GLSurfaceView.java revision 15e1c6dc7a778590068b1cad55beea2bc6159509
1/* 2 * Copyright (C) 2008 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17package android.opengl; 18 19import java.io.Writer; 20import java.util.ArrayList; 21import java.util.concurrent.Semaphore; 22 23import javax.microedition.khronos.egl.EGL10; 24import javax.microedition.khronos.egl.EGL11; 25import javax.microedition.khronos.egl.EGLConfig; 26import javax.microedition.khronos.egl.EGLContext; 27import javax.microedition.khronos.egl.EGLDisplay; 28import javax.microedition.khronos.egl.EGLSurface; 29import javax.microedition.khronos.opengles.GL; 30import javax.microedition.khronos.opengles.GL10; 31 32import android.content.Context; 33import android.util.AttributeSet; 34import android.util.Log; 35import android.view.SurfaceHolder; 36import android.view.SurfaceView; 37 38/** 39 * An implementation of SurfaceView that uses the dedicated surface for 40 * displaying OpenGL rendering. 41 * <p> 42 * A GLSurfaceView provides the following features: 43 * <p> 44 * <ul> 45 * <li>Manages a surface, which is a special piece of memory that can be 46 * composited into the Android view system. 47 * <li>Manages an EGL display, which enables OpenGL to render into a surface. 48 * <li>Accepts a user-provided Renderer object that does the actual rendering. 49 * <li>Renders on a dedicated thread to decouple rendering performance from the 50 * UI thread. 51 * <li>Supports both on-demand and continuous rendering. 52 * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls. 53 * </ul> 54 * 55 * <h3>Using GLSurfaceView</h3> 56 * <p> 57 * Typically you use GLSurfaceView by subclassing it and overriding one or more of the 58 * View system input event methods. If your application does not need to override event 59 * methods then GLSurfaceView can be used as-is. For the most part 60 * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing. 61 * For example, unlike a regular View, drawing is delegated to a separate Renderer object which 62 * is registered with the GLSurfaceView 63 * using the {@link #setRenderer(Renderer)} call. 64 * <p> 65 * <h3>Initializing GLSurfaceView</h3> 66 * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}. 67 * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or 68 * more of these methods before calling setRenderer: 69 * <ul> 70 * <li>{@link #setDebugFlags(int)} 71 * <li>{@link #setEGLConfigChooser(boolean)} 72 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)} 73 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)} 74 * <li>{@link #setGLWrapper(GLWrapper)} 75 * </ul> 76 * <p> 77 * <h4>Choosing an EGL Configuration</h4> 78 * A given Android device may support multiple possible types of drawing surfaces. 79 * The available surfaces may differ in how may channels of data are present, as 80 * well as how many bits are allocated to each channel. Therefore, the first thing 81 * GLSurfaceView has to do when starting to render is choose what type of surface to use. 82 * <p> 83 * By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface 84 * with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example, 85 * if you do not need a depth buffer) you can override the default behavior by calling one of the 86 * setEGLConfigChooser methods. 87 * <p> 88 * <h4>Debug Behavior</h4> 89 * You can optionally modify the behavior of GLSurfaceView by calling 90 * one or more of the debugging methods {@link #setDebugFlags(int)}, 91 * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but 92 * typically they are called before setRenderer so that they take effect immediately. 93 * <p> 94 * <h4>Setting a Renderer</h4> 95 * Finally, you must call {@link #setRenderer} to register a {@link Renderer}. 96 * The renderer is 97 * responsible for doing the actual OpenGL rendering. 98 * <p> 99 * <h3>Rendering Mode</h3> 100 * Once the renderer is set, you can control whether the renderer draws 101 * continuously or on-demand by calling 102 * {@link #setRenderMode}. The default is continuous rendering. 