Created
March 14, 2014 10:34
-
-
Save eleventigers/9545428 to your computer and use it in GitHub Desktop.
GLTextureView from GLSurfaceView
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import java.io.Writer; | |
import java.lang.ref.WeakReference; | |
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.graphics.SurfaceTexture; | |
import android.opengl.GLDebugHelper; | |
import android.util.AttributeSet; | |
import android.util.Log; | |
import android.view.TextureView; | |
import android.view.View; | |
public class GLTextureView | |
extends TextureView | |
implements TextureView.SurfaceTextureListener, | |
View.OnLayoutChangeListener { | |
private final static String TAG = "GLTextureView"; | |
private final static boolean LOG_ATTACH_DETACH = true; | |
private final static boolean LOG_THREADS = true; | |
private final static boolean LOG_PAUSE_RESUME = true; | |
private final static boolean LOG_SURFACE = true; | |
private final static boolean LOG_RENDERER = true; | |
private final static boolean LOG_RENDERER_DRAW_FRAME = false; | |
private final static boolean LOG_EGL = true; | |
/** | |
* 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 (mGLThread != null) { | |
// GLThread may still be running if this view was never | |
// attached to a window. | |
mGLThread.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) { | |
mGLWrapper = glWrapper; | |
} | |
/** | |
* Set the debug flags to a new value. The value is | |
* constructed by OR-together zero or more | |
* of the DEBUG_CHECK_* constants. The debug flags take effect | |
* whenever a surface is created. The default value is zero. | |
* @param debugFlags the new debug flags | |
* @see #DEBUG_CHECK_GL_ERROR | |
* @see #DEBUG_LOG_GL_CALLS | |
*/ | |
public void setDebugFlags(int debugFlags) { | |
mDebugFlags = debugFlags; | |
} | |
/** | |
* Get the current value of the debug flags. | |
* @return the current value of the debug flags. | |
*/ | |
public int getDebugFlags() { | |
return mDebugFlags; | |
} | |
/** | |
* Control whether the EGL context is preserved when the 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) { | |
mPreserveEGLContextOnPause = preserveOnPause; | |
} | |
/** | |
* @return true if the EGL context will be preserved when paused | |
*/ | |
public boolean getPreserveEGLContextOnPause() { | |
return mPreserveEGLContextOnPause; | |
} | |
/** | |
* Set the renderer associated with this view. Also starts the thread that | |
* will call the renderer, which in turn causes the rendering to start. | |
* <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 (mEGLConfigChooser == null) { | |
mEGLConfigChooser = new SimpleEGLConfigChooser(true); | |
} | |
if (mEGLContextFactory == null) { | |
mEGLContextFactory = new DefaultContextFactory(); | |
} | |
if (mEGLWindowSurfaceFactory == null) { | |
mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory(); | |
} | |
mRenderer = renderer; | |
mGLThread = new GLThread(mThisWeakRef); | |
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 an EGLConfig that is compatible with the current | |
* android.view.Surface, with a depth buffer depth of | |
* at least 16 bits. | |
* @param configChooser | |
*/ | |
public void setEGLConfigChooser(EGLConfigChooser configChooser) { | |
checkRenderThreadState(); | |
mEGLConfigChooser = configChooser; | |
} | |
/** | |
* Install a config chooser which will choose a config | |
* as close to 16-bit RGB as possible, with or without an optional depth | |
* buffer as close to 16-bits as possible. | |
* <p>If this method is | |
* called, it must be called before {@link #setRenderer(Renderer)} | |
* is called. | |
* <p> | |
* If no setEGLConfigChooser method is called, then by default the | |
* view will choose an RGB_888 surface with a depth buffer depth of | |
* at least 16 bits. | |
* | |
* @param needDepth | |
*/ | |
public void setEGLConfigChooser(boolean needDepth) { | |
setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth)); | |
} | |
/** | |
* Install a config chooser which will choose a config | |
* with at least the specified depthSize and stencilSize, | |
* and exactly the specified redSize, greenSize, blueSize and alphaSize. | |
* <p>If this method is | |
* called, it must be called before {@link #setRenderer(Renderer)} | |
* is called. | |
* <p> | |
* If no setEGLConfigChooser method is called, then by default the | |
* view will choose an RGB_888 surface with a depth buffer depth of | |
* at least 16 bits. | |
* | |
*/ | |
public void setEGLConfigChooser(int redSize, int greenSize, int blueSize, | |
int alphaSize, int depthSize, int stencilSize) { | |
setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, | |
blueSize, alphaSize, depthSize, stencilSize)); | |
} | |
/** | |
* Inform the default EGLContextFactory and default EGLConfigChooser | |
* which EGLContext client version to pick. | |
* <p>Use this method to create an OpenGL ES 2.0-compatible context. | |
* Example: | |
* <pre class="prettyprint"> | |
* public MyView(Context context) { | |
* super(context); | |
* setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context. | |
