| /* |
| * Copyright (C) 2010 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.replica.replicaisland; |
| |
| import java.io.Writer; |
| import java.util.ArrayList; |
| |
| import javax.microedition.khronos.egl.EGL10; |
| import javax.microedition.khronos.egl.EGL11; |
| import javax.microedition.khronos.egl.EGLConfig; |
| import javax.microedition.khronos.egl.EGLContext; |
| import javax.microedition.khronos.egl.EGLDisplay; |
| import javax.microedition.khronos.egl.EGLSurface; |
| import javax.microedition.khronos.opengles.GL; |
| import javax.microedition.khronos.opengles.GL10; |
| |
| import android.content.Context; |
| import android.content.pm.ConfigurationInfo; |
| import android.opengl.GLDebugHelper; |
| import android.util.AttributeSet; |
| import android.view.SurfaceHolder; |
| import android.view.SurfaceView; |
| |
| /** |
| * An implementation of SurfaceView that uses the dedicated surface for |
| * displaying OpenGL rendering. |
| * <p> |
| * A GLSurfaceView provides the following features: |
| * <p> |
| * <ul> |
| * <li>Manages a surface, which is a special piece of memory that can be |
| * composited into the Android view system. |
| * <li>Manages an EGL display, which enables OpenGL to render into a surface. |
| * <li>Accepts a user-provided Renderer object that does the actual rendering. |
| * <li>Renders on a dedicated thread to decouple rendering performance from the |
| * UI thread. |
| * <li>Supports both on-demand and continuous rendering. |
| * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls. |
| * </ul> |
| * |
| * <h3>Using GLSurfaceView</h3> |
| * <p> |
| * Typically you use GLSurfaceView by subclassing it and overriding one or more of the |
| * View system input event methods. If your application does not need to override event |
| * methods then GLSurfaceView can be used as-is. For the most part |
| * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing. |
| * For example, unlike a regular View, drawing is delegated to a separate Renderer object which |
| * is registered with the GLSurfaceView |
| * using the {@link #setRenderer(Renderer)} call. |
| * <p> |
| * <h3>Initializing GLSurfaceView</h3> |
| * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}. |
| * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or |
| * more of these methods before calling setRenderer: |
| * <ul> |
| * <li>{@link #setDebugFlags(int)} |
| * <li>{@link #setEGLConfigChooser(boolean)} |
| * <li>{@link #setEGLConfigChooser(EGLConfigChooser)} |
| * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)} |
| * <li>{@link #setGLWrapper(GLWrapper)} |
| * </ul> |
| * <p> |
| * <h4>Choosing an EGL Configuration</h4> |
| * A given Android device may support multiple possible types of drawing surfaces. |
| * The available surfaces may differ in how may channels of data are present, as |
| * well as how many bits are allocated to each channel. Therefore, the first thing |
| * GLSurfaceView has to do when starting to render is choose what type of surface to use. |
| * <p> |
| * By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface |
| * with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example, |
| * if you do not need a depth buffer) you can override the default behavior by calling one of the |
| * setEGLConfigChooser methods. |
| * <p> |
| * <h4>Debug Behavior</h4> |
| * You can optionally modify the behavior of GLSurfaceView by calling |
| * one or more of the debugging methods {@link #setDebugFlags(int)}, |
| * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but |
| * typically they are called before setRenderer so that they take effect immediately. |
| * <p> |
| * <h4>Setting a Renderer</h4> |
| * Finally, you must call {@link #setRenderer} to register a {@link Renderer}. |
| * The renderer is |
| * responsible for doing the actual OpenGL rendering. |
| * <p> |
| * <h3>Rendering Mode</h3> |
| * Once the renderer is set, you can control whether the renderer draws |
| * continuously or on-demand by calling |
| * {@link #setRenderMode}. The default is continuous rendering. |
| * <p> |
| * <h3>Activity Life-cycle</h3> |
| * A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients |
| * are required to call {@link #onPause()} when the activity pauses and |
| * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to |
| * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate |
| * the OpenGL display. |
| * <p> |
| * <h3>Handling events</h3> |
| * <p> |
| * To handle an event you will typically subclass GLSurfaceView and override the |
| * appropriate method, just as you would with any other View. However, when handling |
| * the event, you may need to communicate with the Renderer object |
| * that's running in the rendering thread. You can do this using any |
| * standard Java cross-thread communication mechanism. In addition, |
| * one relatively easy way to communicate with your renderer is |
| * to call |
| * {@link #queueEvent(Runnable)}. For example: |
| * <pre class="prettyprint"> |
| * class MyGLSurfaceView extends GLSurfaceView { |
| * |
| * private MyRenderer mMyRenderer; |
| * |
| * public void start() { |
| * mMyRenderer = ...; |
| * setRenderer(mMyRenderer); |
| * } |
| * |
| * public boolean onKeyDown(int keyCode, KeyEvent event) { |
| * if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) { |
| * queueEvent(new Runnable() { |
| * // This method will be called on the rendering |
| * // thread: |