103 * <p> 104 * <h3>Activity Life-cycle</h3> 105 * A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients 106 * are required to call {@link #onPause()} when the activity pauses and 107 * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to 108 * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate 109 * the OpenGL display. 110 * <p> 111 * <h3>Handling events</h3> 112 * <p> 113 * To handle an event you will typically subclass GLSurfaceView and override the 114 * appropriate method, just as you would with any other View. However, when handling 115 * the event, you may need to communicate with the Renderer object 116 * that's running in the rendering thread. You can do this using any 117 * standard Java cross-thread communication mechanism. In addition, 118 * one relatively easy way to communicate with your renderer is 119 * to call 120 * {@link #queueEvent(Runnable)}. For example: 121 * <pre class="prettyprint"> 122 * class MyGLSurfaceView extends GLSurfaceView { 123 * 124 * private MyRenderer mMyRenderer; 125 * 126 * public void start() { 127 * mMyRenderer = ...; 128 * setRenderer(mMyRenderer); 129 * } 130 * 131 * public boolean onKeyDown(int keyCode, KeyEvent event) { 132 * if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) { 133 * queueEvent(new Runnable() { 134 * // This method will be called on the rendering 135 * // thread: 136 * public void run() { 137 * mMyRenderer.handleDpadCenter(); 138 * }}); 139 * return true; 140 * } 141 * return super.onKeyDown(keyCode, event); 142 * } 143 * } 144 * </pre> 145 * 146 */ 147public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback { 148 /** 149 * The renderer only renders 150 * when the surface is created, or when {@link #requestRender} is called. 151 * 152 * @see #getRenderMode() 153 * @see #setRenderMode(int) 154 */ 155 public final static int RENDERMODE_WHEN_DIRTY = 0; 156 /** 157 * The renderer is called 158 * continuously to re-render the scene. 159 * 160 * @see #getRenderMode() 161 * @see #setRenderMode(int) 162 * @see #requestRender() 163 */ 164 public final static int RENDERMODE_CONTINUOUSLY = 1; 165 166 /** 167 * Check glError() after every GL call and throw an exception if glError indicates 168 * that an error has occurred. This can be used to help track down which OpenGL ES call 169 * is causing an error. 170 * 171 * @see #getDebugFlags 172 * @see #setDebugFlags 173 */ 174 public final static int DEBUG_CHECK_GL_ERROR = 1; 175 176 /** 177 * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView". 178 * 179 * @see #getDebugFlags 180 * @see #setDebugFlags 181 */ 182 public final static int DEBUG_LOG_GL_CALLS = 2; 183 184 /** 185 * Standard View constructor. In order to render something, you 186 * must call {@link #setRenderer} to register a renderer. 187 */ 188 public GLSurfaceView(Context context) { 189 super(context); 190 init(); 191 } 192 193 /** 194 * Standard View constructor. In order to render something, you 195 * must call {@link #setRenderer} to register a renderer. 196 */ 197 public GLSurfaceView(Context context, AttributeSet attrs) { 198 super(context, attrs); 199 init(); 200 } 201 202 private void init() { 203 // Install a SurfaceHolder.Callback so we get notified when the 204 // underlying surface is created and destroyed 205 SurfaceHolder holder = getHolder(); 206 holder.addCallback(this); 207 } 208 209 /** 210 * Set the glWrapper. If the glWrapper is not null, its 211 * {@link GLWrapper#wrap(GL)} method is called 212 * whenever a surface is created. A GLWrapper can be used to wrap 213 * the GL object that's passed to the renderer. Wrapping a GL 214 * object enables examining and modifying the behavior of the 215 * GL calls made by the renderer. 216 * <p> 217 * Wrapping is typically used for debugging purposes. 218 * <p> 219 * The default value is null. 220 * @param glWrapper the new GLWrapper 221 */ 222 public void setGLWrapper(GLWrapper glWrapper) { 223 mGLWrapper = glWrapper; 224 } 225 226 /** 227 * Set the debug flags to a new value. The value is 228 * constructed by OR-together zero or more 229 * of the DEBUG_CHECK_* constants. The debug flags take effect 230 * whenever a surface is created. The default value is zero. 231 * @param debugFlags the new debug flags 232 * @see #DEBUG_CHECK_GL_ERROR 233 * @see #DEBUG_LOG_GL_CALLS 234 */ 235 public void setDebugFlags(int debugFlags) { 236 mDebugFlags = debugFlags; 237 } 238 239 /** 240 * Get the current value of the debug flags. 