1946 lines
75 KiB
Java
1946 lines
75 KiB
Java
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/*
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* Copyright (C) 2008 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.opengl;
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import android.compat.annotation.UnsupportedAppUsage;
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import android.content.Context;
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import android.os.Trace;
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import android.util.AttributeSet;
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import android.util.Log;
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import android.view.SurfaceHolder;
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import android.view.SurfaceView;
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import java.io.Writer;
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import java.lang.ref.WeakReference;
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import java.util.ArrayList;
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import javax.microedition.khronos.egl.EGL10;
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import javax.microedition.khronos.egl.EGL11;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.egl.EGLContext;
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import javax.microedition.khronos.egl.EGLDisplay;
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import javax.microedition.khronos.egl.EGLSurface;
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import javax.microedition.khronos.opengles.GL;
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import javax.microedition.khronos.opengles.GL10;
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/**
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* An implementation of SurfaceView that uses the dedicated surface for
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* displaying OpenGL rendering.
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* <p>
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* A GLSurfaceView provides the following features:
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* <p>
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* <ul>
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* <li>Manages a surface, which is a special piece of memory that can be
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* composited into the Android view system.
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* <li>Manages an EGL display, which enables OpenGL to render into a surface.
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* <li>Accepts a user-provided Renderer object that does the actual rendering.
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* <li>Renders on a dedicated thread to decouple rendering performance from the
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* UI thread.
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* <li>Supports both on-demand and continuous rendering.
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* <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
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* </ul>
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*
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* <div class="special reference">
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* <h3>Developer Guides</h3>
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* <p>For more information about how to use OpenGL, read the
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* <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer guide.</p>
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* </div>
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*
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* <h3>Using GLSurfaceView</h3>
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* <p>
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* Typically you use GLSurfaceView by subclassing it and overriding one or more of the
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* View system input event methods. If your application does not need to override event
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* methods then GLSurfaceView can be used as-is. For the most part
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* GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
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* For example, unlike a regular View, drawing is delegated to a separate Renderer object which
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* is registered with the GLSurfaceView
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* using the {@link #setRenderer(Renderer)} call.
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* <p>
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* <h3>Initializing GLSurfaceView</h3>
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* All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}.
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* However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
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* more of these methods before calling setRenderer:
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* <ul>
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* <li>{@link #setDebugFlags(int)}
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* <li>{@link #setEGLConfigChooser(boolean)}
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* <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
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* <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
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* <li>{@link #setGLWrapper(GLWrapper)}
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* </ul>
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* <p>
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* <h4>Specifying the android.view.Surface</h4>
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* By default GLSurfaceView will create a PixelFormat.RGB_888 format surface. If a translucent
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* surface is required, call getHolder().setFormat(PixelFormat.TRANSLUCENT).
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* The exact format of a TRANSLUCENT surface is device dependent, but it will be
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* a 32-bit-per-pixel surface with 8 bits per component.
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* <p>
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* <h4>Choosing an EGL Configuration</h4>
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* A given Android device may support multiple EGLConfig rendering configurations.
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* The available configurations may differ in how many channels of data are present, as
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* well as how many bits are allocated to each channel. Therefore, the first thing
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* GLSurfaceView has to do when starting to render is choose what EGLConfig to use.
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* <p>
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* By default GLSurfaceView chooses a EGLConfig that has an RGB_888 pixel format,
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* with at least a 16-bit depth buffer and no stencil.
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* <p>
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* If you would prefer a different EGLConfig
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* you can override the default behavior by calling one of the
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* setEGLConfigChooser methods.
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* <p>
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* <h4>Debug Behavior</h4>
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* You can optionally modify the behavior of GLSurfaceView by calling
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* one or more of the debugging methods {@link #setDebugFlags(int)},
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* and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
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* typically they are called before setRenderer so that they take effect immediately.
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* <p>
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* <h4>Setting a Renderer</h4>
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* Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
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* The renderer is
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* responsible for doing the actual OpenGL rendering.
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* <p>
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* <h3>Rendering Mode</h3>
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* Once the renderer is set, you can control whether the renderer draws
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* continuously or on-demand by calling
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* {@link #setRenderMode}. The default is continuous rendering.
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* <p>
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* <h3>Activity Life-cycle</h3>
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* A GLSurfaceView must be notified when to pause and resume rendering. GLSurfaceView clients
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* are required to call {@link #onPause()} when the activity stops and
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* {@link #onResume()} when the activity starts. These calls allow GLSurfaceView to
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* pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
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* the OpenGL display.
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* <p>
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* <h3>Handling events</h3>
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* <p>
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* To handle an event you will typically subclass GLSurfaceView and override the
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* appropriate method, just as you would with any other View. However, when handling
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* the event, you may need to communicate with the Renderer object
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* that's running in the rendering thread. You can do this using any
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* standard Java cross-thread communication mechanism. In addition,
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* one relatively easy way to communicate with your renderer is
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* to call
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* {@link #queueEvent(Runnable)}. For example:
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* <pre class="prettyprint">
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* class MyGLSurfaceView extends GLSurfaceView {
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*
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* private MyRenderer mMyRenderer;
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*
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* public void start() {
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* mMyRenderer = ...;
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* setRenderer(mMyRenderer);
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* }
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*
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* public boolean onKeyDown(int keyCode, KeyEvent event) {
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* if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
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* queueEvent(new Runnable() {
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* // This method will be called on the rendering
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* // thread:
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* public void run() {
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* mMyRenderer.handleDpadCenter();
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* }});
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* return true;
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* }
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* return super.onKeyDown(keyCode, event);
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* }
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* }
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* </pre>
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*
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*/
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public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback2 {
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private final static String TAG = "GLSurfaceView";
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private final static boolean LOG_ATTACH_DETACH = false;
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private final static boolean LOG_THREADS = false;
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private final static boolean LOG_PAUSE_RESUME = false;
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private final static boolean LOG_SURFACE = false;
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private final static boolean LOG_RENDERER = false;
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private final static boolean LOG_RENDERER_DRAW_FRAME = false;
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private final static boolean LOG_EGL = false;
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/**
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* The renderer only renders
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* when the surface is created, or when {@link #requestRender} is called.
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*
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* @see #getRenderMode()
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* @see #setRenderMode(int)
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* @see #requestRender()
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*/
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public final static int RENDERMODE_WHEN_DIRTY = 0;
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/**
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* The renderer is called
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* continuously to re-render the scene.
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*
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* @see #getRenderMode()
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* @see #setRenderMode(int)
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*/
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public final static int RENDERMODE_CONTINUOUSLY = 1;
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/**
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* Check glError() after every GL call and throw an exception if glError indicates
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* that an error has occurred. This can be used to help track down which OpenGL ES call
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* is causing an error.
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*
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* @see #getDebugFlags
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* @see #setDebugFlags
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*/
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public final static int DEBUG_CHECK_GL_ERROR = 1;
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/**
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* Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
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*
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* @see #getDebugFlags
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* @see #setDebugFlags
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*/
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public final static int DEBUG_LOG_GL_CALLS = 2;
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/**
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* Standard View constructor. In order to render something, you
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* must call {@link #setRenderer} to register a renderer.
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*/
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public GLSurfaceView(Context context) {
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super(context);
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init();
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}
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/**
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* Standard View constructor. In order to render something, you
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* must call {@link #setRenderer} to register a renderer.
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*/
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public GLSurfaceView(Context context, AttributeSet attrs) {
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super(context, attrs);
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init();
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}
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@Override
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protected void finalize() throws Throwable {
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try {
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if (mGLThread != null) {
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// GLThread may still be running if this view was never
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// attached to a window.
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mGLThread.requestExitAndWait();
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}
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} finally {
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super.finalize();
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}
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}
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private void init() {
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// Install a SurfaceHolder.Callback so we get notified when the
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// underlying surface is created and destroyed
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SurfaceHolder holder = getHolder();
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holder.addCallback(this);
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// setFormat is done by SurfaceView in SDK 2.3 and newer. Uncomment
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// this statement if back-porting to 2.2 or older:
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// holder.setFormat(PixelFormat.RGB_565);
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//
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// setType is not needed for SDK 2.0 or newer. Uncomment this
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// statement if back-porting this code to older SDKs.
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// holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
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}
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/**
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* Set the glWrapper. If the glWrapper is not null, its
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* {@link GLWrapper#wrap(GL)} method is called
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* whenever a surface is created. A GLWrapper can be used to wrap
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* the GL object that's passed to the renderer. Wrapping a GL
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* object enables examining and modifying the behavior of the
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* GL calls made by the renderer.
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* <p>
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* Wrapping is typically used for debugging purposes.
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* <p>
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* The default value is null.
