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GLTextureView
package jp.wasabeef.sample;
import android.content.Context;
import android.graphics.SurfaceTexture;
import android.opengl.GLDebugHelper;
import android.util.AttributeSet;
import android.util.Log;
import android.view.TextureView;
import android.view.View;
import java.io.Writer;
import java.lang.ref.WeakReference;
import java.util.ArrayList;
import java.util.List;
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;
/*
* Copyright (C) 2018 Wasabeef
*
* 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.
*/
public class GLTextureView extends TextureView
implements TextureView.SurfaceTextureListener, View.OnLayoutChangeListener {
private final static String TAG = GLTextureView.class.getSimpleName();
private final static boolean LOG_ATTACH_DETACH = false;
private final static boolean LOG_THREADS = false;
private final static boolean LOG_PAUSE_RESUME = false;
private final static boolean LOG_SURFACE = false;
private final static boolean LOG_RENDERER = false;
private final static boolean LOG_RENDERER_DRAW_FRAME = false;
private final static boolean LOG_EGL = false;
/**
* The renderer only renders
* when the surface is created, or when {@link #requestRender} is called.
*
* @see #getRenderMode()
* @see #setRenderMode(int)
* @see #requestRender()
*/
public final static int RENDERMODE_WHEN_DIRTY = 0;
/**
* The renderer is called
* continuously to re-render the scene.
*
* @see #getRenderMode()
* @see #setRenderMode(int)
*/
public final static int RENDERMODE_CONTINUOUSLY = 1;
/**
* Check glError() after every GL call and throw an exception if glError indicates
* that an error has occurred. This can be used to help track down which OpenGL ES call
* is causing an error.
*
* @see #getDebugFlags
* @see #setDebugFlags
*/
public final static int DEBUG_CHECK_GL_ERROR = 1;
/**
* Log GL calls to the system log at "verbose" level with tag "GLTextureView".
*
* @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 GLTextureView(Context context) {
super(context);
init();
}
/**
* Standard View constructor. In order to render something, you
* must call {@link #setRenderer} to register a renderer.
*/
public GLTextureView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
@Override protected void finalize() throws Throwable {
try {
if (glThread != null) {
// GLThread may still be running if this view was never
// attached to a window.
glThread.requestExitAndWait();
}
} finally {
super.finalize();
}
}
private void init() {
setSurfaceTextureListener(this);
}
/**
* Set the glWrapper. If the glWrapper is not null, its
* {@link GLWrapper#wrap(javax.microedition.khronos.opengles.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) {
this.glWrapper = 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) {
this.debugFlags = debugFlags;
}
/**
* Get the current value of the debug flags.
*
* @return the current value of the debug flags.
*/
public int getDebugFlags() {
return debugFlags;
}
/**
* Control whether the EGL context is preserved when the GLTextureView is paused and
* resumed.
* <p>
* If set to true, then the EGL context may be preserved when the GLTextureView is paused.
* Whether the EGL context is actually preserved or not depends upon whether the
* Android device that the program is running on can support an arbitrary number of EGL
* contexts or not. Devices that can only support a limited number of EGL contexts must
* release the EGL context in order to allow multiple applications to share the GPU.
* <p>
* If set to false, the EGL context will be released when the GLTextureView is paused,
* and recreated when the GLTextureView is resumed.
* <p>
*
* The default is false.
*
* @param preserveOnPause preserve the EGL context when paused
*/
public void setPreserveEGLContextOnPause(boolean preserveOnPause) {
preserveEGLContextOnPause = preserveOnPause;
}
/**
* @return true if the EGL context will be preserved when paused
*/
public boolean getPreserveEGLContextOnPause() {
return preserveEGLContextOnPause;
}
/**
* 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 GLTextureView.
* <p>The following GLTextureView 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 GLTextureView 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 (eglConfigChooser == null) {
eglConfigChooser = new SimpleEGLConfigChooser(true);
}
if (eglContextFactory == null) {
eglContextFactory = new DefaultContextFactory();
}
if (eglWindowSurfaceFactory == null) {
eglWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
}
this.renderer = renderer;
glThread = new GLThread(mThisWeakRef);
glThread.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();
eglContextFactory = 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();
eglWindowSurfaceFactory = 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 an EGLConfig that is compatible with the current
* android.view.Surface, with a depth buffer depth of
* at least 16 bits.