241 * @return the current value of the debug flags. 242 */ 243 public int getDebugFlags() { 244 return mDebugFlags; 245 } 246 247 /** 248 * Set the renderer associated with this view. Also starts the thread that 249 * will call the renderer, which in turn causes the rendering to start. 250 * <p>This method should be called once and only once in the life-cycle of 251 * a GLSurfaceView. 252 * <p>The following GLSurfaceView methods can only be called <em>before</em> 253 * setRenderer is called: 254 * <ul> 255 * <li>{@link #setEGLConfigChooser(boolean)} 256 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)} 257 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)} 258 * </ul> 259 * <p> 260 * The following GLSurfaceView methods can only be called <em>after</em> 261 * setRenderer is called: 262 * <ul> 263 * <li>{@link #getRenderMode()} 264 * <li>{@link #onPause()} 265 * <li>{@link #onResume()} 266 * <li>{@link #queueEvent(Runnable)} 267 * <li>{@link #requestRender()} 268 * <li>{@link #setRenderMode(int)} 269 * </ul> 270 * 271 * @param renderer the renderer to use to perform OpenGL drawing. 272 */ 273 public void setRenderer(Renderer renderer) { 274 checkRenderThreadState(); 275 if (mEGLConfigChooser == null) { 276 mEGLConfigChooser = new SimpleEGLConfigChooser(true); 277 } 278 if (mEGLContextFactory == null) { 279 mEGLContextFactory = new DefaultContextFactory(); 280 } 281 if (mEGLWindowSurfaceFactory == null) { 282 mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory(); 283 } 284 mGLThread = new GLThread(renderer); 285 mGLThread.start(); 286 } 287 288 /** 289 * @hide 290 * Install a custom EGLContextFactory. 291 * <p>If this method is 292 * called, it must be called before {@link #setRenderer(Renderer)} 293 * is called. 294 * <p> 295 * If this method is not called, then by default 296 * a context will be created with no shared context and 297 * with a null attribute list. 298 */ 299 public void setContextFactory(EGLContextFactory factory) { 300 checkRenderThreadState(); 301 mEGLContextFactory = factory; 302 } 303 304 /** 305 * @hide 306 * Install a custom EGLWindowSurfaceFactory. 307 * <p>If this method is 308 * called, it must be called before {@link #setRenderer(Renderer)} 309 * is called. 310 * <p> 311 * If this method is not called, then by default 312 * a window surface will be created with a null attribute list. 313 */ 314 public void setWindowSurfaceFactory(EGLWindowSurfaceFactory factory) { 315 checkRenderThreadState(); 316 mEGLWindowSurfaceFactory = factory; 317 } 318 319 /** 320 * Install a custom EGLConfigChooser. 321 * <p>If this method is 322 * called, it must be called before {@link #setRenderer(Renderer)} 323 * is called. 324 * <p> 325 * If no setEGLConfigChooser method is called, then by default the 326 * view will choose a config as close to 16-bit RGB as possible, with 327 * a depth buffer as close to 16 bits as possible. 328 * @param configChooser 329 */ 330 public void setEGLConfigChooser(EGLConfigChooser configChooser) { 331 checkRenderThreadState(); 332 mEGLConfigChooser = configChooser; 333 } 334 335 /** 336 * Install a config chooser which will choose a config 337 * as close to 16-bit RGB as possible, with or without an optional depth 338 * buffer as close to 16-bits as possible. 339 * <p>If this method is 340 * called, it must be called before {@link #setRenderer(Renderer)} 341 * is called. 342 * <p> 343 * If no setEGLConfigChooser method is called, then by default the 344 * view will choose a config as close to 16-bit RGB as possible, with 345 * a depth buffer as close to 16 bits as possible. 