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* @param glWrapper the new GLWrapper
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*/
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public void setGLWrapper(GLWrapper glWrapper) {
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mGLWrapper = glWrapper;
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}
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/**
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* Set the debug flags to a new value. The value is
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* constructed by OR-together zero or more
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* of the DEBUG_CHECK_* constants. The debug flags take effect
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* whenever a surface is created. The default value is zero.
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* @param debugFlags the new debug flags
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* @see #DEBUG_CHECK_GL_ERROR
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* @see #DEBUG_LOG_GL_CALLS
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*/
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public void setDebugFlags(int debugFlags) {
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mDebugFlags = debugFlags;
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}
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/**
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* Get the current value of the debug flags.
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* @return the current value of the debug flags.
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*/
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public int getDebugFlags() {
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return mDebugFlags;
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}
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/**
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* Control whether the EGL context is preserved when the GLSurfaceView is paused and
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* resumed.
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* <p>
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* If set to true, then the EGL context may be preserved when the GLSurfaceView is paused.
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* <p>
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* Prior to API level 11, whether the EGL context is actually preserved or not
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* depends upon whether the Android device can support an arbitrary number of
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* EGL contexts or not. Devices that can only support a limited number of EGL
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* contexts must release the EGL context in order to allow multiple applications
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* to share the GPU.
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* <p>
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* If set to false, the EGL context will be released when the GLSurfaceView is paused,
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* and recreated when the GLSurfaceView is resumed.
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* <p>
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*
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* The default is false.
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*
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* @param preserveOnPause preserve the EGL context when paused
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*/
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public void setPreserveEGLContextOnPause(boolean preserveOnPause) {
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mPreserveEGLContextOnPause = preserveOnPause;
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}
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/**
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* @return true if the EGL context will be preserved when paused
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*/
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public boolean getPreserveEGLContextOnPause() {
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return mPreserveEGLContextOnPause;
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}
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/**
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* Set the renderer associated with this view. Also starts the thread that
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* will call the renderer, which in turn causes the rendering to start.
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* <p>This method should be called once and only once in the life-cycle of
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* a GLSurfaceView.
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* <p>The following GLSurfaceView methods can only be called <em>before</em>
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* setRenderer is called:
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* <ul>
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* <li>{@link #setEGLConfigChooser(boolean)}
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* <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
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* <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
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* </ul>
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* <p>
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* The following GLSurfaceView methods can only be called <em>after</em>
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* setRenderer is called:
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* <ul>
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* <li>{@link #getRenderMode()}
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* <li>{@link #onPause()}
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* <li>{@link #onResume()}
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* <li>{@link #queueEvent(Runnable)}
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* <li>{@link #requestRender()}
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* <li>{@link #setRenderMode(int)}
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* </ul>
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*
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* @param renderer the renderer to use to perform OpenGL drawing.
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*/
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public void setRenderer(Renderer renderer) {
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checkRenderThreadState();
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if (mEGLConfigChooser == null) {
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mEGLConfigChooser = new SimpleEGLConfigChooser(true);
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}
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if (mEGLContextFactory == null) {
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mEGLContextFactory = new DefaultContextFactory();
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}
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if (mEGLWindowSurfaceFactory == null) {
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mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
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}
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mRenderer = renderer;
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mGLThread = new GLThread(mThisWeakRef);
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mGLThread.start();
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}
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/**
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* Install a custom EGLContextFactory.
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* <p>If this method is
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* called, it must be called before {@link #setRenderer(Renderer)}
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* is called.
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* <p>
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* If this method is not called, then by default
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* a context will be created with no shared context and
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* with a null attribute list.
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*/
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public void setEGLContextFactory(EGLContextFactory factory) {
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checkRenderThreadState();
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mEGLContextFactory = factory;
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}
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/**
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* Install a custom EGLWindowSurfaceFactory.
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* <p>If this method is
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* called, it must be called before {@link #setRenderer(Renderer)}
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* is called.
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* <p>
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* If this method is not called, then by default
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* a window surface will be created with a null attribute list.
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*/
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public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) {
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checkRenderThreadState();
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mEGLWindowSurfaceFactory = factory;
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}
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/**
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* Install a custom EGLConfigChooser.
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* <p>If this method is
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* called, it must be called before {@link #setRenderer(Renderer)}
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* is called.
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* <p>
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* If no setEGLConfigChooser method is called, then by default the
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* view will choose an EGLConfig that is compatible with the current
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* android.view.Surface, with a depth buffer depth of
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* at least 16 bits.
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* @param configChooser
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*/
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public void setEGLConfigChooser(EGLConfigChooser configChooser) {
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checkRenderThreadState();
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mEGLConfigChooser = configChooser;
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}
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/**
|
||
|
* Install a config chooser which will choose a config
|
||
|
* as close to 16-bit RGB as possible, with or without an optional depth
|
||
|
* buffer as close to 16-bits as possible.
|
||
|
* <p>If this method is
|
||
|
* called, it must be called before {@link #setRenderer(Renderer)}
|
||
|
* is called.
|
||
|
* <p>
|
||
|
* If no setEGLConfigChooser method is called, then by default the
|
||
|
* view will choose an RGB_888 surface with a depth buffer depth of
|
||
|
* at least 16 bits.
|
||
|
*
|
||
|
* @param needDepth
|
||
|
*/
|
||
|
public void setEGLConfigChooser(boolean needDepth) {
|
||
|
setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Install a config chooser which will choose a config
|
||
|
* with at least the specified depthSize and stencilSize,
|
||
|
* and exactly the specified redSize, greenSize, blueSize and alphaSize.
|
||
|
* <p>If this method is
|
||
|
* called, it must be called before {@link #setRenderer(Renderer)}
|
||
|
* is called.
|
||
|
* <p>
|
||
|
* If no setEGLConfigChooser method is called, then by default the
|
||
|
* view will choose an RGB_888 surface with a depth buffer depth of
|
||
|
* at least 16 bits.
|
||
|
*
|
||
|
*/
|
||
|
public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
|
||
|
int alphaSize, int depthSize, int stencilSize) {
|
||
|
setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
|
||
|
blueSize, alphaSize, depthSize, stencilSize));
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Inform the default EGLContextFactory and default EGLConfigChooser
|
||
|
* which EGLContext client version to pick.
|
||
|
* <p>Use this method to create an OpenGL ES 2.0-compatible context.
|
||
|
* Example:
|
||
|
* <pre class="prettyprint">
|
||
|
* public MyView(Context context) {
|
||
|
* super(context);
|
||
|
* setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context.
|
||
|
* setRenderer(new MyRenderer());
|
||
|
* }
|
||
|
* </pre>
|
||
|
* <p>Note: Activities which require OpenGL ES 2.0 should indicate this by
|
||
|
* setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the activity's
|
||
|
* AndroidManifest.xml file.
|
||
|
* <p>If this method is called, it must be called before {@link #setRenderer(Renderer)}
|
||
|
* is called.
|
||
|
* <p>This method only affects the behavior of the default EGLContexFactory and the
|
||
|
* default EGLConfigChooser. If
|
||
|
* {@link #setEGLContextFactory(EGLContextFactory)} has been called, then the supplied
|
||
|
* EGLContextFactory is responsible for creating an OpenGL ES 2.0-compatible context.
|
||
|
* If
|
||
|
* {@link #setEGLConfigChooser(EGLConfigChooser)} has been called, then the supplied
|
||
|
* EGLConfigChooser is responsible for choosing an OpenGL ES 2.0-compatible config.
|
||
|
* @param version The EGLContext client version to choose. Use 2 for OpenGL ES 2.0
|
||
|
*/
|
||
|
public void setEGLContextClientVersion(int version) {
|
||
|
checkRenderThreadState();
|
||
|
mEGLContextClientVersion = version;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Set the rendering mode. When renderMode is
|
||
|
* RENDERMODE_CONTINUOUSLY, the renderer is called
|
||
|
* repeatedly to re-render the scene. When renderMode
|
||
|
* is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
|
||
|
* is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY.
|
||
|
* <p>
|
||
|
* Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
|
||
|
* by allowing the GPU and CPU to idle when the view does not need to be updated.
|
||
|
* <p>
|
||
|
* This method can only be called after {@link #setRenderer(Renderer)}
|
||
|
*
|
||
|
* @param renderMode one of the RENDERMODE_X constants
|
||
|
* @see #RENDERMODE_CONTINUOUSLY
|
||
|
* @see #RENDERMODE_WHEN_DIRTY
|
||
|
*/
|
||
|
public void setRenderMode(int renderMode) {
|
||
|
mGLThread.setRenderMode(renderMode);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Get the current rendering mode. May be called
|
||
|
* from any thread. Must not be called before a renderer has been set.