* setRenderer(new MyRenderer()); | |
* } | |
* </pre> | |
* <p>Note: Activities which require OpenGL ES 2.0 should indicate this by | |
* setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the activity's | |
* AndroidManifest.xml file. | |
* <p>If this method is called, it must be called before {@link #setRenderer(Renderer)} | |
* is called. | |
* <p>This method only affects the behavior of the default EGLContexFactory and the | |
* default EGLConfigChooser. If | |
* {@link #setEGLContextFactory(EGLContextFactory)} has been called, then the supplied | |
* EGLContextFactory is responsible for creating an OpenGL ES 2.0-compatible context. | |
* If | |
* {@link #setEGLConfigChooser(EGLConfigChooser)} has been called, then the supplied | |
* EGLConfigChooser is responsible for choosing an OpenGL ES 2.0-compatible config. | |
* @param version The EGLContext client version to choose. Use 2 for OpenGL ES 2.0 | |
*/ | |
public void setEGLContextClientVersion(int version) { | |
checkRenderThreadState(); | |
mEGLContextClientVersion = version; | |
} | |
/** | |
* Set the rendering mode. When renderMode is | |
* RENDERMODE_CONTINUOUSLY, the renderer is called | |
* repeatedly to re-render the scene. When renderMode | |
* is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface | |
* is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY. | |
* <p> | |
* Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance | |
* by allowing the GPU and CPU to idle when the view does not need to be updated. | |
* <p> | |
* This method can only be called after {@link #setRenderer(Renderer)} | |
* | |
* @param renderMode one of the RENDERMODE_X constants | |
* @see #RENDERMODE_CONTINUOUSLY | |
* @see #RENDERMODE_WHEN_DIRTY | |
*/ | |
public void setRenderMode(int renderMode) { | |
mGLThread.setRenderMode(renderMode); | |
} | |
/** | |
* Get the current rendering mode. May be called | |
* from any thread. Must not be called before a renderer has been set. | |
* @return the current rendering mode. | |
* @see #RENDERMODE_CONTINUOUSLY | |
* @see #RENDERMODE_WHEN_DIRTY | |
*/ | |
public int getRenderMode() { | |
return mGLThread.getRenderMode(); | |
} | |
/** | |
* Request that the renderer render a frame. | |
* This method is typically used when the render mode has been set to | |
* {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand. | |
* May be called | |
* from any thread. Must not be called before a renderer has been set. | |
*/ | |
public void requestRender() { | |
mGLThread.requestRender(); | |
} | |
/** | |
* This method is part of the SurfaceHolder.Callback interface, and is | |
* not normally called or subclassed by clients of GLTextureView. | |
*/ | |
public void surfaceCreated(SurfaceTexture texture) { | |
mGLThread.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 | |
mGLThread.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) { | |
mGLThread.onWindowResize(w, h); | |
} | |
/** | |
* Inform the view that the activity is paused. The owner of this view must | |
* call this method when the activity is paused. Calling this method will | |
* pause the rendering thread. | |
* Must not be called before a renderer has been set. | |
*/ | |
public void onPause() { | |
mGLThread.onPause(); | |
} | |
/** | |
* Inform the view that the activity is resumed. The owner of this view must | |
* call this method when the activity is resumed. Calling this method will | |
* recreate the OpenGL display and resume the rendering | |
* thread. | |
* Must not be called before a renderer has been set. | |
*/ | |
public void onResume() { | |
mGLThread.onResume(); | |
} | |
/** | |
* Queue a runnable to be run on the GL rendering thread. This can be used | |
* to communicate with the Renderer on the rendering thread. | |
* Must not be called before a renderer has been set. | |
* @param r the runnable to be run on the GL rendering thread. | |
*/ | |
public void queueEvent(Runnable r) { | |
mGLThread.queueEvent(r); | |
} | |
/** | |
* This method is used as part of the View class and is not normally | |
* called or subclassed by clients of GLTextureView. | |
*/ | |
@Override | |
protected void onAttachedToWindow() { | |
super.onAttachedToWindow(); | |
if (LOG_ATTACH_DETACH) { | |
Log.d(TAG, "onAttachedToWindow reattach =" + mDetached); | |
} | |
if (mDetached && (mRenderer != null)) { | |
int renderMode = RENDERMODE_CONTINUOUSLY; | |
if (mGLThread != null) { | |
renderMode = mGLThread.getRenderMode(); | |
} | |
mGLThread = new GLThread(mThisWeakRef); | |
if (renderMode != RENDERMODE_CONTINUOUSLY) { | |
mGLThread.setRenderMode(renderMode); | |
} | |
mGLThread.start(); | |
} | |
mDetached = false; | |
} | |
/** | |
* 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 (mGLThread != null) { | |
mGLThread.requestExitAndWait(); | |
} | |
mDetached = 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 onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) { | |
surfaceCreated(surface); | |
surfaceChanged(surface, 0, width, height); | |
} | |
public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) { | |