346 * 347 * @param needDepth 348 */ 349 public void setEGLConfigChooser(boolean needDepth) { 350 setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth)); 351 } 352 353 /** 354 * Install a config chooser which will choose a config 355 * with at least the specified component sizes, and as close 356 * to the specified component sizes as possible. 357 * <p>If this method is 358 * called, it must be called before {@link #setRenderer(Renderer)} 359 * is called. 360 * <p> 361 * If no setEGLConfigChooser method is called, then by default the 362 * view will choose a config as close to 16-bit RGB as possible, with 363 * a depth buffer as close to 16 bits as possible. 364 * 365 */ 366 public void setEGLConfigChooser(int redSize, int greenSize, int blueSize, 367 int alphaSize, int depthSize, int stencilSize) { 368 setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, 369 blueSize, alphaSize, depthSize, stencilSize)); 370 } 371 /** 372 * Set the rendering mode. When renderMode is 373 * RENDERMODE_CONTINUOUSLY, the renderer is called 374 * repeatedly to re-render the scene. When renderMode 375 * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface 376 * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY. 377 * <p> 378 * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance 379 * by allowing the GPU and CPU to idle when the view does not need to be updated. 380 * <p> 381 * This method can only be called after {@link #setRenderer(Renderer)} 382 * 383 * @param renderMode one of the RENDERMODE_X constants 384 * @see #RENDERMODE_CONTINUOUSLY 385 * @see #RENDERMODE_WHEN_DIRTY 386 */ 387 public void setRenderMode(int renderMode) { 388 mGLThread.setRenderMode(renderMode); 389 } 390 391 /** 392 * Get the current rendering mode. May be called 393 * from any thread. Must not be called before a renderer has been set. 394 * @return the current rendering mode. 395 * @see #RENDERMODE_CONTINUOUSLY 396 * @see #RENDERMODE_WHEN_DIRTY 397 */ 398 public int getRenderMode() { 399 return mGLThread.getRenderMode(); 400 } 401 402 /** 403 * Request that the renderer render a frame. 404 * This method is typically used when the render mode has been set to 405 * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand. 406 * May be called 407 * from any thread. Must not be called before a renderer has been set. 408 */ 409 public void requestRender() { 410 mGLThread.requestRender(); 411 } 412 413 /** 414 * This method is part of the SurfaceHolder.Callback interface, and is 415 * not normally called or subclassed by clients of GLSurfaceView. 416 */ 417 public void surfaceCreated(SurfaceHolder holder) { 418 mGLThread.surfaceCreated(); 419 } 420 421 /** 422 * This method is part of the SurfaceHolder.Callback interface, and is 423 * not normally called or subclassed by clients of GLSurfaceView. 424 */ 425 public void surfaceDestroyed(SurfaceHolder holder) { 426 // Surface will be destroyed when we return 427 mGLThread.surfaceDestroyed(); 428 } 429 430 /** 431 * This method is part of the SurfaceHolder.Callback interface, and is 432 * not normally called or subclassed by clients of GLSurfaceView. 433 */ 434 public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { 435 mGLThread.onWindowResize(w, h); 436 } 437 438 /** 439 * Inform the view that the activity is paused. The owner of this view must 440 * call this method when the activity is paused. Calling this method will 441 * pause the rendering thread. 442 * Must not be called before a renderer has been set. 443 */ 444 public void onPause() { 445 mGLThread.onPause(); 446 } 447 448 /** 449 * Inform the view that the activity is resumed. The owner of this view must 450 * call this method when the activity is resumed. Calling this method will 451 * recreate the OpenGL display and resume the rendering 452 * thread. 453 * Must not be called before a renderer has been set. 454 */ 455 public void onResume() { 456 mGLThread.onResume(); 457 } 458 459 /** 460 * Queue a runnable to be run on the GL rendering thread. This can be used 461 * to communicate with the Renderer on the rendering thread. 462 * Must not be called before a renderer has been set. 463 * @param r the runnable to be run on the GL rendering thread. 