*/
public void setEGLConfigChooser(EGLConfigChooser configChooser) {
checkRenderThreadState();
eglConfigChooser = 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 an RGB_888 surface with a depth buffer depth of
* at least 16 bits.
*/
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();
eglContextClientVersion = 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) {
glThread.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 glThread.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() {
glThread.requestRender();
}
/**
* This method is part of the SurfaceHolder.Callback interface, and is
* not normally called or subclassed by clients of GLTextureView.
*/
public void surfaceCreated(SurfaceTexture texture) {
glThread.surfaceCreated();
}
/**
* This method is part of the SurfaceHolder.Callback interface, and is
* not normally called or subclassed by clients of GLTextureView.
*/
public void surfaceDestroyed(SurfaceTexture texture) {
// Surface will be destroyed when we return
glThread.surfaceDestroyed();
}
/**
* This method is part of the SurfaceHolder.Callback interface, and is
* not normally called or subclassed by clients of GLTextureView.
*/
public void surfaceChanged(SurfaceTexture texture, int format, int w, int h) {
glThread.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() {
glThread.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() {
glThread.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) {
glThread.queueEvent(r);
}
/**
* This method is used as part of the View class and is not normally
* called or subclassed by clients of GLTextureView.
*/
@Override protected void onAttachedToWindow() {
super.onAttachedToWindow();
if (LOG_ATTACH_DETACH) {
Log.d(TAG, "onAttachedToWindow reattach =" + detached);
}
if (detached && (renderer != null)) {
int renderMode = RENDERMODE_CONTINUOUSLY;
if (glThread != null) {
renderMode = glThread.getRenderMode();
}
glThread = new GLThread(mThisWeakRef);
if (renderMode != RENDERMODE_CONTINUOUSLY) {
glThread.setRenderMode(renderMode);
}
glThread.start();
}
detached = false;
}
/**
* This method is used as part of the View class and is not normally
* called or subclassed by clients of GLTextureView.
* Must not be called before a renderer has been set.
*/
@Override protected void onDetachedFromWindow() {
if (LOG_ATTACH_DETACH) {
Log.d(TAG, "onDetachedFromWindow");
}
if (glThread != null) {
glThread.requestExitAndWait();
}
detached = true;
super.onDetachedFromWindow();
}
public void onLayoutChange(View v, int left, int top, int right, int bottom, int oldLeft,
int oldTop, int oldRight, int oldBottom) {
surfaceChanged(getSurfaceTexture(), 0, right - left, bottom - top);
}
public void addSurfaceTextureListener(SurfaceTextureListener listener) {
surfaceTextureListeners.add(listener);
}
public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) {
surfaceCreated(surface);
surfaceChanged(surface, 0, width, height);
for (SurfaceTextureListener l : surfaceTextureListeners) {
l.onSurfaceTextureAvailable(surface, width, height);
}
}
public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
surfaceChanged(surface, 0, width, height);
for (SurfaceTextureListener l : surfaceTextureListeners) {
l.onSurfaceTextureSizeChanged(surface, width, height);
}
}
public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
surfaceDestroyed(surface);
for (SurfaceTextureListener l : surfaceTextureListeners) {
l.onSurfaceTextureDestroyed(surface);
}
return true;
}
public void onSurfaceTextureUpdated(SurfaceTexture surface) {
requestRender();
for (SurfaceTextureListener l : surfaceTextureListeners) {
l.onSurfaceTextureUpdated(surface);
}
}
// ----------------------------------------------------------------------
/**
* 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>
* GLTextureView clients typically create their own classes that implement
* this interface, and then call {@link GLTextureView#setRenderer} to
* register the renderer with the GLTextureView.
* <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 GLTextureView#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(javax.microedition.khronos.opengles.GL10,
* javax.microedition.khronos.egl.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.