|
||
|
* @return the current rendering mode.
|
||
|
* @see #RENDERMODE_CONTINUOUSLY
|
||
|
* @see #RENDERMODE_WHEN_DIRTY
|
||
|
*/
|
||
|
public int getRenderMode() {
|
||
|
return mGLThread.getRenderMode();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Request that the renderer render a frame.
|
||
|
* This method is typically used when the render mode has been set to
|
||
|
* {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
|
||
|
* May be called
|
||
|
* from any thread. Must not be called before a renderer has been set.
|
||
|
*/
|
||
|
public void requestRender() {
|
||
|
mGLThread.requestRender();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This method is part of the SurfaceHolder.Callback interface, and is
|
||
|
* not normally called or subclassed by clients of GLSurfaceView.
|
||
|
*/
|
||
|
public void surfaceCreated(SurfaceHolder holder) {
|
||
|
mGLThread.surfaceCreated();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This method is part of the SurfaceHolder.Callback interface, and is
|
||
|
* not normally called or subclassed by clients of GLSurfaceView.
|
||
|
*/
|
||
|
public void surfaceDestroyed(SurfaceHolder holder) {
|
||
|
// Surface will be destroyed when we return
|
||
|
mGLThread.surfaceDestroyed();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This method is part of the SurfaceHolder.Callback interface, and is
|
||
|
* not normally called or subclassed by clients of GLSurfaceView.
|
||
|
*/
|
||
|
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
|
||
|
mGLThread.onWindowResize(w, h);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This method is part of the SurfaceHolder.Callback2 interface, and is
|
||
|
* not normally called or subclassed by clients of GLSurfaceView.
|
||
|
*/
|
||
|
@Override
|
||
|
public void surfaceRedrawNeededAsync(SurfaceHolder holder, Runnable finishDrawing) {
|
||
|
if (mGLThread != null) {
|
||
|
mGLThread.requestRenderAndNotify(finishDrawing);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This method is part of the SurfaceHolder.Callback2 interface, and is
|
||
|
* not normally called or subclassed by clients of GLSurfaceView.
|
||
|
*/
|
||
|
@Deprecated
|
||
|
@Override
|
||
|
public void surfaceRedrawNeeded(SurfaceHolder holder) {
|
||
|
// Since we are part of the framework we know only surfaceRedrawNeededAsync
|
||
|
// will be called.
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Pause the rendering thread, optionally tearing down the EGL context
|
||
|
* depending upon the value of {@link #setPreserveEGLContextOnPause(boolean)}.
|
||
|
*
|
||
|
* This method should be called when it is no longer desirable for the
|
||
|
* GLSurfaceView to continue rendering, such as in response to
|
||
|
* {@link android.app.Activity#onStop Activity.onStop}.
|
||
|
*
|
||
|
* Must not be called before a renderer has been set.
|
||
|
*/
|
||
|
public void onPause() {
|
||
|
mGLThread.onPause();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Resumes the rendering thread, re-creating the OpenGL context if necessary. It
|
||
|
* is the counterpart to {@link #onPause()}.
|
||
|
*
|
||
|
* This method should typically be called in
|
||
|
* {@link android.app.Activity#onStart Activity.onStart}.
|
||
|
*
|
||
|
* Must not be called before a renderer has been set.
|
||
|
*/
|
||
|
public void onResume() {
|
||
|
mGLThread.onResume();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Queue a runnable to be run on the GL rendering thread. This can be used
|
||
|
* to communicate with the Renderer on the rendering thread.
|
||
|
* Must not be called before a renderer has been set.
|
||
|
* @param r the runnable to be run on the GL rendering thread.
|
||
|
*/
|
||
|
public void queueEvent(Runnable r) {
|
||
|
mGLThread.queueEvent(r);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This method is used as part of the View class and is not normally
|
||
|
* called or subclassed by clients of GLSurfaceView.
|
||
|
*/
|
||
|
@Override
|
||
|
protected void onAttachedToWindow() {
|
||
|
super.onAttachedToWindow();
|
||
|
if (LOG_ATTACH_DETACH) {
|
||
|
Log.d(TAG, "onAttachedToWindow reattach =" + mDetached);
|
||
|
}
|
||
|
if (mDetached && (mRenderer != null)) {
|
||
|
int renderMode = RENDERMODE_CONTINUOUSLY;
|
||
|
if (mGLThread != null) {
|
||
|
renderMode = mGLThread.getRenderMode();
|
||
|
}
|
||
|
mGLThread = new GLThread(mThisWeakRef);
|
||
|
if (renderMode != RENDERMODE_CONTINUOUSLY) {
|
||
|
mGLThread.setRenderMode(renderMode);
|
||
|
}
|
||
|
mGLThread.start();
|
||
|
}
|
||
|
mDetached = false;
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
protected void onDetachedFromWindow() {
|
||
|
if (LOG_ATTACH_DETACH) {
|
||
|
Log.d(TAG, "onDetachedFromWindow");
|
||
|
}
|
||
|
if (mGLThread != null) {
|
||
|
mGLThread.requestExitAndWait();
|
||
|
}
|
||
|
mDetached = true;
|
||
|
super.onDetachedFromWindow();
|
||
|
}
|
||
|
|
||
|
// ----------------------------------------------------------------------
|
||
|
|
||
|
/**
|
||
|
* An interface used to wrap a GL interface.
|
||
|
* <p>Typically
|
||
|
* used for implementing debugging and tracing on top of the default
|
||
|
* GL interface. You would typically use this by creating your own class
|
||
|
* that implemented all the GL methods by delegating to another GL instance.
|
||
|
* Then you could add your own behavior before or after calling the
|
||
|
* delegate. All the GLWrapper would do was instantiate and return the
|
||
|
* wrapper GL instance:
|
||
|
* <pre class="prettyprint">
|
||
|
* class MyGLWrapper implements GLWrapper {
|
||
|
* GL wrap(GL gl) {
|
||
|
* return new MyGLImplementation(gl);
|
||
|
* }
|
||
|
* static class MyGLImplementation implements GL,GL10,GL11,... {
|
||
|
* ...
|
||
|
* }
|
||
|
* }
|
||
|
* </pre>
|
||
|
* @see #setGLWrapper(GLWrapper)
|
||
|
*/
|
||
|
public interface GLWrapper {
|
||
|
/**
|
||
|
* Wraps a gl interface in another gl interface.
|
||
|
* @param gl a GL interface that is to be wrapped.
|
||
|
* @return either the input argument or another GL object that wraps the input argument.
|
||
|
*/
|
||
|
GL wrap(GL gl);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* A generic renderer interface.
|
||
|
* <p>
|
||
|
* The renderer is responsible for making OpenGL calls to render a frame.
|
||
|
* <p>
|
||
|
* GLSurfaceView clients typically create their own classes that implement
|
||
|
* this interface, and then call {@link GLSurfaceView#setRenderer} to
|
||
|
* register the renderer with the GLSurfaceView.
|
||
|
* <p>
|
||
|
*
|
||
|
* <div class="special reference">
|
||
|
* <h3>Developer Guides</h3>
|
||
|
* <p>For more information about how to use OpenGL, read the
|
||
|
* <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer guide.</p>
|
||
|
* </div>
|
||
|
*
|
||
|
* <h3>Threading</h3>
|
||
|
* The renderer will be called on a separate thread, so that rendering
|
||
|
* performance is decoupled from the UI thread. Clients typically need to
|
||
|
* communicate with the renderer from the UI thread, because that's where
|
||
|
* input events are received. Clients can communicate using any of the
|
||
|
* standard Java techniques for cross-thread communication, or they can
|
||
|
* use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
|
||
|
* <p>
|
||
|
* <h3>EGL Context Lost</h3>
|
||
|
* There are situations where the EGL rendering context will be lost. This
|
||
|
* typically happens when device wakes up after going to sleep. When
|
||
|
* the EGL context is lost, all OpenGL resources (such as textures) that are
|
||
|
* associated with that context will be automatically deleted. In order to
|
||
|
* keep rendering correctly, a renderer must recreate any lost resources
|
||
|
* that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
|
||
|
* is a convenient place to do this.
|
||
|
*
|
||
|
*
|
||
|
* @see #setRenderer(Renderer)
|
||
|
*/
|
||
|
public interface Renderer {
|
||
|
/**
|
||
|
* Called when the surface is created or recreated.
|
||
|
* <p>
|
||
|
* Called when the rendering thread
|
||
|
* starts and whenever the EGL context is lost. The EGL context will typically
|
||
|
* be lost when the Android device awakes after going to sleep.
