // Notify the owning thread that it should release the context. + // TODO: implement a fairness policy. Currently + // if the owning thread is drawing continuously it will just + // reacquire the EGL context. + if (mEglOwner != null) { + mEglOwner.requestReleaseEglContextLocked(); + } + return false; + } + + /* + * Releases the EGL context. Requires that we are already in the + * sGLThreadManager monitor when this is called. + */ + public void releaseEglContextLocked(GLThread thread) { + if (mEglOwner == thread) { + mEglOwner = null; + } + notifyAll(); + } + + public synchronized boolean shouldReleaseEGLContextWhenPausing() { + // Release the EGL context when pausing even if + // the hardware supports multiple EGL contexts. + // Otherwise the device could run out of EGL contexts. + return mLimitedGLESContexts; + } + + public synchronized boolean shouldTerminateEGLWhenPausing() { + checkGLESVersion(); + return !mMultipleGLESContextsAllowed; + } + + public synchronized void checkGLDriver(GL10 gl) { + if (! mGLESDriverCheckComplete) { + checkGLESVersion(); + String renderer = gl.glGetString(GL10.GL_RENDERER); + if (mGLESVersion < kGLES_20) { + mMultipleGLESContextsAllowed = + ! renderer.startsWith(kMSM7K_RENDERER_PREFIX); + notifyAll(); + } + mLimitedGLESContexts = !mMultipleGLESContextsAllowed; + if (LOG_SURFACE) { + Log.w(TAG, "checkGLDriver renderer = \"" + renderer + "\" multipleContextsAllowed = " + + mMultipleGLESContextsAllowed + + " mLimitedGLESContexts = " + mLimitedGLESContexts); + } + mGLESDriverCheckComplete = true; + } + } + + private static int getGLESVersion() { + try { + Class clazz = Class.forName("android.os.SystemProperties"); + Method method = clazz.getMethod("getInt", String.class, int.class); + Object result = method.invoke(null, "ro.opengles.version", + ConfigurationInfo.GL_ES_VERSION_UNDEFINED); + if (result instanceof Integer) { + return (Integer) result; + } + } catch (ClassNotFoundException e) { + e.printStackTrace(); + } catch (NoSuchMethodException e) { + e.printStackTrace(); + } catch (InvocationTargetException e) { + e.printStackTrace(); + } catch (IllegalAccessException e) { + e.printStackTrace(); + } + return ConfigurationInfo.GL_ES_VERSION_UNDEFINED; + } + + private void checkGLESVersion() { + if (! mGLESVersionCheckComplete) { + mGLESVersion = getGLESVersion(); + if (mGLESVersion >= kGLES_20) { + mMultipleGLESContextsAllowed = true; + } + if (LOG_SURFACE) { + Log.w(TAG, "checkGLESVersion mGLESVersion =" + + " " + mGLESVersion + " mMultipleGLESContextsAllowed = " + mMultipleGLESContextsAllowed); + } + mGLESVersionCheckComplete = true; + } + } + + /** + * This check was required for some pre-Android-3.0 hardware. Android 3.0 provides + * support for hardware-accelerated views, therefore multiple EGL contexts are + * supported on all Android 3.0+ EGL drivers. + */ + private boolean mGLESVersionCheckComplete; + private int mGLESVersion; + private boolean mGLESDriverCheckComplete; + private boolean mMultipleGLESContextsAllowed; + private boolean mLimitedGLESContexts; + private static final int kGLES_20 = 0x20000; + private static final String kMSM7K_RENDERER_PREFIX = + "Q3Dimension MSM7500 "; + private GLThread mEglOwner; + } + + private static final GLThreadManager sGLThreadManager = new GLThreadManager(); + + private final WeakReference mThisWeakRef = + new WeakReference<>(this); + private GLThread mGLThread; + private Renderer mRenderer; + private boolean mDetached; + private EGLConfigChooser mEGLConfigChooser; + private EGLContextFactory mEGLContextFactory; + private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; + private GLWrapper mGLWrapper; + private int mDebugFlags; + private int mEGLContextClientVersion; + private boolean mPreserveEGLContextOnPause; +}