| * public void run() { |
| * mMyRenderer.handleDpadCenter(); |
| * }}); |
| * return true; |
| * } |
| * return super.onKeyDown(keyCode, event); |
| * } |
| * } |
| * </pre> |
| * |
| */ |
| public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback { |
| private final static boolean LOG_THREADS = false; |
| private final static boolean LOG_SURFACE = true; |
| private final static boolean LOG_RENDERER = false; |
| // Work-around for bug 2263168 |
| private final static boolean DRAW_TWICE_AFTER_SIZE_CHANGED = true; |
| /** |
| * The renderer only renders |
| * when the surface is created, or when {@link #requestRender} is called. |
| * |
| * @see #getRenderMode() |
| * @see #setRenderMode(int) |
| */ |
| public final static int RENDERMODE_WHEN_DIRTY = 0; |
| /** |
| * The renderer is called |
| * continuously to re-render the scene. |
| * |
| * @see #getRenderMode() |
| * @see #setRenderMode(int) |
| * @see #requestRender() |
| */ |
| public final static int RENDERMODE_CONTINUOUSLY = 1; |
| |
| /** |
| * Check glError() after every GL call and throw an exception if glError indicates |
| * that an error has occurred. This can be used to help track down which OpenGL ES call |
| * is causing an error. |
| * |
| * @see #getDebugFlags |
| * @see #setDebugFlags |
| */ |
| public final static int DEBUG_CHECK_GL_ERROR = 1; |
| |
| /** |
| * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView". |
| * |
| * @see #getDebugFlags |
| * @see #setDebugFlags |
| */ |
| public final static int DEBUG_LOG_GL_CALLS = 2; |
| |
| /** |
| * Standard View constructor. In order to render something, you |
| * must call {@link #setRenderer} to register a renderer. |
| */ |
| public GLSurfaceView(Context context) { |
| super(context); |
| init(); |
| } |
| |
| /** |
| * Standard View constructor. In order to render something, you |
| * must call {@link #setRenderer} to register a renderer. |
| */ |
| public GLSurfaceView(Context context, AttributeSet attrs) { |
| super(context, attrs); |
| init(); |
| } |
| |
| private void init() { |
| // Install a SurfaceHolder.Callback so we get notified when the |
| // underlying surface is created and destroyed |
| SurfaceHolder holder = getHolder(); |
| holder.addCallback(this); |
| 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. |
| * <p> |
| * Wrapping is typically used for debugging purposes. |
| * <p> |
| * The default value is null. |
| * @param glWrapper the new GLWrapper |
| */ |
| public void setGLWrapper(GLWrapper glWrapper) { |
| mGLWrapper = glWrapper; |
| } |
| |
| /** |
| * Set the debug flags to a new value. The value is |
| * constructed by OR-together zero or more |
| * of the DEBUG_CHECK_* constants. The debug flags take effect |
| * whenever a surface is created. The default value is zero. |
| * @param debugFlags the new debug flags |
| * @see #DEBUG_CHECK_GL_ERROR |
| * @see #DEBUG_LOG_GL_CALLS |
| */ |
| public void setDebugFlags(int debugFlags) { |
| mDebugFlags = debugFlags; |
| } |
| |
| /** |
| * Get the current value of the debug flags. |
| * @return the current value of the debug flags. |
| */ |
| public int getDebugFlags() { |
| return mDebugFlags; |
| } |
| |
| /** |
| * Set the renderer associated with this view. Also starts the thread that |
| * will call the renderer, which in turn causes the rendering to start. |
| * <p>This method should be called once and only once in the life-cycle of |
| * a GLSurfaceView. |
| * <p>The following GLSurfaceView methods can only be called <em>before</em> |
| * setRenderer is called: |
| * <ul> |
| * <li>{@link #setEGLConfigChooser(boolean)} |
| * <li>{@link #setEGLConfigChooser(EGLConfigChooser)} |
| * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)} |
| * </ul> |
| * <p> |
| * The following GLSurfaceView methods can only be called <em>after</em> |
| * setRenderer is called: |
| * <ul> |
| * <li>{@link #getRenderMode()} |
| * <li>{@link #onPause()} |
| * <li>{@link #onResume()} |
| * <li>{@link #queueEvent(Runnable)} |
| * <li>{@link #requestRender()} |
| * <li>{@link #setRenderMode(int)} |
| * </ul> |
| * |
| * @param renderer the renderer to use to perform OpenGL drawing. |
| */ |
| public void setRenderer(Renderer renderer) { |
| checkRenderThreadState(); |
| if (mEGLConfigChooser == null) { |
| mEGLConfigChooser = new SimpleEGLConfigChooser(true); |
| } |
| if (mEGLContextFactory == null) { |
| mEGLContextFactory = new DefaultContextFactory(); |
| } |
| if (mEGLWindowSurfaceFactory == null) { |
| mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory(); |
| } |
| mGLThread = new GLThread(renderer); |
| mGLThread.start(); |
| } |
| |
| /** |
| * Install a custom EGLContextFactory. |
| * <p>If this method is |
| * called, it must be called before {@link #setRenderer(Renderer)} |
| * is called. |
| * <p> |
| * If this method is not called, then by default |
| * a context will be created with no shared context and |
| * with a null attribute list. |
| */ |
| public void setEGLContextFactory(EGLContextFactory factory) { |
| checkRenderThreadState(); |
| mEGLContextFactory = factory; |
| } |
| |
| /** |
| * Install a custom EGLWindowSurfaceFactory. |
| * <p>If this method is |
| * called, it must be called before {@link #setRenderer(Renderer)} |
| * is called. |
| * <p> |
| * If this method is not called, then by default |
| * a window surface will be created with a null attribute list. |
| */ |
| public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) { |