|
||
|
* <p>
|
||
|
* Since this method is called at the beginning of rendering, as well as
|
||
|
* every time the EGL context is lost, this method is a convenient place to put
|
||
|
* code to create resources that need to be created when the rendering
|
||
|
* starts, and that need to be recreated when the EGL context is lost.
|
||
|
* Textures are an example of a resource that you might want to create
|
||
|
* here.
|
||
|
* <p>
|
||
|
* Note that when the EGL context is lost, all OpenGL resources associated
|
||
|
* with that context will be automatically deleted. You do not need to call
|
||
|
* the corresponding "glDelete" methods such as glDeleteTextures to
|
||
|
* manually delete these lost resources.
|
||
|
* <p>
|
||
|
* @param gl the GL interface. Use <code>instanceof</code> to
|
||
|
* test if the interface supports GL11 or higher interfaces.
|
||
|
* @param config the EGLConfig of the created surface. Can be used
|
||
|
* to create matching pbuffers.
|
||
|
*/
|
||
|
void onSurfaceCreated(GL10 gl, EGLConfig config);
|
||
|
|
||
|
/**
|
||
|
* Called when the surface changed size.
|
||
|
* <p>
|
||
|
* Called after the surface is created and whenever
|
||
|
* the OpenGL ES surface size changes.
|
||
|
* <p>
|
||
|
* Typically you will set your viewport here. If your camera
|
||
|
* is fixed then you could also set your projection matrix here:
|
||
|
* <pre class="prettyprint">
|
||
|
* void onSurfaceChanged(GL10 gl, int width, int height) {
|
||
|
* gl.glViewport(0, 0, width, height);
|
||
|
* // for a fixed camera, set the projection too
|
||
|
* float ratio = (float) width / height;
|
||
|
* gl.glMatrixMode(GL10.GL_PROJECTION);
|
||
|
* gl.glLoadIdentity();
|
||
|
* gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
|
||
|
* }
|
||
|
* </pre>
|
||
|
* @param gl the GL interface. Use <code>instanceof</code> to
|
||
|
* test if the interface supports GL11 or higher interfaces.
|
||
|
* @param width
|
||
|
* @param height
|
||
|
*/
|
||
|
void onSurfaceChanged(GL10 gl, int width, int height);
|
||
|
|
||
|
/**
|
||
|
* Called to draw the current frame.
|
||
|
* <p>
|
||
|
* This method is responsible for drawing the current frame.
|
||
|
* <p>
|
||
|
* The implementation of this method typically looks like this:
|
||
|
* <pre class="prettyprint">
|
||
|
* void onDrawFrame(GL10 gl) {
|
||
|
* gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
||
|
* //... other gl calls to render the scene ...
|
||
|
* }
|
||
|
* </pre>
|
||
|
* @param gl the GL interface. Use <code>instanceof</code> to
|
||
|
* test if the interface supports GL11 or higher interfaces.
|
||
|
*/
|
||
|
void onDrawFrame(GL10 gl);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* An interface for customizing the eglCreateContext and eglDestroyContext calls.
|
||
|
* <p>
|
||
|
* This interface must be implemented by clients wishing to call
|
||
|
* {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)}
|
||
|
*/
|
||
|
public interface EGLContextFactory {
|
||
|
EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
|
||
|
void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
|
||
|
}
|
||
|
|
||
|
private class DefaultContextFactory implements EGLContextFactory {
|
||
|
private int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
|
||
|
|
||
|
public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) {
|
||
|
int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, mEGLContextClientVersion,
|
||
|
EGL10.EGL_NONE };
|
||
|
|
||
|
return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT,
|
||
|
mEGLContextClientVersion != 0 ? attrib_list : null);
|
||
|
}
|
||
|
|
||
|
public void destroyContext(EGL10 egl, EGLDisplay display,
|
||
|
EGLContext context) {
|
||
|
if (!egl.eglDestroyContext(display, context)) {
|
||
|
Log.e("DefaultContextFactory", "display:" + display + " context: " + context);
|
||
|
if (LOG_THREADS) {
|
||
|
Log.i("DefaultContextFactory", "tid=" + Thread.currentThread().getId());
|
||
|
}
|
||
|
EglHelper.throwEglException("eglDestroyContex", egl.eglGetError());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls.
|
||
|
* <p>
|
||
|
* This interface must be implemented by clients wishing to call
|
||
|
* {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
|
||
|
*/
|
||
|
public interface EGLWindowSurfaceFactory {
|
||
|
/**
|
||
|
* @return null if the surface cannot be constructed.
|
||
|
*/
|
||
|
EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config,
|
||
|
Object nativeWindow);
|
||
|
void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
|
||
|
}
|
||
|
|
||
|
private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory {
|
||
|
|
||
|
public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
|
||
|
EGLConfig config, Object nativeWindow) {
|
||
|
EGLSurface result = null;
|
||
|
try {
|
||
|
result = egl.eglCreateWindowSurface(display, config, nativeWindow, null);
|
||
|
} catch (IllegalArgumentException e) {
|
||
|
// This exception indicates that the surface flinger surface
|
||
|
// is not valid. This can happen if the surface flinger surface has
|
||
|
// been torn down, but the application has not yet been
|
||
|
// notified via SurfaceHolder.Callback.surfaceDestroyed.
|
||
|
// In theory the application should be notified first,
|
||
|
// but in practice sometimes it is not. See b/4588890
|
||
|
Log.e(TAG, "eglCreateWindowSurface", e);
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public void destroySurface(EGL10 egl, EGLDisplay display,
|
||
|
EGLSurface surface) {
|
||
|
egl.eglDestroySurface(display, surface);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* An interface for choosing an EGLConfig configuration from a list of
|
||
|
* potential configurations.
|
||
|
* <p>
|
||
|
* This interface must be implemented by clients wishing to call
|
||
|
* {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
|
||
|
*/
|
||
|
public interface EGLConfigChooser {
|
||
|
/**
|
||
|
* Choose a configuration from the list. Implementors typically
|
||
|
* implement this method by calling
|
||
|
* {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
|
||
|
* EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
|
||
|
* @param egl the EGL10 for the current display.
|
||
|
* @param display the current display.
|
||
|
* @return the chosen configuration.
|
||
|
*/
|
||
|
EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
|
||
|
}
|
||
|
|
||
|
private abstract class BaseConfigChooser
|
||
|
implements EGLConfigChooser {
|
||
|
public BaseConfigChooser(int[] configSpec) {
|
||
|
mConfigSpec = filterConfigSpec(configSpec);
|
||
|
}
|
||
|
|
||
|
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
|
||
|
int[] num_config = new int[1];
|
||
|
if (!egl.eglChooseConfig(display, mConfigSpec, null, 0,
|
||
|
num_config)) {
|
||
|
throw new IllegalArgumentException("eglChooseConfig failed");
|
||
|
}
|
||
|
|
||
|
int numConfigs = num_config[0];
|
||
|
|
||
|
if (numConfigs <= 0) {
|
||
|
throw new IllegalArgumentException(
|
||
|
"No configs match configSpec");
|
||
|
}
|
||
|
|
||
|
EGLConfig[] configs = new EGLConfig[numConfigs];
|
||
|
if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
|
||
|
num_config)) {
|
||
|
throw new IllegalArgumentException("eglChooseConfig#2 failed");
|
||
|
}
|
||
|
EGLConfig config = chooseConfig(egl, display, configs);
|
||
|
if (config == null) {
|
||
|
throw new IllegalArgumentException("No config chosen");
|
||
|
}
|
||
|
return config;
|
||
|
}
|
||
|
|
||
|
abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
|
||
|
EGLConfig[] configs);
|
||
|
|
||
|
protected int[] mConfigSpec;
|
||
|
|
||
|
private int[] filterConfigSpec(int[] configSpec) {
|
||
|
if (mEGLContextClientVersion != 2 && mEGLContextClientVersion != 3) {
|
||
|
return configSpec;
|
||
|
}
|
||
|
/* We know none of the subclasses define EGL_RENDERABLE_TYPE.
|
||
|
* And we know the configSpec is well formed.
|
||
|
*/
|
||
|
int len = configSpec.length;
|
||
|
int[] newConfigSpec = new int[len + 2];
|
||
|
System.arraycopy(configSpec, 0, newConfigSpec, 0, len-1);
|
||
|
newConfigSpec[len-1] = EGL10.EGL_RENDERABLE_TYPE;
|
||
|
if (mEGLContextClientVersion == 2) {
|
||
|
newConfigSpec[len] = EGL14.EGL_OPENGL_ES2_BIT; /* EGL_OPENGL_ES2_BIT */
|
||
|
} else {
|
||
|
newConfigSpec[len] = EGLExt.EGL_OPENGL_ES3_BIT_KHR; /* EGL_OPENGL_ES3_BIT_KHR */
|
||
|
}
|
||
|
newConfigSpec[len+1] = EGL10.EGL_NONE;
|
||
|
return newConfigSpec;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Choose a configuration with exactly the specified r,g,b,a sizes,
|
||
|
* and at least the specified depth and stencil sizes.