464 */ 465 public void queueEvent(Runnable r) { 466 mGLThread.queueEvent(r); 467 } 468 469 /** 470 * This method is used as part of the View class and is not normally 471 * called or subclassed by clients of GLSurfaceView. 472 * Must not be called before a renderer has been set. 473 */ 474 @Override 475 protected void onDetachedFromWindow() { 476 super.onDetachedFromWindow(); 477 mGLThread.requestExitAndWait(); 478 } 479 480 // ---------------------------------------------------------------------- 481 482 /** 483 * An interface used to wrap a GL interface. 484 * <p>Typically 485 * used for implementing debugging and tracing on top of the default 486 * GL interface. You would typically use this by creating your own class 487 * that implemented all the GL methods by delegating to another GL instance. 488 * Then you could add your own behavior before or after calling the 489 * delegate. All the GLWrapper would do was instantiate and return the 490 * wrapper GL instance: 491 * <pre class="prettyprint"> 492 * class MyGLWrapper implements GLWrapper { 493 * GL wrap(GL gl) { 494 * return new MyGLImplementation(gl); 495 * } 496 * static class MyGLImplementation implements GL,GL10,GL11,... { 497 * ... 498 * } 499 * } 500 * </pre> 501 * @see #setGLWrapper(GLWrapper) 502 */ 503 public interface GLWrapper { 504 /** 505 * Wraps a gl interface in another gl interface. 506 * @param gl a GL interface that is to be wrapped. 507 * @return either the input argument or another GL object that wraps the input argument. 508 */ 509 GL wrap(GL gl); 510 } 511 512 /** 513 * A generic renderer interface. 514 * <p> 515 * The renderer is responsible for making OpenGL calls to render a frame. 516 * <p> 517 * GLSurfaceView clients typically create their own classes that implement 518 * this interface, and then call {@link GLSurfaceView#setRenderer} to 519 * register the renderer with the GLSurfaceView. 520 * <p> 521 * <h3>Threading</h3> 522 * The renderer will be called on a separate thread, so that rendering 523 * performance is decoupled from the UI thread. Clients typically need to 524 * communicate with the renderer from the UI thread, because that's where 525 * input events are received. Clients can communicate using any of the 526 * standard Java techniques for cross-thread communication, or they can 527 * use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method. 528 * <p> 529 * <h3>EGL Context Lost</h3> 530 * There are situations where the EGL rendering context will be lost. This 531 * typically happens when device wakes up after going to sleep. When 532 * the EGL context is lost, all OpenGL resources (such as textures) that are 533 * associated with that context will be automatically deleted. In order to 534 * keep rendering correctly, a renderer must recreate any lost resources 535 * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method 536 * is a convenient place to do this. 537 * 538 * 539 * @see #setRenderer(Renderer) 540 */ 541 public interface Renderer { 542 /** 543 * Called when the surface is created or recreated. 544 * <p> 545 * Called when the rendering thread 546 * starts and whenever the EGL context is lost. The context will typically 547 * be lost when the Android device awakes after going to sleep. 548 * <p> 549 * Since this method is called at the beginning of rendering, as well as 550 * every time the EGL context is lost, this method is a convenient place to put 551 * code to create resources that need to be created when the rendering 552 * starts, and that need to be recreated when the EGL context is lost. 553 * Textures are an example of a resource that you might want to create 554 * here. 555 * <p> 556 * Note that when the EGL context is lost, all OpenGL resources associated 557 * with that context will be automatically deleted. You do not need to call 558 * the corresponding "glDelete" methods such as glDeleteTextures to 559 * manually delete these lost resources. 560 * <p> 561 * @param gl the GL interface. Use <code>instanceof</code> to 562 * test if the interface supports GL11 or higher interfaces. 