| checkRenderThreadState(); |
| mEGLWindowSurfaceFactory = factory; |
| } |
| |
| /** |
| * Install a custom EGLConfigChooser. |
| * <p>If this method is |
| * called, it must be called before {@link #setRenderer(Renderer)} |
| * is called. |
| * <p> |
| * If no setEGLConfigChooser method is called, then by default the |
| * view will choose a config as close to 16-bit RGB as possible, with |
| * a depth buffer as close to 16 bits as possible. |
| * @param configChooser |
| */ |
| public void setEGLConfigChooser(EGLConfigChooser configChooser) { |
| checkRenderThreadState(); |
| mEGLConfigChooser = configChooser; |
| } |
| |
| /** |
| * Install a config chooser which will choose a config |
| * as close to 16-bit RGB as possible, with or without an optional depth |
| * buffer as close to 16-bits as possible. |
| * <p>If this method is |
| * called, it must be called before {@link #setRenderer(Renderer)} |
| * is called. |
| * <p> |
| * If no setEGLConfigChooser method is called, then by default the |
| * view will choose a config as close to 16-bit RGB as possible, with |
| * a depth buffer as close to 16 bits as possible. |
| * |
| * @param needDepth |
| */ |
| public void setEGLConfigChooser(boolean needDepth) { |
| setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth)); |
| } |
| |
| /** |
| * Install a config chooser which will choose a config |
| * with at least the specified component sizes, and as close |
| * to the specified component sizes as possible. |
| * <p>If this method is |
| * called, it must be called before {@link #setRenderer(Renderer)} |
| * is called. |
| * <p> |
| * If no setEGLConfigChooser method is called, then by default the |
| * view will choose a config as close to 16-bit RGB as possible, with |
| * a depth buffer as close to 16 bits as possible. |
| * |
| */ |
| public void setEGLConfigChooser(int redSize, int greenSize, int blueSize, |
| int alphaSize, int depthSize, int stencilSize) { |
| setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, |
| blueSize, alphaSize, depthSize, stencilSize)); |
| } |
| |
| /** |
| * 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); |
| } |
| |
| /** |
| * 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() { |
| mWatchDog.stop(); |
| 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() { |
| mWatchDog.start(); |
| mGLThread.onResume(); |
| } |
| |
| public void flushTextures(TextureLibrary library) { |
| mGLThread.flushTextures(library); |
| } |
| |
| public void loadTextures(TextureLibrary library) { |
| mGLThread.loadTextures(library); |
| } |
| |
| public void flushBuffers(BufferLibrary library) { |
| mGLThread.flushBuffers(library); |
| } |
| |
| public void loadBuffers(BufferLibrary library) { |
| mGLThread.loadBuffers(library); |
| } |
| |
| public void setSafeMode(boolean safeMode) { |
| mGLThread.setSafeMode(safeMode); |
| } |
| |
| /** |
| * 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); |
| } |
| |
| /** |
| * Inform the view that the window focus has changed. |
| */ |
| @Override |
| public void onWindowFocusChanged(boolean hasFocus) { |
| super.onWindowFocusChanged(hasFocus); |
| mGLThread.onWindowFocusChanged(hasFocus); |
| } |
| |
| /** |
| * This method is used as part of the View class and is not normally |
| * called or subclassed by clients of GLSurfaceView. |
| * Must not be called before a renderer has been set. |
| */ |
| @Override |
| protected void onDetachedFromWindow() { |
| super.onDetachedFromWindow(); |
| mGLThread.requestExitAndWait(); |
| } |
| |
| // ---------------------------------------------------------------------- |
| |
| /** |
| * An interface used to wrap a GL interface. |
| * <p>Typically |
| * used for implementing debugging and tracing on top of the default |
| * GL interface. You would typically use this by creating your own class |
| * that implemented all the GL methods by delegating to another GL instance. |
| * Then you could add your own behavior before or after calling the |
| * delegate. All the GLWrapper would do was instantiate and return the |
| * wrapper GL instance: |
| * <pre class="prettyprint"> |
| * class MyGLWrapper implements GLWrapper { |
| * GL wrap(GL gl) { |
| * return new MyGLImplementation(gl); |
| * } |
| * static class MyGLImplementation implements GL,GL10,GL11,... { |
| * ... |
| * } |
| * } |
| * </pre> |
| * @see #setGLWrapper(GLWrapper) |
| */ |
| public interface GLWrapper { |
| /** |
| * Wraps a gl interface in another gl interface. |
| * @param gl a GL interface that is to be wrapped. |
| * @return either the input argument or another GL object that wraps the input argument. |
| */ |
| GL wrap(GL gl); |
| } |
| |
| /** |
| * A generic renderer interface. |
| * <p> |
| * The renderer is responsible for making OpenGL calls to render a frame. |
| * <p> |
| * GLSurfaceView clients typically create their own classes that implement |
| * this interface, and then call {@link GLSurfaceView#setRenderer} to |
| * register the renderer with the GLSurfaceView. |
| * <p> |
| * <h3>Threading</h3> |
| * The renderer will be called on a separate thread, so that rendering |
| * performance is decoupled from the UI thread. Clients typically need to |
| * communicate with the renderer from the UI thread, because that's where |
| * input events are received. Clients can communicate using any of the |
| * standard Java techniques for cross-thread communication, or they can |