|
||
|
*/
|
||
|
private class ComponentSizeChooser extends BaseConfigChooser {
|
||
|
public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
|
||
|
int alphaSize, int depthSize, int stencilSize) {
|
||
|
super(new int[] {
|
||
|
EGL10.EGL_RED_SIZE, redSize,
|
||
|
EGL10.EGL_GREEN_SIZE, greenSize,
|
||
|
EGL10.EGL_BLUE_SIZE, blueSize,
|
||
|
EGL10.EGL_ALPHA_SIZE, alphaSize,
|
||
|
EGL10.EGL_DEPTH_SIZE, depthSize,
|
||
|
EGL10.EGL_STENCIL_SIZE, stencilSize,
|
||
|
EGL10.EGL_NONE});
|
||
|
mValue = new int[1];
|
||
|
mRedSize = redSize;
|
||
|
mGreenSize = greenSize;
|
||
|
mBlueSize = blueSize;
|
||
|
mAlphaSize = alphaSize;
|
||
|
mDepthSize = depthSize;
|
||
|
mStencilSize = stencilSize;
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
|
||
|
EGLConfig[] configs) {
|
||
|
for (EGLConfig config : configs) {
|
||
|
int d = findConfigAttrib(egl, display, config,
|
||
|
EGL10.EGL_DEPTH_SIZE, 0);
|
||
|
int s = findConfigAttrib(egl, display, config,
|
||
|
EGL10.EGL_STENCIL_SIZE, 0);
|
||
|
if ((d >= mDepthSize) && (s >= mStencilSize)) {
|
||
|
int r = findConfigAttrib(egl, display, config,
|
||
|
EGL10.EGL_RED_SIZE, 0);
|
||
|
int g = findConfigAttrib(egl, display, config,
|
||
|
EGL10.EGL_GREEN_SIZE, 0);
|
||
|
int b = findConfigAttrib(egl, display, config,
|
||
|
EGL10.EGL_BLUE_SIZE, 0);
|
||
|
int a = findConfigAttrib(egl, display, config,
|
||
|
EGL10.EGL_ALPHA_SIZE, 0);
|
||
|
if ((r == mRedSize) && (g == mGreenSize)
|
||
|
&& (b == mBlueSize) && (a == mAlphaSize)) {
|
||
|
return config;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
private int findConfigAttrib(EGL10 egl, EGLDisplay display,
|
||
|
EGLConfig config, int attribute, int defaultValue) {
|
||
|
|
||
|
if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
|
||
|
return mValue[0];
|
||
|
}
|
||
|
return defaultValue;
|
||
|
}
|
||
|
|
||
|
private int[] mValue;
|
||
|
// Subclasses can adjust these values:
|
||
|
protected int mRedSize;
|
||
|
protected int mGreenSize;
|
||
|
protected int mBlueSize;
|
||
|
protected int mAlphaSize;
|
||
|
protected int mDepthSize;
|
||
|
protected int mStencilSize;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This class will choose a RGB_888 surface with
|
||
|
* or without a depth buffer.
|
||
|
*
|
||
|
*/
|
||
|
private class SimpleEGLConfigChooser extends ComponentSizeChooser {
|
||
|
public SimpleEGLConfigChooser(boolean withDepthBuffer) {
|
||
|
super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* An EGL helper class.
|
||
|
*/
|
||
|
|
||
|
private static class EglHelper {
|
||
|
public EglHelper(WeakReference<GLSurfaceView> glSurfaceViewWeakRef) {
|
||
|
mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Initialize EGL for a given configuration spec.
|
||
|
* @param configSpec
|
||
|
*/
|
||
|
public void start() {
|
||
|
if (LOG_EGL) {
|
||
|
Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId());
|
||
|
}
|
||
|
/*
|
||
|
* Get an EGL instance
|
||
|
*/
|
||
|
mEgl = (EGL10) EGLContext.getEGL();
|
||
|
|
||
|
/*
|
||
|
* Get to the default display.
|
||
|
*/
|
||
|
mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
|
||
|
|
||
|
if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
|
||
|
throw new RuntimeException("eglGetDisplay failed");
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* We can now initialize EGL for that display
|
||
|
*/
|
||
|
int[] version = new int[2];
|
||
|
if(!mEgl.eglInitialize(mEglDisplay, version)) {
|
||
|
throw new RuntimeException("eglInitialize failed");
|
||
|
}
|
||
|
GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
||
|
if (view == null) {
|
||
|
mEglConfig = null;
|
||
|
mEglContext = null;
|
||
|
} else {
|
||
|
mEglConfig = view.mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
|
||
|
|
||
|
/*
|
||
|
* Create an EGL context. We want to do this as rarely as we can, because an
|
||
|
* EGL context is a somewhat heavy object.
|
||
|
*/
|
||
|
mEglContext = view.mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig);
|
||
|
}
|
||
|
if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
|
||
|
mEglContext = null;
|
||
|
throwEglException("createContext");
|
||
|
}
|
||
|
if (LOG_EGL) {
|
||
|
Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId());
|
||
|
}
|
||
|
|
||
|
mEglSurface = null;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Create an egl surface for the current SurfaceHolder surface. If a surface
|
||
|
* already exists, destroy it before creating the new surface.
|
||
|
*
|
||
|
* @return true if the surface was created successfully.
|
||
|
*/
|
||
|
public boolean createSurface() {
|
||
|
if (LOG_EGL) {
|
||
|
Log.w("EglHelper", "createSurface() tid=" + Thread.currentThread().getId());
|
||
|
}
|
||
|
/*
|
||
|
* Check preconditions.
|
||
|
*/
|
||
|
if (mEgl == null) {
|
||
|
throw new RuntimeException("egl not initialized");
|
||
|
}
|
||
|
if (mEglDisplay == null) {
|
||
|
throw new RuntimeException("eglDisplay not initialized");
|
||
|
}
|
||
|
if (mEglConfig == null) {
|
||
|
throw new RuntimeException("mEglConfig not initialized");
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* The window size has changed, so we need to create a new
|
||
|
* surface.
|
||
|
*/
|
||
|
destroySurfaceImp();
|
||
|
|
||
|
/*
|
||
|
* Create an EGL surface we can render into.
|
||
|
*/
|
||
|
GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
||
|
if (view != null) {
|
||
|
mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
|
||
|
mEglDisplay, mEglConfig, view.getHolder());
|
||
|
} else {
|
||
|
mEglSurface = null;
|
||
|
}
|
||
|
|
||
|
if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
|
||
|
int error = mEgl.eglGetError();
|
||
|
if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
|
||
|
Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW.");
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Before we can issue GL commands, we need to make sure
|
||
|
* the context is current and bound to a surface.
|
||
|
*/
|
||
|
if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
|
||
|
/*
|
||
|
* Could not make the context current, probably because the underlying
|
||
|
* SurfaceView surface has been destroyed.
|
||
|
*/
|
||
|
logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError());
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Create a GL object for the current EGL context.
|
||
|
* @return
|
||
|
*/
|
||
|
GL createGL() {
|
||
|
|
||
|
GL gl = mEglContext.getGL();
|
||
|
GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
||
|
if (view != null) {
|
||
|
if (view.mGLWrapper != null) {
|
||
|
gl = view.mGLWrapper.wrap(gl);
|
||
|
}
|
||
|
|
||
|
if ((view.mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
|
||
|
int configFlags = 0;
|
||
|
Writer log = null;
|
||
|
if ((view.mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
|
||
|
configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
|
||
|
}
|
||
|
if ((view.mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
|
||
|
log = new LogWriter();
|
||
|
}
|
||
|
gl = GLDebugHelper.wrap(gl, configFlags, log);
|
||
|
}
|
||
|
}
|
||
|
return gl;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Display the current render surface.
|
||
|
* @return the EGL error code from eglSwapBuffers.