surfaceChanged(surface, 0, width, height); | |
} | |
public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) { | |
surfaceDestroyed(surface); | |
return true; | |
} | |
public void onSurfaceTextureUpdated(SurfaceTexture surface) { | |
requestRender(); | |
} | |
// ---------------------------------------------------------------------- | |
/** | |
* 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. | |
* @param width | |
* @param height | |
*/ | |
void onSurfaceChanged(GL10 gl, int width, int height); | |
/** | |
* Called to draw the current frame. | |
* <p> | |
* This method is responsible for drawing the current frame. | |
* <p> | |
* The implementation of this method typically looks like this: | |
* <pre class="prettyprint"> | |
* void onDrawFrame(GL10 gl) { | |
* gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); | |
* //... other gl calls to render the scene ... | |
* } | |
* </pre> | |
* @param gl the GL interface. Use <code>instanceof</code> to | |
* test if the interface supports GL11 or higher interfaces. | |
*/ | |
void onDrawFrame(GL10 gl); | |
void onSurfaceDestroyed(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, mEGLContextClientVersion, | |
EGL10.EGL_NONE }; | |
return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, | |
mEGLContextClientVersion != 0 ? attrib_list : null); | |
} | |
public void destroyContext(EGL10 egl, EGLDisplay display, | |
EGLContext context) { | |
if (!egl.eglDestroyContext(display, context)) { | |
Log.e("DefaultContextFactory", "display:" + display + " context: " + context); | |
if (LOG_THREADS) { | |
Log.i("DefaultContextFactory", "tid=" + Thread.currentThread().getId()); | |
} | |
EglHelper.throwEglException("eglDestroyContex", egl.eglGetError()); | |
} | |
} | |
} | |
/** | |
* An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls. | |
* <p> | |
* This interface must be implemented by clients wishing to call | |
* {@link 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 (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; | |
} | |
} | |
/** | |
* Choose a configuration with exactly the specified r,g,b,a sizes, | |
* and at least the specified depth and stencil sizes. | |
*/ | |
private class ComponentSizeChooser extends BaseConfigChooser { | |
public ComponentSizeChooser(int redSize, int greenSize, int blueSize, | |
int alphaSize, int depthSize, int stencilSize) { | |
super(new int[] { | |
EGL10.EGL_RED_SIZE, redSize, | |
EGL10.EGL_GREEN_SIZE, greenSize, | |
EGL10.EGL_BLUE_SIZE, blueSize, | |
EGL10.EGL_ALPHA_SIZE, alphaSize, | |
EGL10.EGL_DEPTH_SIZE, depthSize, | |
EGL10.EGL_STENCIL_SIZE, stencilSize, | |
EGL10.EGL_NONE}); | |
mValue = new int[1]; | |
mRedSize = redSize; | |
mGreenSize = greenSize; | |
mBlueSize = blueSize; | |
mAlphaSize = alphaSize; | |
mDepthSize = depthSize; | |
mStencilSize = stencilSize; | |
} | |
@Override | |
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, | |
EGLConfig[] configs) { | |
for (EGLConfig config : configs) { | |
int d = findConfigAttrib(egl, display, config, | |
EGL10.EGL_DEPTH_SIZE, 0); | |
int s = findConfigAttrib(egl, display, config, | |
EGL10.EGL_STENCIL_SIZE, 0); | |
if ((d >= mDepthSize) && (s >= mStencilSize)) { | |
int r = findConfigAttrib(egl, display, config, | |
EGL10.EGL_RED_SIZE, 0); | |
int g = findConfigAttrib(egl, display, config, | |
EGL10.EGL_GREEN_SIZE, 0); | |
int b = findConfigAttrib(egl, display, config, | |
EGL10.EGL_BLUE_SIZE, 0); | |
int a = findConfigAttrib(egl, display, config, | |
EGL10.EGL_ALPHA_SIZE, 0); | |
if ((r == mRedSize) && (g == mGreenSize) | |
&& (b == mBlueSize) && (a == mAlphaSize)) { | |
return config; | |
} | |
} | |
} | |
return null; | |
} | |
private int findConfigAttrib(EGL10 egl, EGLDisplay display, | |
EGLConfig config, int attribute, int defaultValue) { | |
if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) { | |
return mValue[0]; | |
} | |
return defaultValue; | |
} | |
private int[] mValue; | |
// Subclasses can adjust these values: | |
protected int mRedSize; | |
protected int mGreenSize; | |
protected int mBlueSize; | |
protected int mAlphaSize; | |
protected int mDepthSize; | |
protected int mStencilSize; | |
} | |
/** | |
* This class will choose a RGB_888 surface with | |
* or without a depth buffer. | |
* | |
*/ | |
private class SimpleEGLConfigChooser extends ComponentSizeChooser { | |
public SimpleEGLConfigChooser(boolean withDepthBuffer) { | |
super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0); | |
} | |
} | |
/** | |
* An EGL helper class. | |
*/ | |
private static class EglHelper { | |
public EglHelper(WeakReference<GLTextureView> glSurfaceViewWeakRef) { | |
mGLSurfaceViewWeakRef = glSurfaceViewWeakRef; | |
} | |
/** | |
* Initialize EGL for a given configuration spec. | |
* @param | |
*/ | |
public void start() { | |
if (LOG_EGL) { | |
Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId()); | |
} | |
/* | |
* Get an EGL instance | |
*/ | |
mEgl = (EGL10) EGLContext.getEGL(); | |
/* | |
* Get to the default display. | |
*/ | |
mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); | |
if (mEglDisplay == EGL10.EGL_NO_DISPLAY) { | |