| * use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method. |
| * <p> |
| * <h3>EGL Context Lost</h3> |
| * There are situations where the EGL rendering context will be lost. This |
| * typically happens when device wakes up after going to sleep. When |
| * the EGL context is lost, all OpenGL resources (such as textures) that are |
| * associated with that context will be automatically deleted. In order to |
| * keep rendering correctly, a renderer must recreate any lost resources |
| * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method |
| * is a convenient place to do this. |
| * |
| * |
| * @see #setRenderer(Renderer) |
| */ |
| public interface Renderer { |
| /** |
| * Called when the surface is created or recreated. |
| * <p> |
| * Called when the rendering thread |
| * starts and whenever the EGL context is lost. The context will typically |
| * be lost when the Android device awakes after going to sleep. |
| * <p> |
| * Since this method is called at the beginning of rendering, as well as |
| * every time the EGL context is lost, this method is a convenient place to put |
| * code to create resources that need to be created when the rendering |
| * starts, and that need to be recreated when the EGL context is lost. |
| * Textures are an example of a resource that you might want to create |
| * here. |
| * <p> |
| * Note that when the EGL context is lost, all OpenGL resources associated |
| * with that context will be automatically deleted. You do not need to call |
| * the corresponding "glDelete" methods such as glDeleteTextures to |
| * manually delete these lost resources. |
| * <p> |
| * @param gl the GL interface. Use <code>instanceof</code> to |
| * test if the interface supports GL11 or higher interfaces. |
| * @param config the EGLConfig of the created surface. Can be used |
| * to create matching pbuffers. |
| */ |
| void onSurfaceCreated(GL10 gl, EGLConfig config); |
| |
| /** |
| * Called when the surface changed size. |
| * <p> |
| * Called after the surface is created and whenever |
| * the OpenGL ES surface size changes. |
| * <p> |
| * Typically you will set your viewport here. If your camera |
| * is fixed then you could also set your projection matrix here: |
| * <pre class="prettyprint"> |
| * void onSurfaceChanged(GL10 gl, int width, int height) { |
| * gl.glViewport(0, 0, width, height); |
| * // for a fixed camera, set the projection too |
| * float ratio = (float) width / height; |
| * gl.glMatrixMode(GL10.GL_PROJECTION); |
| * gl.glLoadIdentity(); |
| * gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); |
| * } |
| * </pre> |
| * @param gl the GL interface. Use <code>instanceof</code> to |
| * test if the interface supports GL11 or higher interfaces. |
| * @param width |
| * @param height |
| */ |
| void onSurfaceChanged(GL10 gl, int width, int height); |
| |
| /** |
| * Called when the OpenGL context has been lost is about |
| * to be recreated. onSurfaceCreated() will be called after |
| * onSurfaceLost(). |
| * */ |
| void onSurfaceLost(); |
| |
| /** |
| * 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); |
| |
| void loadTextures(GL10 gl, TextureLibrary library); |
| void flushTextures(GL10 gl, TextureLibrary library); |
| void loadBuffers(GL10 gl, BufferLibrary library); |
| void flushBuffers(GL10 gl, BufferLibrary library); |
| |
| |
| |
| } |
| |
| /** |
| * 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) { |
| egl.eglDestroyContext(display, context); |
| } |
| } |
| |
| /** |
| * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls. |
| * <p> |
| * This interface must be implemented by clients wishing to call |
| * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)} |
| */ |
| public interface EGLWindowSurfaceFactory { |
| EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, |
| Object nativeWindow); |
| void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface); |
| } |
| |
| private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory { |
| |
| public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, |
| EGLConfig config, Object nativeWindow) { |
| return egl.eglCreateWindowSurface(display, config, nativeWindow, null); |
| } |
| |
| public void destroySurface(EGL10 egl, EGLDisplay display, |
| EGLSurface surface) { |
| egl.eglDestroySurface(display, surface); |
| } |
| } |
| |
| /** |
| * An interface for choosing an EGLConfig configuration from a list of |
| * potential configurations. |
| * <p> |
| * This interface must be implemented by clients wishing to call |
| * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)} |
| */ |
| public interface EGLConfigChooser { |
| /** |
| * Choose a configuration from the list. Implementors typically |
| * implement this method by calling |
| * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the |
| * EGL specification available from The Khronos Group to learn how to call eglChooseConfig. |
| * @param egl the EGL10 for the current display. |
| * @param display the current display. |
| * @return the chosen configuration. |
| */ |
| EGLConfig chooseConfig(EGL10 egl, EGLDisplay display); |
| } |
| |
| private 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) { |
| 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; |
| newConfigSpec[len] = 4; /* EGL_OPENGL_ES2_BIT */ |
| newConfigSpec[len+1] = EGL10.EGL_NONE; |
| return newConfigSpec; |
| } |
| } |
| |
| 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) { |
| EGLConfig closestConfig = null; |