|
||
|
*/
|
||
|
public int swap() {
|
||
|
if (! mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {
|
||
|
return mEgl.eglGetError();
|
||
|
}
|
||
|
return EGL10.EGL_SUCCESS;
|
||
|
}
|
||
|
|
||
|
public void destroySurface() {
|
||
|
if (LOG_EGL) {
|
||
|
Log.w("EglHelper", "destroySurface() tid=" + Thread.currentThread().getId());
|
||
|
}
|
||
|
destroySurfaceImp();
|
||
|
}
|
||
|
|
||
|
private void destroySurfaceImp() {
|
||
|
if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
|
||
|
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
|
||
|
EGL10.EGL_NO_SURFACE,
|
||
|
EGL10.EGL_NO_CONTEXT);
|
||
|
GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
||
|
if (view != null) {
|
||
|
view.mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
|
||
|
}
|
||
|
mEglSurface = null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void finish() {
|
||
|
if (LOG_EGL) {
|
||
|
Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId());
|
||
|
}
|
||
|
if (mEglContext != null) {
|
||
|
GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
||
|
if (view != null) {
|
||
|
view.mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
|
||
|
}
|
||
|
mEglContext = null;
|
||
|
}
|
||
|
if (mEglDisplay != null) {
|
||
|
mEgl.eglTerminate(mEglDisplay);
|
||
|
mEglDisplay = null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void throwEglException(String function) {
|
||
|
throwEglException(function, mEgl.eglGetError());
|
||
|
}
|
||
|
|
||
|
public static void throwEglException(String function, int error) {
|
||
|
String message = formatEglError(function, error);
|
||
|
if (LOG_THREADS) {
|
||
|
Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " "
|
||
|
+ message);
|
||
|
}
|
||
|
throw new RuntimeException(message);
|
||
|
}
|
||
|
|
||
|
public static void logEglErrorAsWarning(String tag, String function, int error) {
|
||
|
Log.w(tag, formatEglError(function, error));
|
||
|
}
|
||
|
|
||
|
public static String formatEglError(String function, int error) {
|
||
|
return function + " failed: " + EGLLogWrapper.getErrorString(error);
|
||
|
}
|
||
|
|
||
|
private WeakReference<GLSurfaceView> mGLSurfaceViewWeakRef;
|
||
|
EGL10 mEgl;
|
||
|
EGLDisplay mEglDisplay;
|
||
|
EGLSurface mEglSurface;
|
||
|
EGLConfig mEglConfig;
|
||
|
@UnsupportedAppUsage
|
||
|
EGLContext mEglContext;
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* A generic GL Thread. Takes care of initializing EGL and GL. Delegates
|
||
|
* to a Renderer instance to do the actual drawing. Can be configured to
|
||
|
* render continuously or on request.
|
||
|
*
|
||
|
* All potentially blocking synchronization is done through the
|
||
|
* sGLThreadManager object. This avoids multiple-lock ordering issues.
|
||
|
*
|
||
|
*/
|
||
|
static class GLThread extends Thread {
|
||
|
GLThread(WeakReference<GLSurfaceView> glSurfaceViewWeakRef) {
|
||
|
super();
|
||
|
mWidth = 0;
|
||
|
mHeight = 0;
|
||
|
mRequestRender = true;
|
||
|
mRenderMode = RENDERMODE_CONTINUOUSLY;
|
||
|
mWantRenderNotification = false;
|
||
|
mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
public void run() {
|
||
|
setName("GLThread " + getId());
|
||
|
if (LOG_THREADS) {
|
||
|
Log.i("GLThread", "starting tid=" + getId());
|
||
|
}
|
||
|
|
||
|
try {
|
||
|
guardedRun();
|
||
|
} catch (InterruptedException e) {
|
||
|
// fall thru and exit normally
|
||
|
} finally {
|
||
|
sGLThreadManager.threadExiting(this);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* This private method should only be called inside a
|
||
|
* synchronized(sGLThreadManager) block.
|
||
|
*/
|
||
|
private void stopEglSurfaceLocked() {
|
||
|
if (mHaveEglSurface) {
|
||
|
mHaveEglSurface = false;
|
||
|
mEglHelper.destroySurface();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* This private method should only be called inside a
|
||
|
* synchronized(sGLThreadManager) block.
|
||
|
*/
|
||
|
private void stopEglContextLocked() {
|
||
|
if (mHaveEglContext) {
|
||
|
mEglHelper.finish();
|
||
|
mHaveEglContext = false;
|
||
|
sGLThreadManager.releaseEglContextLocked(this);
|
||
|
}
|
||
|
}
|
||
|
private void guardedRun() throws InterruptedException {
|
||
|
mEglHelper = new EglHelper(mGLSurfaceViewWeakRef);
|
||
|
mHaveEglContext = false;
|
||
|
mHaveEglSurface = false;
|
||
|
mWantRenderNotification = false;
|
||
|
|
||
|
try {
|
||
|
GL10 gl = null;
|
||
|
boolean createEglContext = false;
|
||
|
boolean createEglSurface = false;
|
||
|
boolean createGlInterface = false;
|
||
|
boolean lostEglContext = false;
|
||
|
boolean sizeChanged = false;
|
||
|
boolean wantRenderNotification = false;
|
||
|
boolean doRenderNotification = false;
|
||
|
boolean askedToReleaseEglContext = false;
|
||
|
int w = 0;
|
||
|
int h = 0;
|
||
|
Runnable event = null;
|
||
|
Runnable finishDrawingRunnable = null;
|
||
|
|
||
|
while (true) {
|
||
|
synchronized (sGLThreadManager) {
|
||
|
while (true) {
|
||
|
if (mShouldExit) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (! mEventQueue.isEmpty()) {
|
||
|
event = mEventQueue.remove(0);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Update the pause state.
|
||
|
boolean pausing = false;
|
||
|
if (mPaused != mRequestPaused) {
|
||
|
pausing = mRequestPaused;
|
||
|
mPaused = mRequestPaused;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
if (LOG_PAUSE_RESUME) {
|
||
|
Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Do we need to give up the EGL context?
|
||
|
if (mShouldReleaseEglContext) {
|
||
|
if (LOG_SURFACE) {
|
||
|
Log.i("GLThread", "releasing EGL context because asked to tid=" + getId());
|
||
|
}
|
||
|
stopEglSurfaceLocked();
|
||
|
stopEglContextLocked();
|
||
|
mShouldReleaseEglContext = false;
|
||
|
askedToReleaseEglContext = true;
|
||
|
}
|
||
|
|
||
|
// Have we lost the EGL context?
|
||
|
if (lostEglContext) {
|
||
|
stopEglSurfaceLocked();
|
||
|
stopEglContextLocked();
|
||
|
lostEglContext = false;
|
||
|
}
|
||
|
|
||
|
// When pausing, release the EGL surface:
|
||
|
if (pausing && mHaveEglSurface) {
|
||
|
if (LOG_SURFACE) {
|
||
|
Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
|
||
|
}
|
||
|
stopEglSurfaceLocked();
|
||
|
}
|
||
|
|
||
|
// When pausing, optionally release the EGL Context:
|
||
|
if (pausing && mHaveEglContext) {
|
||
|
GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
||
|
boolean preserveEglContextOnPause = view == null ?
|
||
|
false : view.mPreserveEGLContextOnPause;
|
||
|
if (!preserveEglContextOnPause) {
|
||
|
stopEglContextLocked();
|
||
|
if (LOG_SURFACE) {
|
||
|
Log.i("GLThread", "releasing EGL context because paused tid=" + getId());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Have we lost the SurfaceView surface?
|
||
|
if ((! mHasSurface) && (! mWaitingForSurface)) {
|
||
|
if (LOG_SURFACE) {
|
||
|
Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId());
|
||
|
}
|
||
|
if (mHaveEglSurface) {
|
||
|
stopEglSurfaceLocked();
|
||
|
}
|
||
|
mWaitingForSurface = true;
|
||
|
mSurfaceIsBad = false;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
|
||
|
// Have we acquired the surface view surface?
|
||
|
if (mHasSurface && mWaitingForSurface) {
|
||
|
if (LOG_SURFACE) {
|
||
|
Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId());
|
||
|
}
|
||
|
mWaitingForSurface = false;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
|
||
|
if (doRenderNotification) {
|
||
|
if (LOG_SURFACE) {
|
||
|
Log.i("GLThread", "sending render notification tid=" + getId());
|
||
|
}
|
||
|
mWantRenderNotification = false;
|
||
|
doRenderNotification = false;
|
||
|
mRenderComplete = true;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
|
||
|
if (mFinishDrawingRunnable != null) {
|
||
|
finishDrawingRunnable = mFinishDrawingRunnable;
|
||
|
mFinishDrawingRunnable = null;
|
||
|
}
|
||
|
|
||
|
// Ready to draw?
|
||
|
if (readyToDraw()) {
|
||
|
|
||
|
// If we don't have an EGL context, try to acquire one.