*/
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 GLTextureView#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, eglContextClientVersion, EGL10.EGL_NONE
};
return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT,
eglContextClientVersion != 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 GLTextureView#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 GLTextureView#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 (eglContextClientVersion != 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] = 0x0004; /* EGL_OPENGL_ES2_BIT */
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
});
value = new int[1];
this.redSize = redSize;
this.greenSize = greenSize;
this.blueSize = blueSize;
this.alphaSize = alphaSize;
this.depthSize = depthSize;
this.stencilSize = 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 >= depthSize) && (s >= stencilSize)) {
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 == redSize) && (g == greenSize) && (b == blueSize) && (a == alphaSize)) {
return config;
}
}
}
return null;
}
private int findConfigAttrib(EGL10 egl, EGLDisplay display, EGLConfig config, int attribute,
int defaultValue) {
if (egl.eglGetConfigAttrib(display, config, attribute, value)) {
return value[0];
}
return defaultValue;
}
private int[] value;
// Subclasses can adjust these values:
protected int redSize;
protected int greenSize;
protected int blueSize;
protected int alphaSize;
protected int depthSize;
protected int stencilSize;
}
/**
* 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<GLTextureView> glTextureViewWeakReference) {
this.glTextureViewWeakRef = glTextureViewWeakReference;
}
/**
* Initialize EGL for a given configuration spec.
*/
public void start() {
if (LOG_EGL) {
Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId());
}
/*
* Get an EGL instance
*/
egl = (EGL10) EGLContext.getEGL();
/*
* Get to the default display.
*/
eglDisplay = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
if (eglDisplay == EGL10.EGL_NO_DISPLAY) {
throw new RuntimeException("eglGetDisplay failed");
}
/*
* We can now initialize EGL for that display
*/
int[] version = new int[2];
if (!egl.eglInitialize(eglDisplay, version)) {
throw new RuntimeException("eglInitialize failed");
}
GLTextureView view = glTextureViewWeakRef.get();
if (view == null) {
eglConfig = null;
eglContext = null;
} else {
eglConfig = view.eglConfigChooser.chooseConfig(egl, eglDisplay);
/*
* Create an EGL context. We want to do this as rarely as we can, because an
* EGL context is a somewhat heavy object.
*/
eglContext = view.eglContextFactory.createContext(egl, eglDisplay, eglConfig);
}
if (eglContext == null || eglContext == EGL10.EGL_NO_CONTEXT) {
eglContext = null;
throwEglException("createContext");
}
if (LOG_EGL) {
Log.w("EglHelper",
"createContext " + eglContext + " tid=" + Thread.currentThread().getId());
}
eglSurface = 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 (egl == null) {
throw new RuntimeException("egl not initialized");
}
if (eglDisplay == null) {
throw new RuntimeException("eglDisplay not initialized");
}
if (eglConfig == null) {
throw new RuntimeException("eglConfig not initialized");
}
/*
* The window size has changed, so we need to create a new
* surface.
*/
destroySurfaceImp();
/*
* Create an EGL surface we can render into.
*/
GLTextureView view = glTextureViewWeakRef.get();
if (view != null) {
eglSurface = view.eglWindowSurfaceFactory.createWindowSurface(egl, eglDisplay, eglConfig,
view.getSurfaceTexture());
} else {
eglSurface = null;
}
if (eglSurface == null || eglSurface == EGL10.EGL_NO_SURFACE) {
int error = egl.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 (!egl.eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)) {
/*
* Could not make the context current, probably because the underlying
* TextureView surface has been destroyed.
*/
logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", egl.eglGetError());
return false;
}
return true;
}
/**
* Create a GL object for the current EGL context.