throw new RuntimeException("eglGetDisplay failed"); | |
} | |
/* | |
* We can now initialize EGL for that display | |
*/ | |
int[] version = new int[2]; | |
if(!mEgl.eglInitialize(mEglDisplay, version)) { | |
throw new RuntimeException("eglInitialize failed"); | |
} | |
GLTextureView view = mGLSurfaceViewWeakRef.get(); | |
if (view == null) { | |
mEglConfig = null; | |
mEglContext = null; | |
} else { | |
mEglConfig = view.mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay); | |
/* | |
* Create an EGL context. We want to do this as rarely as we can, because an | |
* EGL context is a somewhat heavy object. | |
*/ | |
mEglContext = view.mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig); | |
} | |
if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) { | |
mEglContext = null; | |
throwEglException("createContext"); | |
} | |
if (LOG_EGL) { | |
Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId()); | |
} | |
mEglSurface = null; | |
} | |
/** | |
* Create an egl surface for the current SurfaceHolder surface. If a surface | |
* already exists, destroy it before creating the new surface. | |
* | |
* @return true if the surface was created successfully. | |
*/ | |
public boolean createSurface() { | |
if (LOG_EGL) { | |
Log.w("EglHelper", "createSurface() tid=" + Thread.currentThread().getId()); | |
} | |
/* | |
* Check preconditions. | |
*/ | |
if (mEgl == null) { | |
throw new RuntimeException("egl not initialized"); | |
} | |
if (mEglDisplay == null) { | |
throw new RuntimeException("eglDisplay not initialized"); | |
} | |
if (mEglConfig == null) { | |
throw new RuntimeException("mEglConfig not initialized"); | |
} | |
/* | |
* The window size has changed, so we need to create a new | |
* surface. | |
*/ | |
destroySurfaceImp(); | |
/* | |
* Create an EGL surface we can render into. | |
*/ | |
GLTextureView view = mGLSurfaceViewWeakRef.get(); | |
if (view != null) { | |
mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl, | |
mEglDisplay, mEglConfig, view.getSurfaceTexture()); | |
} else { | |
mEglSurface = null; | |
} | |
if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { | |
int error = mEgl.eglGetError(); | |
if (error == EGL10.EGL_BAD_NATIVE_WINDOW) { | |
Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW."); | |
} | |
return false; | |
} | |
/* | |
* Before we can issue GL commands, we need to make sure | |
* the context is current and bound to a surface. | |
*/ | |
if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { | |
/* | |
* Could not make the context current, probably because the underlying | |
* SurfaceView surface has been destroyed. | |
*/ | |
logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError()); | |
return false; | |
} | |
return true; | |
} | |
/** | |
* Create a GL object for the current EGL context. | |
* @return | |
*/ | |
GL createGL() { | |
GL gl = mEglContext.getGL(); | |
GLTextureView view = mGLSurfaceViewWeakRef.get(); | |
if (view != null) { | |
if (view.mGLWrapper != null) { | |
gl = view.mGLWrapper.wrap(gl); | |
} | |
if ((view.mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) { | |
int configFlags = 0; | |
Writer log = null; | |
if ((view.mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) { | |
configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR; | |
} | |
if ((view.mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) { | |
log = new LogWriter(); | |
} | |
gl = GLDebugHelper.wrap(gl, configFlags, log); | |
} | |
} | |
return gl; | |
} | |
/** | |
* Display the current render surface. | |
* @return the EGL error code from eglSwapBuffers. | |
*/ | |
public int swap() { | |
if (! mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) { | |
return mEgl.eglGetError(); | |
} | |
return EGL10.EGL_SUCCESS; | |
} | |
public void destroySurface() { | |
if (LOG_EGL) { | |
Log.w("EglHelper", "destroySurface() tid=" + Thread.currentThread().getId()); | |
} | |
destroySurfaceImp(); | |
} | |
private void destroySurfaceImp() { | |
if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { | |
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, | |
EGL10.EGL_NO_SURFACE, | |
EGL10.EGL_NO_CONTEXT); | |
GLTextureView view = mGLSurfaceViewWeakRef.get(); | |
if (view != null) { | |
view.mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); | |
} | |
mEglSurface = null; | |
} | |
} | |
public void finish() { | |
if (LOG_EGL) { | |
Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId()); | |
} | |
if (mEglContext != null) { | |
GLTextureView view = mGLSurfaceViewWeakRef.get(); | |
if (view != null) { | |
view.mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); | |
} | |
mEglContext = null; | |
} | |
if (mEglDisplay != null) { | |
mEgl.eglTerminate(mEglDisplay); | |
mEglDisplay = null; | |
} | |
} | |
private void throwEglException(String function) { | |
throwEglException(function, mEgl.eglGetError()); | |
} | |
public static void throwEglException(String function, int error) { | |
String message = formatEglError(function, error); | |
if (LOG_THREADS) { | |
Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " " | |
+ message); | |
} | |
throw new RuntimeException(message); | |
} | |
public static void logEglErrorAsWarning(String tag, String function, int error) { | |
Log.w(tag, formatEglError(function, error)); | |
} | |
public static String formatEglError(String function, int error) { | |
return function + " failed: " + error; | |
} | |
private WeakReference<GLTextureView> mGLSurfaceViewWeakRef; | |
EGL10 mEgl; | |
EGLDisplay mEglDisplay; | |
EGLSurface mEglSurface; | |
EGLConfig mEglConfig; | |
EGLContext mEglContext; | |
} | |
/** | |
* A generic GL Thread. Takes care of initializing EGL and GL. Delegates | |
* to a Renderer instance to do the actual drawing. Can be configured to | |
* render continuously or on request. | |
* | |
* All potentially blocking synchronization is done through the | |
* sGLThreadManager object. This avoids multiple-lock ordering issues. | |
* | |
*/ | |
static class GLThread extends Thread { | |
GLThread(WeakReference<GLTextureView> glSurfaceViewWeakRef) { | |
super(); | |
mWidth = 0; | |
mHeight = 0; | |
mRequestRender = true; | |
mRenderMode = RENDERMODE_CONTINUOUSLY; | |
mGLSurfaceViewWeakRef = glSurfaceViewWeakRef; | |
} | |
@Override | |
public void run() { | |
setName("GLThread " + getId()); | |
if (LOG_THREADS) { | |
Log.i("GLThread", "starting tid=" + getId()); | |
} | |
try { | |
guardedRun(); | |
} catch (InterruptedException e) { | |
// fall thru and exit normally | |
} finally { | |
sGLThreadManager.threadExiting(this); | |
} | |
} | |
/* | |
* This private method should only be called inside a | |
* synchronized(sGLThreadManager) block. | |
*/ | |
private void stopEglSurfaceLocked() { | |
if (mHaveEglSurface) { | |
mHaveEglSurface = false; | |
mEglHelper.destroySurface(); | |
} | |
} | |
/* | |
* This private method should only be called inside a | |
* synchronized(sGLThreadManager) block. | |
*/ | |
private void stopEglContextLocked() { | |
if (mHaveEglContext) { | |
mEglHelper.finish(); | |
mHaveEglContext = false; | |
sGLThreadManager.releaseEglContextLocked(this); | |
} | |
} | |
private void guardedRun() throws InterruptedException { | |
mEglHelper = new EglHelper(mGLSurfaceViewWeakRef); | |
mHaveEglContext = false; | |
mHaveEglSurface = false; | |
try { | |
GL10 gl = null; | |
boolean createEglContext = false; | |
boolean createEglSurface = false; | |
boolean createGlInterface = false; | |
boolean lostEglContext = false; | |
boolean sizeChanged = false; | |
boolean wantRenderNotification = false; | |
boolean doRenderNotification = false; | |
boolean askedToReleaseEglContext = false; | |
int w = 0; | |
int h = 0; | |
Runnable event = null; | |
while (true) { | |
synchronized (sGLThreadManager) { | |
while (true) { | |
if (mShouldExit) { | |
return; | |
} | |
if (! mEventQueue.isEmpty()) { | |
event = mEventQueue.remove(0); | |
break; | |
} | |
// Update the pause state. | |
boolean pausing = false; | |
if (mPaused != mRequestPaused) { | |
pausing = mRequestPaused; | |
mPaused = mRequestPaused; | |
sGLThreadManager.notifyAll(); | |
if (LOG_PAUSE_RESUME) { | |
Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId()); | |
} | |
} | |
// Do we need to give up the EGL context? | |
if (mShouldReleaseEglContext) { | |
if (LOG_SURFACE) { | |
Log.i("GLThread", "releasing EGL context because asked to tid=" + getId()); | |
} | |
stopEglSurfaceLocked(); | |
stopEglContextLocked(); | |
mShouldReleaseEglContext = false; | |
askedToReleaseEglContext = true; | |
} | |
// Have we lost the EGL context? | |
if (lostEglContext) { | |
stopEglSurfaceLocked(); | |
stopEglContextLocked(); | |
lostEglContext = false; | |
} | |
// When pausing, release the EGL surface: | |
if (pausing && mHaveEglSurface) { | |
if (LOG_SURFACE) { | |
Log.i("GLThread", "releasing EGL surface because paused tid=" + getId()); | |
} | |
stopEglSurfaceLocked(); | |
} | |
// When pausing, optionally release the EGL Context: | |
if (pausing && mHaveEglContext) { | |
GLTextureView view = mGLSurfaceViewWeakRef.get(); | |
boolean preserveEglContextOnPause = view == null ? | |
false : view.mPreserveEGLContextOnPause; | |
if (!preserveEglContextOnPause || sGLThreadManager.shouldReleaseEGLContextWhenPausing()) { | |
stopEglContextLocked(); | |
if (LOG_SURFACE) { | |
Log.i("GLThread", "releasing EGL context because paused tid=" + getId()); | |
} | |
} | |
} | |
// When pausing, optionally terminate EGL: | |
if (pausing) { | |
if (sGLThreadManager.shouldTerminateEGLWhenPausing()) { | |
mEglHelper.finish(); | |
if (LOG_SURFACE) { | |
Log.i("GLThread", "terminating EGL because paused tid=" + getId()); | |
} | |
} | |
} | |
// Have we lost the SurfaceView surface? | |
if ((! mHasSurface) && (! mWaitingForSurface)) { | |
if (LOG_SURFACE) { | |
Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId()); | |
} | |
if (mHaveEglSurface) { | |
stopEglSurfaceLocked(); | |
} | |
mWaitingForSurface = true; | |
mSurfaceIsBad = false; | |
sGLThreadManager.notifyAll(); | |
} | |
// Have we acquired the surface view surface? | |
if (mHasSurface && mWaitingForSurface) { | |
if (LOG_SURFACE) { | |
Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId()); | |
} | |
mWaitingForSurface = false; | |
sGLThreadManager.notifyAll(); | |
} | |
if (doRenderNotification) { | |
if (LOG_SURFACE) { | |
Log.i("GLThread", "sending render notification tid=" + getId()); | |
} | |
wantRenderNotification = false; | |
doRenderNotification = false; | |
mRenderComplete = true; | |
sGLThreadManager.notifyAll(); | |
} | |
// Ready to draw? | |
if (readyToDraw()) { | |
// If we don't have an EGL context, try to acquire one. | |
if (! mHaveEglContext) { | |
if (askedToReleaseEglContext) { | |
askedToReleaseEglContext = false; | |
} else if (sGLThreadManager.tryAcquireEglContextLocked(this)) { | |
try { | |
mEglHelper.start(); | |
} catch (RuntimeException t) { | |
sGLThreadManager.releaseEglContextLocked(this); | |
throw t; | |
} | |
mHaveEglContext = true; | |
createEglContext = true; | |
sGLThreadManager.notifyAll(); | |
} | |
} | |
if (mHaveEglContext && !mHaveEglSurface) { | |
mHaveEglSurface = true; | |
createEglSurface = true; | |
createGlInterface = true; | |
sizeChanged = true; | |
} | |
if (mHaveEglSurface) { | |
if (mSizeChanged) { | |
sizeChanged = true; | |
w = mWidth; | |
h = mHeight; | |
wantRenderNotification = true; | |
if (LOG_SURFACE) { | |
Log.i("GLThread", | |
"noticing that we want render notification tid=" | |
+ getId()); | |
} | |
// Destroy and recreate the EGL surface. | |
createEglSurface = true; | |
mSizeChanged = false; | |
} | |
mRequestRender = false; | |
sGLThreadManager.notifyAll(); | |
break; | |
} | |
} | |
// By design, this is the only place in a GLThread thread where we wait(). | |
if (LOG_THREADS) { | |
Log.i("GLThread", "waiting tid=" + getId() | |
+ " mHaveEglContext: " + mHaveEglContext | |
+ " mHaveEglSurface: " + mHaveEglSurface | |
+ " mPaused: " + mPaused | |
+ " mHasSurface: " + mHasSurface | |
+ " mSurfaceIsBad: " + mSurfaceIsBad | |
+ " mWaitingForSurface: " + mWaitingForSurface | |
+ " mWidth: " + mWidth | |
+ " mHeight: " + mHeight | |
+ " mRequestRender: " + mRequestRender | |
+ " mRenderMode: " + mRenderMode); | |
} | |
sGLThreadManager.wait(); | |
} | |
} // end of synchronized(sGLThreadManager) | |
if (event != null) { | |
event.run(); | |
event = null; | |
continue; | |
} | |
if (createEglSurface) { | |
if (LOG_SURFACE) { | |
Log.w("GLThread", "egl createSurface"); | |
} | |
if (!mEglHelper.createSurface()) { | |
synchronized(sGLThreadManager) { | |
mSurfaceIsBad = true; | |
sGLThreadManager.notifyAll(); | |
} | |
continue; | |
} | |
createEglSurface = false; | |
} | |
if (createGlInterface) { | |
gl = (GL10) mEglHelper.createGL(); | |
sGLThreadManager.checkGLDriver(gl); | |
createGlInterface = false; | |
} | |
if (createEglContext) { | |
if (LOG_RENDERER) { | |
Log.w("GLThread", "onSurfaceCreated"); | |
} | |
GLTextureView view = mGLSurfaceViewWeakRef.get(); | |
if (view != null) { | |
view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig); | |
} | |
createEglContext = false; | |
} | |
if (sizeChanged) { | |
if (LOG_RENDERER) { | |
Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")"); | |
} | |
GLTextureView view = mGLSurfaceViewWeakRef.get(); | |
if (view != null) { | |
view.mRenderer.onSurfaceChanged(gl, w, h); | |
} | |
sizeChanged = false; | |
} | |
if (LOG_RENDERER_DRAW_FRAME) { | |
Log.w("GLThread", "onDrawFrame tid=" + getId()); | |
} | |
{ | |
GLTextureView view = mGLSurfaceViewWeakRef.get(); | |
if (view != null) { | |
view.mRenderer.onDrawFrame(gl); | |
} | |
} | |
int swapError = mEglHelper.swap(); | |
switch (swapError) { | |
case EGL10.EGL_SUCCESS: | |
break; | |
case EGL11.EGL_CONTEXT_LOST: | |
if (LOG_SURFACE) { | |
Log.i("GLThread", "egl context lost tid=" + getId()); | |
} | |
lostEglContext = true; | |
break; | |
default: | |
// Other errors typically mean that the current surface is bad, | |
// probably because the SurfaceView surface has been destroyed, | |
// but we haven't been notified yet. | |
// Log the error to help developers understand why rendering stopped. | |
EglHelper.logEglErrorAsWarning("GLThread", "eglSwapBuffers", swapError); | |
synchronized(sGLThreadManager) { | |
mSurfaceIsBad = true; | |
sGLThreadManager.notifyAll(); | |
} | |
break; | |
} | |
if (wantRenderNotification) { | |
doRenderNotification = true; | |
} | |
} | |
} finally { | |
/* | |
* clean-up everything... | |
*/ | |
synchronized (sGLThreadManager) { | |
stopEglSurfaceLocked(); | |
stopEglContextLocked(); | |
} | |
} | |
} | |
public boolean ableToDraw() { | |
return mHaveEglContext && mHaveEglSurface && readyToDraw(); | |
} | |
private boolean readyToDraw() { | |
return (!mPaused) && mHasSurface && (!mSurfaceIsBad) | |
&& (mWidth > 0) && (mHeight > 0) | |
&& (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY)); | |
} | |
public void setRenderMode(int renderMode) { | |
if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) { | |
throw new IllegalArgumentException("renderMode"); | |
} | |
synchronized(sGLThreadManager) { | |
mRenderMode = renderMode; | |
sGLThreadManager.notifyAll(); | |
} | |
} | |
public int getRenderMode() { | |
synchronized(sGLThreadManager) { | |