| int closestDistance = 1000; |
| for(EGLConfig config : configs) { |
| int d = findConfigAttrib(egl, display, config, |
| EGL10.EGL_DEPTH_SIZE, 0); |
| int s = findConfigAttrib(egl, display, config, |
| EGL10.EGL_STENCIL_SIZE, 0); |
| if (d >= mDepthSize && s>= mStencilSize) { |
| int r = findConfigAttrib(egl, display, config, |
| EGL10.EGL_RED_SIZE, 0); |
| int g = findConfigAttrib(egl, display, config, |
| EGL10.EGL_GREEN_SIZE, 0); |
| int b = findConfigAttrib(egl, display, config, |
| EGL10.EGL_BLUE_SIZE, 0); |
| int a = findConfigAttrib(egl, display, config, |
| EGL10.EGL_ALPHA_SIZE, 0); |
| int distance = Math.abs(r - mRedSize) |
| + Math.abs(g - mGreenSize) |
| + Math.abs(b - mBlueSize) |
| + Math.abs(a - mAlphaSize); |
| if (distance < closestDistance) { |
| closestDistance = distance; |
| closestConfig = config; |
| } |
| } |
| } |
| return closestConfig; |
| } |
| |
| private int findConfigAttrib(EGL10 egl, EGLDisplay display, |
| EGLConfig config, int attribute, int defaultValue) { |
| |
| if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) { |
| return mValue[0]; |
| } |
| return defaultValue; |
| } |
| |
| private int[] mValue; |
| // Subclasses can adjust these values: |
| protected int mRedSize; |
| protected int mGreenSize; |
| protected int mBlueSize; |
| protected int mAlphaSize; |
| protected int mDepthSize; |
| protected int mStencilSize; |
| } |
| |
| /** |
| * This class will choose a supported surface as close to |
| * RGB565 as possible, with or without a depth buffer. |
| * |
| */ |
| private class SimpleEGLConfigChooser extends ComponentSizeChooser { |
| public SimpleEGLConfigChooser(boolean withDepthBuffer) { |
| super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0); |
| // Adjust target values. This way we'll accept a 4444 or |
| // 555 buffer if there's no 565 buffer available. |
| mRedSize = 5; |
| mGreenSize = 6; |
| mBlueSize = 5; |
| } |
| } |
| |
| /** |
| * An EGL helper class. |
| */ |
| |
| private class EglHelper { |
| public EglHelper() { |
| |
| } |
| |
| /** |
| * Initialize EGL for a given configuration spec. |
| * @param configSpec |
| */ |
| public void start(){ |
| /* |
| * Get an EGL instance |
| */ |
| mEgl = (EGL10) EGLContext.getEGL(); |
| |
| /* |
| * Get to the default display. |
| */ |
| mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); |
| |
| 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"); |
| } |
| mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay); |
| |
| /* |
| * Create an OpenGL ES context. This must be done only once, an |
| * OpenGL context is a somewhat heavy object. |
| */ |
| mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig); |
| if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) { |
| throwEglException("createContext"); |
| } |
| |
| mEglSurface = null; |
| } |
| |
| /* |
| * React to the creation of a new surface by creating and returning an |
| * OpenGL interface that renders to that surface. |
| */ |
| public GL createSurface(SurfaceHolder holder) { |
| /* |
| * The window size has changed, so we need to create a new |
| * surface. |
| */ |
| if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { |
| |
| /* |
| * Unbind and destroy the old EGL surface, if |
| * there is one. |
| */ |
| mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, |
| EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); |
| mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); |
| } |
| |
| /* |
| * Create an EGL surface we can render into. |
| */ |
| mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl, |
| mEglDisplay, mEglConfig, holder); |
| |
| if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { |
| throwEglException("createWindowSurface"); |
| } |
| |
| /* |
| * Before we can issue GL commands, we need to make sure |
| * the context is current and bound to a surface. |
| */ |
| if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { |
| throwEglException("eglMakeCurrent"); |
| } |
| |
| GL gl = mEglContext.getGL(); |
| if (mGLWrapper != null) { |
| gl = mGLWrapper.wrap(gl); |
| } |
| |
| if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) { |
| int configFlags = 0; |
| Writer log = null; |
| if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) { |
| configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR; |
| } |
| if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) { |
| log = new LogWriter(); |
| } |
| gl = GLDebugHelper.wrap(gl, configFlags, log); |
| } |
| return gl; |
| } |
| |
| /** |
| * Display the current render surface. |
| * @return false if the context has been lost. |
| */ |
| public boolean swap() { |
| mEgl.eglSwapBuffers(mEglDisplay, mEglSurface); |
| |
| /* |
| * Always check for EGL_CONTEXT_LOST, which means the context |
| * and all associated data were lost (For instance because |
| * the device went to sleep). We need to sleep until we |
| * get a new surface. |
| */ |
| return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST; |
| } |
| |
| public void destroySurface() { |
| if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { |
| mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, |
| EGL10.EGL_NO_SURFACE, |
| EGL10.EGL_NO_CONTEXT); |
| mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); |
| mEglSurface = null; |
| } |
| } |
| |
| public void finish() { |
| if (mEglContext != null) { |
| mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); |
| mEglContext = null; |