*/
GL createGL() {
GL gl = eglContext.getGL();
GLTextureView view = glTextureViewWeakRef.get();
if (view != null) {
if (view.glWrapper != null) {
gl = view.glWrapper.wrap(gl);
}
if ((view.debugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
int configFlags = 0;
Writer log = null;
if ((view.debugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
}
if ((view.debugFlags & 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 (!egl.eglSwapBuffers(eglDisplay, eglSurface)) {
return egl.eglGetError();
}
return EGL10.EGL_SUCCESS;
}
public void destroySurface() {
if (LOG_EGL) {
Log.w("EglHelper", "destroySurface() tid=" + Thread.currentThread().getId());
}
destroySurfaceImp();
}
private void destroySurfaceImp() {
if (eglSurface != null && eglSurface != EGL10.EGL_NO_SURFACE) {
egl.eglMakeCurrent(eglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_CONTEXT);
GLTextureView view = glTextureViewWeakRef.get();
if (view != null) {
view.eglWindowSurfaceFactory.destroySurface(egl, eglDisplay, eglSurface);
}
eglSurface = null;
}
}
public void finish() {
if (LOG_EGL) {
Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId());
}
if (eglContext != null) {
GLTextureView view = glTextureViewWeakRef.get();
if (view != null) {
view.eglContextFactory.destroyContext(egl, eglDisplay, eglContext);
}
eglContext = null;
}
if (eglDisplay != null) {
egl.eglTerminate(eglDisplay);
eglDisplay = null;
}
}
private void throwEglException(String function) {
throwEglException(function, egl.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: " + error;
}
private WeakReference<GLTextureView> glTextureViewWeakRef;
EGL10 egl;
EGLDisplay eglDisplay;
EGLSurface eglSurface;
EGLConfig eglConfig;
EGLContext eglContext;
}
/**
* 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
* glThreadManager object. This avoids multiple-lock ordering issues.
*/
static class GLThread extends Thread {
GLThread(WeakReference<GLTextureView> glTextureViewWeakRef) {
super();
width = 0;
height = 0;
requestRender = true;
renderMode = RENDERMODE_CONTINUOUSLY;
this.glTextureViewWeakRef = glTextureViewWeakRef;
}
@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 {
glThreadManager.threadExiting(this);
}
}
/*
* This private method should only be called inside a
* synchronized(glThreadManager) block.
*/
private void stopEglSurfaceLocked() {
if (haveEglSurface) {
haveEglSurface = false;
eglHelper.destroySurface();
}
}
/*
* This private method should only be called inside a
* synchronized(glThreadManager) block.
*/
private void stopEglContextLocked() {
if (haveEglContext) {
eglHelper.finish();
haveEglContext = false;
glThreadManager.releaseEglContextLocked(this);
}
}
private void guardedRun() throws InterruptedException {
eglHelper = new EglHelper(glTextureViewWeakRef);
haveEglContext = false;
haveEglSurface = false;
try {
GL10 gl = null;
boolean createEglContext = false;
boolean createEglSurface = false;
boolean createGlInterface = false;
boolean lostEglContext = false;
boolean sizeChanged = false;
boolean wantRenderNotification = false;
boolean doRenderNotification = false;
boolean askedToReleaseEglContext = false;
int w = 0;
int h = 0;
Runnable event = null;
while (true) {
synchronized (glThreadManager) {
while (true) {
if (shouldExit) {
return;
}
if (!eventQueue.isEmpty()) {
event = eventQueue.remove(0);
break;
}
// Update the pause state.
boolean pausing = false;
if (paused != requestPaused) {
pausing = requestPaused;
paused = requestPaused;
glThreadManager.notifyAll();
if (LOG_PAUSE_RESUME) {
Log.i("GLThread", "paused is now " + paused + " tid=" + getId());
}
}
// Do we need to give up the EGL context?
if (shouldReleaseEglContext) {
if (LOG_SURFACE) {
Log.i("GLThread", "releasing EGL context because asked to tid=" + getId());
}
stopEglSurfaceLocked();
stopEglContextLocked();
shouldReleaseEglContext = false;
askedToReleaseEglContext = true;
}
// Have we lost the EGL context?
if (lostEglContext) {
stopEglSurfaceLocked();
stopEglContextLocked();
lostEglContext = false;
}
// When pausing, release the EGL surface:
if (pausing && haveEglSurface) {
if (LOG_SURFACE) {
Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
}
stopEglSurfaceLocked();
}
// When pausing, optionally release the EGL Context:
if (pausing && haveEglContext) {
GLTextureView view = glTextureViewWeakRef.get();
boolean preserveEglContextOnPause =
view == null ? false : view.preserveEGLContextOnPause;
if (!preserveEglContextOnPause
|| glThreadManager.shouldReleaseEGLContextWhenPausing()) {
stopEglContextLocked();
if (LOG_SURFACE) {
Log.i("GLThread", "releasing EGL context because paused tid=" + getId());
}
}
}
// When pausing, optionally terminate EGL:
if (pausing) {
if (glThreadManager.shouldTerminateEGLWhenPausing()) {
eglHelper.finish();
if (LOG_SURFACE) {
Log.i("GLThread", "terminating EGL because paused tid=" + getId());
}
}
}
// Have we lost the TextureView surface?