return mRenderMode; | |
} | |
} | |
public void requestRender() { | |
synchronized(sGLThreadManager) { | |
mRequestRender = true; | |
sGLThreadManager.notifyAll(); | |
} | |
} | |
public void surfaceCreated() { | |
synchronized(sGLThreadManager) { | |
if (LOG_THREADS) { | |
Log.i("GLThread", "surfaceCreated tid=" + getId()); | |
} | |
mHasSurface = true; | |
sGLThreadManager.notifyAll(); | |
while((mWaitingForSurface) && (!mExited)) { | |
try { | |
sGLThreadManager.wait(); | |
} catch (InterruptedException e) { | |
Thread.currentThread().interrupt(); | |
} | |
} | |
} | |
} | |
public void surfaceDestroyed() { | |
synchronized(sGLThreadManager) { | |
if (LOG_THREADS) { | |
Log.i("GLThread", "surfaceDestroyed tid=" + getId()); | |
} | |
mHasSurface = false; | |
sGLThreadManager.notifyAll(); | |
while((!mWaitingForSurface) && (!mExited)) { | |
try { | |
sGLThreadManager.wait(); | |
} catch (InterruptedException e) { | |
Thread.currentThread().interrupt(); | |
} | |
} | |
} | |
} | |
public void onPause() { | |
synchronized (sGLThreadManager) { | |
if (LOG_PAUSE_RESUME) { | |
Log.i("GLThread", "onPause tid=" + getId()); | |
} | |
mRequestPaused = true; | |
sGLThreadManager.notifyAll(); | |
while ((! mExited) && (! mPaused)) { | |
if (LOG_PAUSE_RESUME) { | |
Log.i("Main thread", "onPause waiting for mPaused."); | |
} | |
try { | |
sGLThreadManager.wait(); | |
} catch (InterruptedException ex) { | |
Thread.currentThread().interrupt(); | |
} | |
} | |
} | |
} | |
public void onResume() { | |
synchronized (sGLThreadManager) { | |
if (LOG_PAUSE_RESUME) { | |
Log.i("GLThread", "onResume tid=" + getId()); | |
} | |
mRequestPaused = false; | |
mRequestRender = true; | |
mRenderComplete = false; | |
sGLThreadManager.notifyAll(); | |
while ((! mExited) && mPaused && (!mRenderComplete)) { | |
if (LOG_PAUSE_RESUME) { | |
Log.i("Main thread", "onResume waiting for !mPaused."); | |
} | |
try { | |
sGLThreadManager.wait(); | |
} catch (InterruptedException ex) { | |
Thread.currentThread().interrupt(); | |
} | |
} | |
} | |
} | |
public void onWindowResize(int w, int h) { | |
synchronized (sGLThreadManager) { | |
mWidth = w; | |
mHeight = h; | |
mSizeChanged = true; | |
mRequestRender = true; | |
mRenderComplete = false; | |
sGLThreadManager.notifyAll(); | |
// Wait for thread to react to resize and render a frame | |
while (! mExited && !mPaused && !mRenderComplete | |
&& ableToDraw()) { | |
if (LOG_SURFACE) { | |
Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId()); | |
} | |
try { | |
sGLThreadManager.wait(); | |
} catch (InterruptedException ex) { | |
Thread.currentThread().interrupt(); | |
} | |
} | |
} | |
} | |
public void requestExitAndWait() { | |
// don't call this from GLThread thread or it is a guaranteed | |
// deadlock! | |
synchronized(sGLThreadManager) { | |
mShouldExit = true; | |
sGLThreadManager.notifyAll(); | |
while (! mExited) { | |
try { | |
sGLThreadManager.wait(); | |
} catch (InterruptedException ex) { | |
Thread.currentThread().interrupt(); | |
} | |
} | |
} | |
} | |
public void requestReleaseEglContextLocked() { | |
mShouldReleaseEglContext = true; | |
sGLThreadManager.notifyAll(); | |
} | |
/** | |
* Queue an "event" to be run on the GL rendering thread. | |
* @param r the runnable to be run on the GL rendering thread. | |
*/ | |
public void queueEvent(Runnable r) { | |
if (r == null) { | |
throw new IllegalArgumentException("r must not be null"); | |
} | |
synchronized(sGLThreadManager) { | |
mEventQueue.add(r); | |
sGLThreadManager.notifyAll(); | |
} | |
} | |
// Once the thread is started, all accesses to the following member | |
// variables are protected by the sGLThreadManager monitor | |
private boolean mShouldExit; | |
private boolean mExited; | |
private boolean mRequestPaused; | |
private boolean mPaused; | |
private boolean mHasSurface; | |
private boolean mSurfaceIsBad; | |
private boolean mWaitingForSurface; | |
private boolean mHaveEglContext; | |
private boolean mHaveEglSurface; | |
private boolean mShouldReleaseEglContext; | |
private int mWidth; | |
private int mHeight; | |
private int mRenderMode; | |
private boolean mRequestRender; | |
private boolean mRenderComplete; | |
private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>(); | |
private boolean mSizeChanged = true; | |
// End of member variables protected by the sGLThreadManager monitor. | |
private EglHelper mEglHelper; | |
/** | |
* Set once at thread construction time, nulled out when the parent view is garbage | |
* called. This weak reference allows the GLTextureView to be garbage collected while | |
* the GLThread is still alive. | |
*/ | |
private WeakReference<GLTextureView> mGLSurfaceViewWeakRef; | |
} | |
static class LogWriter extends Writer { | |
@Override public void close() { | |
flushBuilder(); | |
} | |
@Override public void flush() { | |
flushBuilder(); | |
} | |
@Override public void write(char[] buf, int offset, int count) { | |
for(int i = 0; i < count; i++) { | |
char c = buf[offset + i]; | |
if ( c == '\n') { | |
flushBuilder(); | |
} | |
else { | |
mBuilder.append(c); | |
} | |
} | |
} | |