| } |
| if (mEglDisplay != null) { |
| mEgl.eglTerminate(mEglDisplay); |
| mEglDisplay = null; |
| } |
| } |
| |
| private void throwEglException(String function) { |
| throw new RuntimeException(function + " failed: " + mEgl.eglGetError()); |
| } |
| |
| /** Checks to see if the current context is valid. **/ |
| public boolean verifyContext() { |
| EGLContext currentContext = mEgl.eglGetCurrentContext(); |
| return currentContext != EGL10.EGL_NO_CONTEXT && mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST; |
| } |
| |
| 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. |
| * |
| */ |
| private class GLThread extends Thread { |
| public GLThread(Renderer renderer) { |
| super(); |
| mWidth = 0; |
| mHeight = 0; |
| mRequestRender = true; |
| mRenderMode = RENDERMODE_CONTINUOUSLY; |
| mRenderer = renderer; |
| } |
| |
| |
| @Override |
| public void run() { |
| setName("GLThread " + getId()); |
| if (LOG_THREADS) { |
| DebugLog.i("GLThread", "starting tid=" + getId()); |
| } |
| |
| try { |
| guardedRun(); |
| } catch (InterruptedException e) { |
| // fall thru and exit normally |
| } finally { |
| sGLThreadManager.threadExiting(this); |
| } |
| } |
| |
| /* |
| * This private method should only be called inside a |
| * synchronized(sGLThreadManager) block. |
| */ |
| private void stopEglLocked() { |
| if (mHaveEglSurface) { |
| mHaveEglSurface = false; |
| mEglHelper.destroySurface(); |
| sGLThreadManager.releaseEglSurfaceLocked(this); |
| } |
| } |
| |
| private void guardedRun() throws InterruptedException { |
| mEglHelper = new EglHelper(); |
| mHaveEglContext = false; |
| mHaveEglSurface = false; |
| try { |
| GL10 gl = null; |
| boolean createEglSurface = false; |
| boolean sizeChanged = false; |
| boolean wantRenderNotification = false; |
| boolean doRenderNotification = false; |
| int w = 0; |
| int h = 0; |
| Runnable event = null; |
| int framesSinceResetHack = 0; |
| while (true) { |
| synchronized (sGLThreadManager) { |
| while (true) { |
| if (mShouldExit) { |
| return; |
| } |
| |
| if (! mEventQueue.isEmpty()) { |
| event = mEventQueue.remove(0); |
| break; |
| } |
| |
| // Do we need to release the EGL surface? |
| if (mHaveEglSurface && mPaused) { |
| if (LOG_SURFACE) { |
| DebugLog.i("GLThread", "releasing EGL surface because paused tid=" + getId()); |
| } |
| stopEglLocked(); |
| } |
| |
| // Have we lost the surface view surface? |
| if ((! mHasSurface) && (! mWaitingForSurface)) { |
| if (LOG_SURFACE) { |
| DebugLog.i("GLThread", "noticed surfaceView surface lost tid=" + getId()); |
| } |
| if (mHaveEglSurface) { |
| stopEglLocked(); |
| } |
| mWaitingForSurface = true; |
| sGLThreadManager.notifyAll(); |
| } |
| |
| // Have we acquired the surface view surface? |
| if (mHasSurface && mWaitingForSurface) { |
| if (LOG_SURFACE) { |
| DebugLog.i("GLThread", "noticed surfaceView surface acquired tid=" + getId()); |
| } |
| mWaitingForSurface = false; |
| sGLThreadManager.notifyAll(); |
| } |
| |
| if (doRenderNotification) { |
| wantRenderNotification = false; |
| doRenderNotification = false; |
| mRenderComplete = true; |
| sGLThreadManager.notifyAll(); |
| } |
| |
| // Ready to draw? |
| if ((!mPaused) && mHasSurface |
| && (mWidth > 0) && (mHeight > 0) |
| && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) { |
| |
| if (mHaveEglContext && !mHaveEglSurface) { |
| // Let's make sure the context hasn't been lost. |
| if (!mEglHelper.verifyContext()) { |
| mEglHelper.finish(); |
| mRenderer.onSurfaceLost(); |
| mHaveEglContext = false; |
| } |
| } |
| // If we don't have an egl surface, try to acquire one. |
| if ((! mHaveEglContext) && sGLThreadManager.tryAcquireEglSurfaceLocked(this)) { |
| mHaveEglContext = true; |
| mEglHelper.start(); |
| |
| sGLThreadManager.notifyAll(); |
| } |
| |
| if (mHaveEglContext && !mHaveEglSurface) { |
| mHaveEglSurface = true; |
| createEglSurface = true; |
| sizeChanged = true; |
| } |
| |
| if (mHaveEglSurface) { |
| if (mSizeChanged) { |
| sizeChanged = true; |
| w = mWidth; |
| h = mHeight; |
| wantRenderNotification = true; |
| |
| if (DRAW_TWICE_AFTER_SIZE_CHANGED) { |
| // We keep mRequestRender true so that we draw twice after the size changes. |
| // (Once because of mSizeChanged, the second time because of mRequestRender.) |
| // This forces the updated graphics onto the screen. |
| } else { |
| mRequestRender = false; |
| } |
| mSizeChanged = false; |
| } else { |
| mRequestRender = false; |
| } |
| sGLThreadManager.notifyAll(); |
| break; |
| } |
| } |
| |
| // By design, this is the only place in a GLThread thread where we wait(). |
| if (LOG_THREADS) { |
| DebugLog.i("GLThread", "waiting tid=" + getId()); |
| } |
| sGLThreadManager.wait(); |
| } |
| } // end of synchronized(sGLThreadManager) |
| |
| if (event != null) { |
| event.run(); |
| event = null; |
| continue; |
| } |
| |
| if (mHasFocus) { |
| if (createEglSurface) { |
| gl = (GL10) mEglHelper.createSurface(getHolder()); |
| sGLThreadManager.checkGLDriver(gl); |
| if (LOG_RENDERER) { |
| DebugLog.w("GLThread", "onSurfaceCreated"); |
| } |
| mGL = gl; |
| mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig); |
| createEglSurface = false; |
| framesSinceResetHack = 0; |
| } |
| |
| |
| if (sizeChanged) { |
| if (LOG_RENDERER) { |
| DebugLog.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")"); |
| } |
| mRenderer.onSurfaceChanged(gl, w, h); |
| sizeChanged = false; |
| } |
| |
| |
| |
| if (LOG_RENDERER) { |