if ((!hasSurface) && (!waitingForSurface)) {
if (LOG_SURFACE) {
Log.i("GLThread", "noticed textureView surface lost tid=" + getId());
}
if (haveEglSurface) {
stopEglSurfaceLocked();
}
waitingForSurface = true;
surfaceIsBad = false;
glThreadManager.notifyAll();
}
// Have we acquired the surface view surface?
if (hasSurface && waitingForSurface) {
if (LOG_SURFACE) {
Log.i("GLThread", "noticed textureView surface acquired tid=" + getId());
}
waitingForSurface = false;
glThreadManager.notifyAll();
}
if (doRenderNotification) {
if (LOG_SURFACE) {
Log.i("GLThread", "sending render notification tid=" + getId());
}
wantRenderNotification = false;
doRenderNotification = false;
renderComplete = true;
glThreadManager.notifyAll();
}
// Ready to draw?
if (readyToDraw()) {
// If we don't have an EGL context, try to acquire one.
if (!haveEglContext) {
if (askedToReleaseEglContext) {
askedToReleaseEglContext = false;
} else if (glThreadManager.tryAcquireEglContextLocked(this)) {
try {
eglHelper.start();
} catch (RuntimeException t) {
glThreadManager.releaseEglContextLocked(this);
throw t;
}
haveEglContext = true;
createEglContext = true;
glThreadManager.notifyAll();
}
}
if (haveEglContext && !haveEglSurface) {
haveEglSurface = true;
createEglSurface = true;
createGlInterface = true;
sizeChanged = true;
}
if (haveEglSurface) {
if (this.sizeChanged) {
sizeChanged = true;
w = width;
h = height;
wantRenderNotification = true;
if (LOG_SURFACE) {
Log.i("GLThread", "noticing that we want render notification tid=" + getId());
}
// Destroy and recreate the EGL surface.
createEglSurface = true;
this.sizeChanged = false;
}
requestRender = false;
glThreadManager.notifyAll();
break;
}
}
// By design, this is the only place in a GLThread thread where we wait().
if (LOG_THREADS) {
Log.i("GLThread", "waiting tid=" + getId() + " haveEglContext: " + haveEglContext
+ " haveEglSurface: " + haveEglSurface + " paused: " + paused + " hasSurface: "
+ hasSurface + " surfaceIsBad: " + surfaceIsBad + " waitingForSurface: "
+ waitingForSurface + " width: " + width + " height: " + height
+ " requestRender: " + requestRender + " renderMode: " + renderMode);
}
glThreadManager.wait();
}
} // end of synchronized(glThreadManager)
if (event != null) {
event.run();
event = null;
continue;
}
if (createEglSurface) {
if (LOG_SURFACE) {
Log.w("GLThread", "egl createSurface");
}
if (!eglHelper.createSurface()) {
synchronized (glThreadManager) {
surfaceIsBad = true;
glThreadManager.notifyAll();
}
continue;
}
createEglSurface = false;
}
if (createGlInterface) {
gl = (GL10) eglHelper.createGL();
glThreadManager.checkGLDriver(gl);
createGlInterface = false;
}
if (createEglContext) {
if (LOG_RENDERER) {
Log.w("GLThread", "onSurfaceCreated");
}
GLTextureView view = glTextureViewWeakRef.get();
if (view != null) {
view.renderer.onSurfaceCreated(gl, eglHelper.eglConfig);
}
createEglContext = false;
}
if (sizeChanged) {
if (LOG_RENDERER) {
Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
}
GLTextureView view = glTextureViewWeakRef.get();
if (view != null) {
view.renderer.onSurfaceChanged(gl, w, h);
}
sizeChanged = false;
}
if (LOG_RENDERER_DRAW_FRAME) {
Log.w("GLThread", "onDrawFrame tid=" + getId());
}
{
GLTextureView view = glTextureViewWeakRef.get();
if (view != null) {
view.renderer.onDrawFrame(gl);
}
}
int swapError = eglHelper.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 TextureView 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 (glThreadManager) {
surfaceIsBad = true;
glThreadManager.notifyAll();
}
break;
}
if (wantRenderNotification) {
doRenderNotification = true;
}
}
} finally {
/*
* clean-up everything...