|
||
|
if (! mHaveEglContext) {
|
||
|
if (askedToReleaseEglContext) {
|
||
|
askedToReleaseEglContext = false;
|
||
|
} else {
|
||
|
try {
|
||
|
mEglHelper.start();
|
||
|
} catch (RuntimeException t) {
|
||
|
sGLThreadManager.releaseEglContextLocked(this);
|
||
|
throw t;
|
||
|
}
|
||
|
mHaveEglContext = true;
|
||
|
createEglContext = true;
|
||
|
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (mHaveEglContext && !mHaveEglSurface) {
|
||
|
mHaveEglSurface = true;
|
||
|
createEglSurface = true;
|
||
|
createGlInterface = true;
|
||
|
sizeChanged = true;
|
||
|
}
|
||
|
|
||
|
if (mHaveEglSurface) {
|
||
|
if (mSizeChanged) {
|
||
|
sizeChanged = true;
|
||
|
w = mWidth;
|
||
|
h = mHeight;
|
||
|
mWantRenderNotification = true;
|
||
|
if (LOG_SURFACE) {
|
||
|
Log.i("GLThread",
|
||
|
"noticing that we want render notification tid="
|
||
|
+ getId());
|
||
|
}
|
||
|
|
||
|
// Destroy and recreate the EGL surface.
|
||
|
createEglSurface = true;
|
||
|
|
||
|
mSizeChanged = false;
|
||
|
}
|
||
|
mRequestRender = false;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
if (mWantRenderNotification) {
|
||
|
wantRenderNotification = true;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
} else {
|
||
|
if (finishDrawingRunnable != null) {
|
||
|
Log.w(TAG, "Warning, !readyToDraw() but waiting for " +
|
||
|
"draw finished! Early reporting draw finished.");
|
||
|
finishDrawingRunnable.run();
|
||
|
finishDrawingRunnable = null;
|
||
|
}
|
||
|
}
|
||
|
// By design, this is the only place in a GLThread thread where we wait().
|
||
|
if (LOG_THREADS) {
|
||
|
Log.i("GLThread", "waiting tid=" + getId()
|
||
|
+ " mHaveEglContext: " + mHaveEglContext
|
||
|
+ " mHaveEglSurface: " + mHaveEglSurface
|
||
|
+ " mFinishedCreatingEglSurface: " + mFinishedCreatingEglSurface
|
||
|
+ " mPaused: " + mPaused
|
||
|
+ " mHasSurface: " + mHasSurface
|
||
|
+ " mSurfaceIsBad: " + mSurfaceIsBad
|
||
|
+ " mWaitingForSurface: " + mWaitingForSurface
|
||
|
+ " mWidth: " + mWidth
|
||
|
+ " mHeight: " + mHeight
|
||
|
+ " mRequestRender: " + mRequestRender
|
||
|
+ " mRenderMode: " + mRenderMode);
|
||
|
}
|
||
|
sGLThreadManager.wait();
|
||
|
}
|
||
|
} // end of synchronized(sGLThreadManager)
|
||
|
|
||
|
if (event != null) {
|
||
|
event.run();
|
||
|
event = null;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if (createEglSurface) {
|
||
|
if (LOG_SURFACE) {
|
||
|
Log.w("GLThread", "egl createSurface");
|
||
|
}
|
||
|
if (mEglHelper.createSurface()) {
|
||
|
synchronized(sGLThreadManager) {
|
||
|
mFinishedCreatingEglSurface = true;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
} else {
|
||
|
synchronized(sGLThreadManager) {
|
||
|
mFinishedCreatingEglSurface = true;
|
||
|
mSurfaceIsBad = true;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
createEglSurface = false;
|
||
|
}
|
||
|
|
||
|
if (createGlInterface) {
|
||
|
gl = (GL10) mEglHelper.createGL();
|
||
|
|
||
|
createGlInterface = false;
|
||
|
}
|
||
|
|
||
|
if (createEglContext) {
|
||
|
if (LOG_RENDERER) {
|
||
|
Log.w("GLThread", "onSurfaceCreated");
|
||
|
}
|
||
|
GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
||
|
if (view != null) {
|
||
|
try {
|
||
|
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onSurfaceCreated");
|
||
|
view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
|
||
|
} finally {
|
||
|
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
|
||
|
}
|
||
|
}
|
||
|
createEglContext = false;
|
||
|
}
|
||
|
|
||
|
if (sizeChanged) {
|
||
|
if (LOG_RENDERER) {
|
||
|
Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
|
||
|
}
|
||
|
GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
||
|
if (view != null) {
|
||
|
try {
|
||
|
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onSurfaceChanged");
|
||
|
view.mRenderer.onSurfaceChanged(gl, w, h);
|
||
|
} finally {
|
||
|
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
|
||
|
}
|
||
|
}
|
||
|
sizeChanged = false;
|
||
|
}
|
||
|
|
||
|
if (LOG_RENDERER_DRAW_FRAME) {
|
||
|
Log.w("GLThread", "onDrawFrame tid=" + getId());
|
||
|
}
|
||
|
{
|
||
|
GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
||
|
if (view != null) {
|
||
|
try {
|
||
|
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onDrawFrame");
|
||
|
view.mRenderer.onDrawFrame(gl);
|
||
|
if (finishDrawingRunnable != null) {
|
||
|
finishDrawingRunnable.run();
|
||
|
finishDrawingRunnable = null;
|
||
|
}
|
||
|
} finally {
|
||
|
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
int swapError = mEglHelper.swap();
|
||
|
switch (swapError) {
|
||
|
case EGL10.EGL_SUCCESS:
|
||
|
break;
|
||
|
case EGL11.EGL_CONTEXT_LOST:
|
||
|
if (LOG_SURFACE) {
|
||
|
Log.i("GLThread", "egl context lost tid=" + getId());
|
||
|
}
|
||
|
lostEglContext = true;
|
||
|
break;
|
||
|
default:
|
||
|
// Other errors typically mean that the current surface is bad,
|
||
|
// probably because the SurfaceView surface has been destroyed,
|
||
|
// but we haven't been notified yet.
|
||
|
// Log the error to help developers understand why rendering stopped.
|
||
|
EglHelper.logEglErrorAsWarning("GLThread", "eglSwapBuffers", swapError);
|
||
|
|
||
|
synchronized(sGLThreadManager) {
|
||
|
mSurfaceIsBad = true;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (wantRenderNotification) {
|
||
|
doRenderNotification = true;
|
||
|
wantRenderNotification = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} finally {
|
||
|
/*
|
||
|
* clean-up everything...
|
||
|
*/
|
||
|
synchronized (sGLThreadManager) {
|
||
|
stopEglSurfaceLocked();
|
||
|
stopEglContextLocked();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public boolean ableToDraw() {
|
||
|
return mHaveEglContext && mHaveEglSurface && readyToDraw();
|
||
|
}
|
||
|
|
||
|
private boolean readyToDraw() {
|
||
|
return (!mPaused) && mHasSurface && (!mSurfaceIsBad)
|
||
|
&& (mWidth > 0) && (mHeight > 0)
|
||
|
&& (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY));
|
||
|
}
|
||
|
|
||
|
public void setRenderMode(int renderMode) {
|
||
|
if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) {
|
||
|
throw new IllegalArgumentException("renderMode");
|
||
|
}
|
||
|
synchronized(sGLThreadManager) {
|
||
|
mRenderMode = renderMode;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public int getRenderMode() {
|
||
|
synchronized(sGLThreadManager) {
|
||
|
return mRenderMode;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void requestRender() {
|
||
|
synchronized(sGLThreadManager) {
|
||
|
mRequestRender = true;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void requestRenderAndNotify(Runnable finishDrawing) {
|
||
|
synchronized(sGLThreadManager) {
|
||
|
// If we are already on the GL thread, this means a client callback
|
||
|
// has caused reentrancy, for example via updating the SurfaceView parameters.
|
||
|
// We will return to the client rendering code, so here we don't need to
|
||
|
// do anything.