| DebugLog.w("GLThread", "onDrawFrame"); |
| } |
| |
| // Some phones (Motorola Cliq, Backflip; also the |
| // Huawei Pulse, and maybe the Samsung Behold II), use a |
| // broken graphics driver from Qualcomm. It fails in a |
| // very specific case: when the EGL context is lost due to |
| // resource constraints, and then recreated, if GL commands |
| // are sent within two frames of the surface being created |
| // then eglSwapBuffers() will hang. Normally, applications using |
| // the stock GLSurfaceView never run into this problem because it |
| // discards the EGL context explicitly on every pause. But |
| // I've modified this class to not do that--I only want to reload |
| // textures when the context is actually lost--so this bug |
| // revealed itself as black screens on devices like the Cliq. |
| // Thus, in "safe mode," I force two swaps to occur before |
| // issuing any GL commands. Don't ask me how long it took |
| // to figure this out. |
| // CTS: do not use safe mode. |
| mWatchDog.reset(); |
| mRenderer.onDrawFrame(gl); |
| |
| framesSinceResetHack++; |
| |
| if(!mEglHelper.swap()) { |
| if (LOG_SURFACE) { |
| DebugLog.i("GLThread", "egl surface lost tid=" + getId()); |
| } |
| |
| stopEglLocked(); |
| } |
| |
| } |
| if (wantRenderNotification) { |
| doRenderNotification = true; |
| } |
| } |
| |
| } finally { |
| mGL = null; |
| /* |
| * clean-up everything... |
| */ |
| synchronized (sGLThreadManager) { |
| stopEglLocked(); |
| mEglHelper.finish(); |
| } |
| } |
| } |
| |
| 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) { |
| DebugLog.i("GLThread", "surfaceCreated tid=" + getId()); |
| } |
| mHasSurface = true; |
| sGLThreadManager.notifyAll(); |
| } |
| } |
| |
| public void surfaceDestroyed() { |
| synchronized(sGLThreadManager) { |
| if (LOG_THREADS) { |
| DebugLog.i("GLThread", "surfaceDestroyed tid=" + getId()); |
| } |
| mHasSurface = false; |
| sGLThreadManager.notifyAll(); |
| while((!mWaitingForSurface) && (!mExited)) { |
| try { |
| sGLThreadManager.wait(); |
| } catch (InterruptedException e) { |
| Thread.currentThread().interrupt(); |
| } |
| } |
| } |
| } |
| |
| public void onPause() { |
| synchronized (sGLThreadManager) { |
| mPaused = true; |
| sGLThreadManager.notifyAll(); |
| } |
| } |
| |
| public void onResume() { |
| synchronized (sGLThreadManager) { |
| mPaused = false; |
| mRequestRender = true; |
| sGLThreadManager.notifyAll(); |
| } |
| } |
| |
| public void onWindowResize(int w, int h) { |
| synchronized (sGLThreadManager) { |
| mWidth = w; |
| mHeight = h; |
| mSizeChanged = true; |
| mRequestRender = true; |
| mRenderComplete = false; |
| sGLThreadManager.notifyAll(); |
| |
| // Wait for thread to react to resize and render a frame |
| while (! mExited && !mPaused && !mRenderComplete ) { |
| if (LOG_SURFACE) { |
| DebugLog.i("Main thread", "onWindowResize waiting for render complete."); |
| } |
| try { |
| sGLThreadManager.wait(); |
| } catch (InterruptedException ex) { |
| Thread.currentThread().interrupt(); |
| } |
| } |
| } |
| } |
| |
| public void loadTextures(TextureLibrary library) { |
| synchronized (this) { |
| assert mGL != null; |
| if (mGL != null && mHasSurface) { |
| mRenderer.loadTextures(mGL, library); |
| } |
| } |
| } |
| |
| public void flushTextures(TextureLibrary library) { |
| synchronized (this) { |
| assert mGL != null; |
| if (mGL != null) { |
| mRenderer.flushTextures(mGL, library); |
| } |
| } |
| } |
| |
| public void loadBuffers(BufferLibrary library) { |
| synchronized (this) { |
| assert mGL != null; |
| if (mGL != null) { |
| mRenderer.loadBuffers(mGL, library); |
| } |
| } |
| } |
| |
| public void flushBuffers(BufferLibrary library) { |
| synchronized (this) { |
| assert mGL != null; |
| if (mGL != null) { |
| mRenderer.flushBuffers(mGL, library); |
| } |
| } |
| } |
| |
| // On some Qualcomm devices (such as the HTC Magic running Android 1.6), |
| // there's a bug in the graphics driver that will cause glViewport() to |
| // do the wrong thing in a very specific situation. When the screen is |
| // rotated, if a surface is created in one layout (say, portrait view) |
| // and then rotated to another, subsequent calls to glViewport are clipped. |
| // So, if the window is, say, 320x480 when the surface is created, and |
| // then the rotation occurs and glViewport() is called with the new |
| // size of 480x320, devices with the buggy driver will clip the viewport |
| // to the old width (which means 320x320...ugh!). This is fixed in |
| // Android 2.1 Qualcomm devices (like Nexus One) and doesn't affect |
| // non-Qualcomm devices (like the Motorola DROID). |
| // |
| // Unfortunately, under Android 1.6 this exact case occurs when the |
| // screen is put to sleep and then wakes up again. The lock screen |
| // comes up in portrait mode, but at the same time the window surface |
| // is also created in the backgrounded game. When the lock screen is closed |
| // and the game comes forward, the window is fixed to the correct size |
| // which causes the bug to occur. |
| |
| // The solution used here is to simply never render when the window surface |
| // does not have the focus. When the lock screen (or menu) is up, rendering |
| // will stop. This resolves the driver bug (as the egl surface won't be created |
| // until after the screen size has been fixed), and is generally good practice |
| // since you don't want to be doing a lot of CPU intensive work when the lock |