*/
synchronized (glThreadManager) {
stopEglSurfaceLocked();
stopEglContextLocked();
}
}
}
public boolean ableToDraw() {
return haveEglContext && haveEglSurface && readyToDraw();
}
private boolean readyToDraw() {
return (!paused) && hasSurface && (!surfaceIsBad) && (width > 0) && (height > 0) && (
requestRender || (renderMode == RENDERMODE_CONTINUOUSLY));
}
public void setRenderMode(int renderMode) {
if (!((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY))) {
throw new IllegalArgumentException("renderMode");
}
synchronized (glThreadManager) {
this.renderMode = renderMode;
glThreadManager.notifyAll();
}
}
public int getRenderMode() {
synchronized (glThreadManager) {
return renderMode;
}
}
public void requestRender() {
synchronized (glThreadManager) {
requestRender = true;
glThreadManager.notifyAll();
}
}
public void surfaceCreated() {
synchronized (glThreadManager) {
if (LOG_THREADS) {
Log.i("GLThread", "surfaceCreated tid=" + getId());
}
hasSurface = true;
glThreadManager.notifyAll();
while ((waitingForSurface) && (!exited)) {
try {
glThreadManager.wait();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
}
}
}
public void surfaceDestroyed() {
synchronized (glThreadManager) {
if (LOG_THREADS) {
Log.i("GLThread", "surfaceDestroyed tid=" + getId());
}
hasSurface = false;
glThreadManager.notifyAll();
while ((!waitingForSurface) && (!exited)) {
try {
glThreadManager.wait();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
}
}
}
public void onPause() {
synchronized (glThreadManager) {
if (LOG_PAUSE_RESUME) {
Log.i("GLThread", "onPause tid=" + getId());
}
requestPaused = true;
glThreadManager.notifyAll();
while ((!exited) && (!paused)) {
if (LOG_PAUSE_RESUME) {
Log.i("Main thread", "onPause waiting for paused.");
}
try {
glThreadManager.wait();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}
public void onResume() {
synchronized (glThreadManager) {
if (LOG_PAUSE_RESUME) {
Log.i("GLThread", "onResume tid=" + getId());
}
requestPaused = false;
requestRender = true;
renderComplete = false;
glThreadManager.notifyAll();
while ((!exited) && paused && (!renderComplete)) {
if (LOG_PAUSE_RESUME) {
Log.i("Main thread", "onResume waiting for !paused.");
}
try {
glThreadManager.wait();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}
public void onWindowResize(int w, int h) {
synchronized (glThreadManager) {
width = w;
height = h;
sizeChanged = true;
requestRender = true;
renderComplete = false;
glThreadManager.notifyAll();
// Wait for thread to react to resize and render a frame
while (!exited && !paused && !renderComplete && ableToDraw()) {
if (LOG_SURFACE) {
Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId());
}
try {
glThreadManager.wait();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}
public void requestExitAndWait() {
// don't call this from GLThread thread or it is a guaranteed
// deadlock!
synchronized (glThreadManager) {
shouldExit = true;
glThreadManager.notifyAll();
while (!exited) {
try {
glThreadManager.wait();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}
public void requestReleaseEglContextLocked() {
shouldReleaseEglContext = true;
glThreadManager.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 (glThreadManager) {
eventQueue.add(r);
glThreadManager.notifyAll();
}
}
// Once the thread is started, all accesses to the following member
// variables are protected by the glThreadManager monitor
private boolean shouldExit;
private boolean exited;
private boolean requestPaused;
private boolean paused;
private boolean hasSurface;
private boolean surfaceIsBad;
private boolean waitingForSurface;
private boolean haveEglContext;
private boolean haveEglSurface;
private boolean shouldReleaseEglContext;
private int width;
private int height;
private int renderMode;
private boolean requestRender;
private boolean renderComplete;
private ArrayList<Runnable> eventQueue = new ArrayList<>();
private boolean sizeChanged = true;
// End of member variables protected by the glThreadManager monitor.
private EglHelper eglHelper;
/**
* Set once at thread construction time, nulled out when the parent view is garbage
* called. This weak reference allows the GLTextureView to be garbage collected while
* the GLThread is still alive.