private void flushBuilder() { | |
if (mBuilder.length() > 0) { | |
Log.v("GLTextureView", mBuilder.toString()); | |
mBuilder.delete(0, mBuilder.length()); | |
} | |
} | |
private StringBuilder mBuilder = new StringBuilder(); | |
} | |
private void checkRenderThreadState() { | |
if (mGLThread != null) { | |
throw new IllegalStateException( | |
"setRenderer has already been called for this instance."); | |
} | |
} | |
private static class GLThreadManager { | |
private static String TAG = "GLThreadManager"; | |
public synchronized void threadExiting(GLThread thread) { | |
if (LOG_THREADS) { | |
Log.i("GLThread", "exiting tid=" + thread.getId()); | |
} | |
thread.mExited = true; | |
if (mEglOwner == thread) { | |
mEglOwner = null; | |
} | |
notifyAll(); | |
} | |
/* | |
* Tries once to acquire the right to use an EGL | |
* context. Does not block. Requires that we are already | |
* in the sGLThreadManager monitor when this is called. | |
* | |
* @return true if the right to use an EGL context was acquired. | |
*/ | |
public boolean tryAcquireEglContextLocked(GLThread thread) { | |
if (mEglOwner == thread || mEglOwner == null) { | |
mEglOwner = thread; | |
notifyAll(); | |
return true; | |
} | |
checkGLESVersion(); | |
if (mMultipleGLESContextsAllowed) { | |
return true; | |
} | |
// Notify the owning thread that it should release the context. | |
// TODO: implement a fairness policy. Currently | |
// if the owning thread is drawing continuously it will just | |
// reacquire the EGL context. | |
if (mEglOwner != null) { | |
mEglOwner.requestReleaseEglContextLocked(); | |
} | |
return false; | |
} | |
/* | |
* Releases the EGL context. Requires that we are already in the | |
* sGLThreadManager monitor when this is called. | |
*/ | |
public void releaseEglContextLocked(GLThread thread) { | |
if (mEglOwner == thread) { | |
mEglOwner = null; | |
} | |
notifyAll(); | |
} | |
public synchronized boolean shouldReleaseEGLContextWhenPausing() { | |
// Release the EGL context when pausing even if | |
// the hardware supports multiple EGL contexts. | |
// Otherwise the device could run out of EGL contexts. | |
return mLimitedGLESContexts; | |
} | |
public synchronized boolean shouldTerminateEGLWhenPausing() { | |
checkGLESVersion(); | |
return !mMultipleGLESContextsAllowed; | |
} | |
public synchronized void checkGLDriver(GL10 gl) { | |
if (! mGLESDriverCheckComplete) { | |
checkGLESVersion(); | |
String renderer = gl.glGetString(GL10.GL_RENDERER); | |
if (mGLESVersion < kGLES_20) { | |
mMultipleGLESContextsAllowed = | |
! renderer.startsWith(kMSM7K_RENDERER_PREFIX); | |
notifyAll(); | |
} | |
mLimitedGLESContexts = !mMultipleGLESContextsAllowed; | |
if (LOG_SURFACE) { | |
Log.w(TAG, "checkGLDriver renderer = \"" + renderer + "\" multipleContextsAllowed = " | |
+ mMultipleGLESContextsAllowed | |
+ " mLimitedGLESContexts = " + mLimitedGLESContexts); | |
} | |
mGLESDriverCheckComplete = true; | |
} | |
} | |
private void checkGLESVersion() { | |
if (! mGLESVersionCheckComplete) { | |
// mGLESVersion = SystemProperties.getInt( | |
// "ro.opengles.version", | |
// ConfigurationInfo.GL_ES_VERSION_UNDEFINED); | |
// if (mGLESVersion >= kGLES_20) { | |
// mMultipleGLESContextsAllowed = true; | |
// } | |
// if (LOG_SURFACE) { | |
// Log.w(TAG, "checkGLESVersion mGLESVersion =" + | |
// " " + mGLESVersion + " mMultipleGLESContextsAllowed = " + mMultipleGLESContextsAllowed); | |
// } | |
mGLESVersionCheckComplete = true; | |
} | |
} | |
/** | |
* This check was required for some pre-Android-3.0 hardware. Android 3.0 provides | |
* support for hardware-accelerated views, therefore multiple EGL contexts are | |
* supported on all Android 3.0+ EGL drivers. | |
*/ | |
private boolean mGLESVersionCheckComplete; | |
private int mGLESVersion; | |
private boolean mGLESDriverCheckComplete; | |
private boolean mMultipleGLESContextsAllowed; | |
private boolean mLimitedGLESContexts; | |
private static final int kGLES_20 = 0x20000; | |
private static final String kMSM7K_RENDERER_PREFIX = | |
"Q3Dimension MSM7500 "; | |
private GLThread mEglOwner; | |
} | |
private static final GLThreadManager sGLThreadManager = new GLThreadManager(); | |
private final WeakReference<GLTextureView> mThisWeakRef = | |
new WeakReference<GLTextureView>(this); | |
private GLThread mGLThread; | |
private Renderer mRenderer; | |
private boolean mDetached; | |
private EGLConfigChooser mEGLConfigChooser; | |
private EGLContextFactory mEGLContextFactory; | |
private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; | |
private GLWrapper mGLWrapper; | |
private int mDebugFlags; | |
private int mEGLContextClientVersion; | |
private boolean mPreserveEGLContextOnPause; | |
} |
This class saved my day too.
But I had some annoying flickering (also because of the "SDK" I'm using). I got around this by changing the line iTwenty revers to.
onSurfaceDestroyed not called ?
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Saved my project dude! Have spent a few months with GLSurfaceView until I found out that it cannot interact with views very well. So far works great ;)