|
||
|
if (Thread.currentThread() == this) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
mWantRenderNotification = true;
|
||
|
mRequestRender = true;
|
||
|
mRenderComplete = false;
|
||
|
final Runnable oldCallback = mFinishDrawingRunnable;
|
||
|
mFinishDrawingRunnable = () -> {
|
||
|
if (oldCallback != null) {
|
||
|
oldCallback.run();
|
||
|
}
|
||
|
if (finishDrawing != null) {
|
||
|
finishDrawing.run();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void surfaceCreated() {
|
||
|
synchronized(sGLThreadManager) {
|
||
|
if (LOG_THREADS) {
|
||
|
Log.i("GLThread", "surfaceCreated tid=" + getId());
|
||
|
}
|
||
|
mHasSurface = true;
|
||
|
mFinishedCreatingEglSurface = false;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
while (mWaitingForSurface
|
||
|
&& !mFinishedCreatingEglSurface
|
||
|
&& !mExited) {
|
||
|
try {
|
||
|
sGLThreadManager.wait();
|
||
|
} catch (InterruptedException e) {
|
||
|
Thread.currentThread().interrupt();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void surfaceDestroyed() {
|
||
|
synchronized(sGLThreadManager) {
|
||
|
if (LOG_THREADS) {
|
||
|
Log.i("GLThread", "surfaceDestroyed tid=" + getId());
|
||
|
}
|
||
|
mHasSurface = false;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
while((!mWaitingForSurface) && (!mExited)) {
|
||
|
try {
|
||
|
sGLThreadManager.wait();
|
||
|
} catch (InterruptedException e) {
|
||
|
Thread.currentThread().interrupt();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void onPause() {
|
||
|
synchronized (sGLThreadManager) {
|
||
|
if (LOG_PAUSE_RESUME) {
|
||
|
Log.i("GLThread", "onPause tid=" + getId());
|
||
|
}
|
||
|
mRequestPaused = true;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
while ((! mExited) && (! mPaused)) {
|
||
|
if (LOG_PAUSE_RESUME) {
|
||
|
Log.i("Main thread", "onPause waiting for mPaused.");
|
||
|
}
|
||
|
try {
|
||
|
sGLThreadManager.wait();
|
||
|
} catch (InterruptedException ex) {
|
||
|
Thread.currentThread().interrupt();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void onResume() {
|
||
|
synchronized (sGLThreadManager) {
|
||
|
if (LOG_PAUSE_RESUME) {
|
||
|
Log.i("GLThread", "onResume tid=" + getId());
|
||
|
}
|
||
|
mRequestPaused = false;
|
||
|
mRequestRender = true;
|
||
|
mRenderComplete = false;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
while ((! mExited) && mPaused && (!mRenderComplete)) {
|
||
|
if (LOG_PAUSE_RESUME) {
|
||
|
Log.i("Main thread", "onResume waiting for !mPaused.");
|
||
|
}
|
||
|
try {
|
||
|
sGLThreadManager.wait();
|
||
|
} catch (InterruptedException ex) {
|
||
|
Thread.currentThread().interrupt();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void onWindowResize(int w, int h) {
|
||
|
synchronized (sGLThreadManager) {
|
||
|
mWidth = w;
|
||
|
mHeight = h;
|
||
|
mSizeChanged = true;
|
||
|
mRequestRender = true;
|
||
|
mRenderComplete = false;
|
||
|
|
||
|
// If we are already on the GL thread, this means a client callback
|
||
|
// has caused reentrancy, for example via updating the SurfaceView parameters.
|
||
|
// We need to process the size change eventually though and update our EGLSurface.
|
||
|
// So we set the parameters and return so they can be processed on our
|
||
|
// next iteration.
|
||
|
if (Thread.currentThread() == this) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
sGLThreadManager.notifyAll();
|
||
|
|
||
|
// Wait for thread to react to resize and render a frame
|
||
|
while (! mExited && !mPaused && !mRenderComplete
|
||
|
&& ableToDraw()) {
|
||
|
if (LOG_SURFACE) {
|
||
|
Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId());
|
||
|
}
|
||
|
try {
|
||
|
sGLThreadManager.wait();
|
||
|
} catch (InterruptedException ex) {
|
||
|
Thread.currentThread().interrupt();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void requestExitAndWait() {
|
||
|
// don't call this from GLThread thread or it is a guaranteed
|
||
|
// deadlock!
|
||
|
synchronized(sGLThreadManager) {
|
||
|
mShouldExit = true;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
while (! mExited) {
|
||
|
try {
|
||
|
sGLThreadManager.wait();
|
||
|
} catch (InterruptedException ex) {
|
||
|
Thread.currentThread().interrupt();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void requestReleaseEglContextLocked() {
|
||
|
mShouldReleaseEglContext = true;
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Queue an "event" to be run on the GL rendering thread.
|
||
|
* @param r the runnable to be run on the GL rendering thread.
|
||
|
*/
|
||
|
public void queueEvent(Runnable r) {
|
||
|
if (r == null) {
|
||
|
throw new IllegalArgumentException("r must not be null");
|
||
|
}
|
||
|
synchronized(sGLThreadManager) {
|
||
|
mEventQueue.add(r);
|
||
|
sGLThreadManager.notifyAll();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Once the thread is started, all accesses to the following member
|
||
|
// variables are protected by the sGLThreadManager monitor
|
||
|
private boolean mShouldExit;
|
||
|
private boolean mExited;
|
||
|
private boolean mRequestPaused;
|
||
|
private boolean mPaused;
|
||
|
private boolean mHasSurface;
|
||
|
private boolean mSurfaceIsBad;
|
||
|
private boolean mWaitingForSurface;
|
||
|
private boolean mHaveEglContext;
|
||
|
private boolean mHaveEglSurface;
|
||
|
private boolean mFinishedCreatingEglSurface;
|
||
|
private boolean mShouldReleaseEglContext;
|
||
|
private int mWidth;
|
||
|
private int mHeight;
|
||
|
private int mRenderMode;
|
||
|
private boolean mRequestRender;
|
||
|
private boolean mWantRenderNotification;
|
||
|
private boolean mRenderComplete;
|
||
|
private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
|
||
|
private boolean mSizeChanged = true;
|
||
|
private Runnable mFinishDrawingRunnable = null;
|
||
|
|
||
|
// End of member variables protected by the sGLThreadManager monitor.
|
||
|
|
||
|
@UnsupportedAppUsage
|
||
|
private EglHelper mEglHelper;
|
||
|
|
||
|
/**
|
||
|
* Set once at thread construction time, nulled out when the parent view is garbage
|
||
|
* called. This weak reference allows the GLSurfaceView to be garbage collected while
|
||
|
* the GLThread is still alive.
|
||
|
*/
|
||
|
private WeakReference<GLSurfaceView> mGLSurfaceViewWeakRef;
|
||
|
|
||
|
}
|
||
|
|
||
|
static class LogWriter extends Writer {
|
||
|
|
||
|
@Override public void close() {
|
||
|
flushBuilder();
|
||
|
}
|
||
|
|
||
|
@Override public void flush() {
|
||
|
flushBuilder();
|
||
|
}
|
||
|
|
||
|
@Override public void write(char[] buf, int offset, int count) {
|
||
|
for(int i = 0; i < count; i++) {
|
||
|
char c = buf[offset + i];
|
||
|
if ( c == '\n') {
|
||
|
flushBuilder();
|
||
|
}
|
||
|
else {
|
||
|
mBuilder.append(c);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void flushBuilder() {
|
||
|
if (mBuilder.length() > 0) {
|
||
|
Log.v("GLSurfaceView", mBuilder.toString());
|
||
|
mBuilder.delete(0, mBuilder.length());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private StringBuilder mBuilder = new StringBuilder();
|
||
|
}
|
||
|
|
||
|
|
||
|
private void checkRenderThreadState() {
|
||
|
if (mGLThread != null) {
|
||
|
throw new IllegalStateException(
|
||
|
"setRenderer has already been called for this instance.");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static class GLThreadManager {
|
||
|
private static String TAG = "GLThreadManager";
|
||
|
|
||
|
public synchronized void threadExiting(GLThread thread) {
|
||
|
if (LOG_THREADS) {
|
||
|
Log.i("GLThread", "exiting tid=" + thread.getId());
|
||
|
}
|
||
|
thread.mExited = true;
|
||
|
notifyAll();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Releases the EGL context. Requires that we are already in the
|
||
|
* sGLThreadManager monitor when this is called.
|
||
|
*/
|
||
|
public void releaseEglContextLocked(GLThread thread) {
|
||
|
notifyAll();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static final GLThreadManager sGLThreadManager = new GLThreadManager();
|
||
|
|
||
|
private final WeakReference<GLSurfaceView> mThisWeakRef =
|
||
|
new WeakReference<GLSurfaceView>(this);
|
||
|
@UnsupportedAppUsage
|
||
|
private GLThread mGLThread;
|
||
|
@UnsupportedAppUsage
|
||
|
private Renderer mRenderer;
|
||
|
private boolean mDetached;
|
||
|
private EGLConfigChooser mEGLConfigChooser;
|
||
|
private EGLContextFactory mEGLContextFactory;
|
||
|
private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
|
||
|
private GLWrapper mGLWrapper;
|
||
|
private int mDebugFlags;
|
||
|
private int mEGLContextClientVersion;
|
||
|
private boolean mPreserveEGLContextOnPause;
|
||
|
}
|