*/
private WeakReference<GLTextureView> glTextureViewWeakRef;
}
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 {
builder.append(c);
}
}
}
private void flushBuilder() {
if (builder.length() > 0) {
Log.v("GLTextureView", builder.toString());
builder.delete(0, builder.length());
}
}
private StringBuilder builder = new StringBuilder();
}
private void checkRenderThreadState() {
if (glThread != 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.exited = true;
if (eglOwner == thread) {
eglOwner = null;
}
notifyAll();
}
/*
* Tries once to acquire the right to use an EGL
* context. Does not block. Requires that we are already
* in the glThreadManager monitor when this is called.
*
* @return true if the right to use an EGL context was acquired.
*/
public boolean tryAcquireEglContextLocked(GLThread thread) {
if (eglOwner == thread || eglOwner == null) {
eglOwner = thread;
notifyAll();
return true;
}
checkGLESVersion();
if (multipleGLESContextsAllowed) {
return true;
}
// Notify the owning thread that it should release the context.
// TODO: implement a fairness policy. Currently
// if the owning thread is drawing continuously it will just
// reacquire the EGL context.
if (eglOwner != null) {
eglOwner.requestReleaseEglContextLocked();
}
return false;
}
/*
* Releases the EGL context. Requires that we are already in the
* glThreadManager monitor when this is called.
*/
public void releaseEglContextLocked(GLThread thread) {
if (eglOwner == thread) {
eglOwner = null;
}
notifyAll();
}
public synchronized boolean shouldReleaseEGLContextWhenPausing() {
// Release the EGL context when pausing even if
// the hardware supports multiple EGL contexts.
// Otherwise the device could run out of EGL contexts.
return limitedGLESContexts;
}
public synchronized boolean shouldTerminateEGLWhenPausing() {
checkGLESVersion();
return !multipleGLESContextsAllowed;
}
public synchronized void checkGLDriver(GL10 gl) {
if (!glesDriverCheckComplete) {
checkGLESVersion();
String renderer = gl.glGetString(GL10.GL_RENDERER);
if (glesVersion < kGLES_20) {
multipleGLESContextsAllowed = !renderer.startsWith(kMSM7K_RENDERER_PREFIX);
notifyAll();
}
limitedGLESContexts = !multipleGLESContextsAllowed;
if (LOG_SURFACE) {
Log.w(TAG, "checkGLDriver renderer = \"" + renderer + "\" multipleContextsAllowed = "
+ multipleGLESContextsAllowed + " limitedGLESContexts = " + limitedGLESContexts);
}
glesDriverCheckComplete = true;
}
}
private void checkGLESVersion() {
if (!glesVersionCheckComplete) {
glesVersionCheckComplete = true;
}
}
/**
* This check was required for some pre-Android-3.0 hardware. Android 3.0 provides
* support for hardware-accelerated views, therefore multiple EGL contexts are
* supported on all Android 3.0+ EGL drivers.
*/
private boolean glesVersionCheckComplete;
private int glesVersion;
private boolean glesDriverCheckComplete;
private boolean multipleGLESContextsAllowed;
private boolean limitedGLESContexts;
private static final int kGLES_20 = 0x20000;
private static final String kMSM7K_RENDERER_PREFIX = "Q3Dimension MSM7500 ";
private GLThread eglOwner;
}
private static final GLThreadManager glThreadManager = new GLThreadManager();
private final WeakReference<GLTextureView> mThisWeakRef = new WeakReference<>(this);
private GLThread glThread;
private Renderer renderer;
private boolean detached;
private EGLConfigChooser eglConfigChooser;
private EGLContextFactory eglContextFactory;
private EGLWindowSurfaceFactory eglWindowSurfaceFactory;
private GLWrapper glWrapper;
private int debugFlags;
private int eglContextClientVersion;
private boolean preserveEGLContextOnPause;
private List<SurfaceTextureListener> surfaceTextureListeners = new ArrayList<>();
}
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