563 * @param config the EGLConfig of the created surface. Can be used 564 * to create matching pbuffers. 565 */ 566 void onSurfaceCreated(GL10 gl, EGLConfig config); 567 568 /** 569 * Called when the surface changed size. 570 * <p> 571 * Called after the surface is created and whenever 572 * the OpenGL ES surface size changes. 573 * <p> 574 * Typically you will set your viewport here. If your camera 575 * is fixed then you could also set your projection matrix here: 576 * <pre class="prettyprint"> 577 * void onSurfaceChanged(GL10 gl, int width, int height) { 578 * gl.glViewport(0, 0, width, height); 579 * // for a fixed camera, set the projection too 580 * float ratio = (float) width / height; 581 * gl.glMatrixMode(GL10.GL_PROJECTION); 582 * gl.glLoadIdentity(); 583 * gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); 584 * } 585 * </pre> 586 * @param gl the GL interface. Use <code>instanceof</code> to 587 * test if the interface supports GL11 or higher interfaces. 588 * @param width 589 * @param height 590 */ 591 void onSurfaceChanged(GL10 gl, int width, int height); 592 593 /** 594 * Called to draw the current frame. 595 * <p> 596 * This method is responsible for drawing the current frame. 597 * <p> 598 * The implementation of this method typically looks like this: 599 * <pre class="prettyprint"> 600 * void onDrawFrame(GL10 gl) { 601 * gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); 602 * //... other gl calls to render the scene ... 603 * } 604 * </pre> 605 * @param gl the GL interface. Use <code>instanceof</code> to 606 * test if the interface supports GL11 or higher interfaces. 607 */ 608 void onDrawFrame(GL10 gl); 609 } 610 611 /** 612 * @hide 613 * An interface for customizing the eglCreateContext and eglDestroyContext calls. 614 * <p> 615 * This interface must be implemented by clients wishing to call 616 * {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)} 617 */ 618 public interface EGLContextFactory { 619 EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig); 620 void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context); 621 } 622 623 private static class DefaultContextFactory implements EGLContextFactory { 624 625 public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) { 626 return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, null); 627 } 628 629 public void destroyContext(EGL10 egl, EGLDisplay display, 630 EGLContext context) { 631 egl.eglDestroyContext(display, context); 632 } 633 } 634 635 /** 636 * @hide 637 * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls. 638 * <p> 639 * This interface must be implemented by clients wishing to call 640 * {@link GLSurfaceView#setEGLContextCreator(EGLContextCreator)} 641 */ 642 public interface EGLWindowSurfaceFactory { 643 EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, 644 Object nativeWindow); 645 void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface); 646 } 647 648 private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory { 649 650 public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, 651 EGLConfig config, Object nativeWindow) { 652 return egl.eglCreateWindowSurface(display, config, nativeWindow, null); 653 } 654 655 public void destroySurface(EGL10 egl, EGLDisplay display, 656 EGLSurface surface) { 657 egl.eglDestroySurface(display, surface); 658 } 659 } 660 661 /** 662 * An interface for choosing an EGLConfig configuration from a list of 663 * potential configurations. 664 * <p> 665 * This interface must be implemented by clients wishing to call 666 * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)} 667 */ 668 public interface EGLConfigChooser { 669 /** 670 * Choose a configuration from the list. Implementors typically 671 * implement this method by calling 672 * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the 673 * EGL specification available from The Khronos Group to learn how to call eglChooseConfig. 674 * @param egl the EGL10 for the current display. 675 * @param display the current display. 676 * @return the chosen configuration. 