| // screen is up (to preserve battery life). |
| |
| public void onWindowFocusChanged(boolean hasFocus) { |
| synchronized(sGLThreadManager) { |
| mHasFocus = hasFocus; |
| sGLThreadManager.notifyAll(); |
| } |
| if (LOG_SURFACE) { |
| DebugLog.i("Main thread", "Focus " + (mHasFocus ? "gained" : "lost")); |
| } |
| |
| } |
| |
| public void requestExitAndWait() { |
| // don't call this from GLThread thread or it is a guaranteed |
| // deadlock! |
| synchronized(sGLThreadManager) { |
| mShouldExit = true; |
| sGLThreadManager.notifyAll(); |
| while (! mExited) { |
| try { |
| sGLThreadManager.wait(); |
| } catch (InterruptedException ex) { |
| Thread.currentThread().interrupt(); |
| } |
| } |
| } |
| } |
| |
| /** |
| * Queue an "event" to be run on the GL rendering thread. |
| * @param r the runnable to be run on the GL rendering thread. |
| */ |
| public void queueEvent(Runnable r) { |
| if (r == null) { |
| throw new IllegalArgumentException("r must not be null"); |
| } |
| synchronized(sGLThreadManager) { |
| mEventQueue.add(r); |
| sGLThreadManager.notifyAll(); |
| } |
| } |
| |
| public void setSafeMode(boolean on) { |
| mSafeMode = on; |
| } |
| |
| // Once the thread is started, all accesses to the following member |
| // variables are protected by the sGLThreadManager monitor |
| private boolean mShouldExit; |
| private boolean mExited; |
| private boolean mPaused; |
| private boolean mHasSurface; |
| private boolean mWaitingForSurface; |
| private boolean mHaveEglContext; |
| private boolean mHaveEglSurface; |
| private int mWidth; |
| private int mHeight; |
| private int mRenderMode; |
| private boolean mRequestRender; |
| private boolean mRenderComplete; |
| private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>(); |
| private GL10 mGL; |
| private boolean mHasFocus; |
| private boolean mSafeMode = false; |
| |
| // End of member variables protected by the sGLThreadManager monitor. |
| |
| private Renderer mRenderer; |
| private EglHelper mEglHelper; |
| } |
| |
| static class LogWriter extends Writer { |
| |
| @Override public void close() { |
| flushBuilder(); |
| } |
| |
| @Override public void flush() { |
| flushBuilder(); |
| } |
| |
| @Override public void write(char[] buf, int offset, int count) { |
| for(int i = 0; i < count; i++) { |
| char c = buf[offset + i]; |
| if ( c == '\n') { |
| flushBuilder(); |
| } |
| else { |
| mBuilder.append(c); |
| } |
| } |
| } |
| |
| private void flushBuilder() { |
| if (mBuilder.length() > 0) { |
| DebugLog.v("GLSurfaceView", mBuilder.toString()); |
| mBuilder.delete(0, mBuilder.length()); |
| } |
| } |
| |
| private StringBuilder mBuilder = new StringBuilder(); |
| } |
| |
| |
| private void checkRenderThreadState() { |
| if (mGLThread != null) { |
| throw new IllegalStateException( |
| "setRenderer has already been called for this instance."); |
| } |
| } |
| |
| private static class GLThreadManager { |
| |
| public synchronized void threadExiting(GLThread thread) { |
| if (LOG_THREADS) { |
| DebugLog.i("GLThread", "exiting tid=" + thread.getId()); |
| } |
| thread.mExited = true; |
| if (mEglOwner == thread) { |
| mEglOwner = null; |
| } |
| notifyAll(); |
| } |
| |
| /* |
| * Tries once to acquire the right to use an EGL |
| * surface. Does not block. Requires that we are already |
| * in the sGLThreadManager monitor when this is called. |
| * |
| * @return true if the right to use an EGL surface was acquired. |
| */ |
| public boolean tryAcquireEglSurfaceLocked(GLThread thread) { |
| if (mEglOwner == thread || mEglOwner == null) { |
| mEglOwner = thread; |
| notifyAll(); |
| return true; |
| } |
| checkGLESVersion(); |
| if (mMultipleGLESContextsAllowed) { |
| return true; |
| } |
| return false; |
| } |
| /* |
| * Releases the EGL surface. Requires that we are already in the |
| * sGLThreadManager monitor when this is called. |
| */ |
| public void releaseEglSurfaceLocked(GLThread thread) { |
| if (mEglOwner == thread) { |
| mEglOwner = null; |
| } |
| notifyAll(); |
| } |
| |
| public synchronized void checkGLDriver(GL10 gl) { |
| if (! mGLESDriverCheckComplete) { |
| checkGLESVersion(); |
| if (mGLESVersion < kGLES_20) { |
| String renderer = gl.glGetString(GL10.GL_RENDERER); |
| mMultipleGLESContextsAllowed = false; |
| notifyAll(); |
| } |
| mGLESDriverCheckComplete = true; |
| } |
| } |
| |
| private void checkGLESVersion() { |
| if (! mGLESVersionCheckComplete) { |
| mGLESVersion = ConfigurationInfo.GL_ES_VERSION_UNDEFINED; |
| if (mGLESVersion >= kGLES_20) { |
| mMultipleGLESContextsAllowed = true; |
| } |
| mGLESVersionCheckComplete = true; |
| } |
| |
| } |
| |
| private boolean mGLESVersionCheckComplete; |
| private int mGLESVersion; |
| private boolean mGLESDriverCheckComplete; |
| private boolean mMultipleGLESContextsAllowed; |
| private int mGLContextCount; |
| private static final int kGLES_20 = 0x20000; |
| private GLThread mEglOwner; |
| |
| } |
| |
| private static final GLThreadManager sGLThreadManager = new GLThreadManager(); |
| private boolean mSizeChanged = true; |
| |
| private GLThread mGLThread; |
| private EGLConfigChooser mEGLConfigChooser; |
| private EGLContextFactory mEGLContextFactory; |
| private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; |
| private GLWrapper mGLWrapper; |
| private int mDebugFlags; |
| private int mEGLContextClientVersion; |
| private final RenderingWatchDog mWatchDog = new RenderingWatchDog(); |
| |
| } |