677 */ 678 EGLConfig chooseConfig(EGL10 egl, EGLDisplay display); 679 } 680 681 private static abstract class BaseConfigChooser 682 implements EGLConfigChooser { 683 public BaseConfigChooser(int[] configSpec) { 684 mConfigSpec = configSpec; 685 } 686 public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) { 687 int[] num_config = new int[1]; 688 egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config); 689 690 int numConfigs = num_config[0]; 691 692 if (numConfigs <= 0) { 693 throw new IllegalArgumentException( 694 "No configs match configSpec"); 695 } 696 697 EGLConfig[] configs = new EGLConfig[numConfigs]; 698 egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs, 699 num_config); 700 EGLConfig config = chooseConfig(egl, display, configs); 701 if (config == null) { 702 throw new IllegalArgumentException("No config chosen"); 703 } 704 return config; 705 } 706 707 abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, 708 EGLConfig[] configs); 709 710 protected int[] mConfigSpec; 711 } 712 713 private static class ComponentSizeChooser extends BaseConfigChooser { 714 public ComponentSizeChooser(int redSize, int greenSize, int blueSize, 715 int alphaSize, int depthSize, int stencilSize) { 716 super(new int[] { 717 EGL10.EGL_RED_SIZE, redSize, 718 EGL10.EGL_GREEN_SIZE, greenSize, 719 EGL10.EGL_BLUE_SIZE, blueSize, 720 EGL10.EGL_ALPHA_SIZE, alphaSize, 721 EGL10.EGL_DEPTH_SIZE, depthSize, 722 EGL10.EGL_STENCIL_SIZE, stencilSize, 723 EGL10.EGL_NONE}); 724 mValue = new int[1]; 725 mRedSize = redSize; 726 mGreenSize = greenSize; 727 mBlueSize = blueSize; 728 mAlphaSize = alphaSize; 729 mDepthSize = depthSize; 730 mStencilSize = stencilSize; 731 } 732 733 @Override 734 public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, 735 EGLConfig[] configs) { 736 EGLConfig closestConfig = null; 737 int closestDistance = 1000; 738 for(EGLConfig config : configs) { 739 int d = findConfigAttrib(egl, display, config, 740 EGL10.EGL_DEPTH_SIZE, 0); 741 int s = findConfigAttrib(egl, display, config, 742 EGL10.EGL_STENCIL_SIZE, 0); 743 if (d >= mDepthSize && s>= mStencilSize) { 744 int r = findConfigAttrib(egl, display, config, 745 EGL10.EGL_RED_SIZE, 0); 746 int g = findConfigAttrib(egl, display, config, 747 EGL10.EGL_GREEN_SIZE, 0); 748 int b = findConfigAttrib(egl, display, config, 749 EGL10.EGL_BLUE_SIZE, 0); 750 int a = findConfigAttrib(egl, display, config, 751 EGL10.EGL_ALPHA_SIZE, 0); 752 int distance = Math.abs(r - mRedSize) 753 + Math.abs(g - mGreenSize) 754 + Math.abs(b - mBlueSize) 755 + Math.abs(a - mAlphaSize); 756 if (distance < closestDistance) { 757 closestDistance = distance; 758 closestConfig = config; 759 } 760 } 761 } 762 return closestConfig; 763 } 764 765 private int findConfigAttrib(EGL10 egl, EGLDisplay display, 766 EGLConfig config, int attribute, int defaultValue) { 767 768 if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) { 769 return mValue[0]; 770 } 771 return defaultValue; 772 } 773 774 private int[] mValue; 775 // Subclasses can adjust these values: 776 protected int mRedSize; 777 protected int mGreenSize; 778 protected int mBlueSize; 779 protected int mAlphaSize; 780 protected int mDepthSize; 781 protected int mStencilSize; 782 } 783 784 /** 785 * This class will choose a supported surface as close to 786 * RGB565 as possible, with or without a depth buffer. 787 * 788 */ 789 private static class SimpleEGLConfigChooser extends ComponentSizeChooser { 790 public SimpleEGLConfigChooser(boolean withDepthBuffer) { 791 super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0); 792 // Adjust target values. This way we'll accept a 4444 or 793 // 555 buffer if there's no 565 buffer available. 794 mRedSize = 5; 795 mGreenSize = 6; 796 mBlueSize = 5; 797 } 798 } 799 800 /** 801 * An EGL helper class. 802 */ 803 804 private class EglHelper { 805 public EglHelper() { 806 807 } 808 809 /** 810 * Initialize EGL for a given configuration spec. 811 * @param configSpec 812 */ 813 public void start(){ 814 /* 815 * Get an EGL instance 816 */ 817 mEgl = (EGL10) EGLContext.getEGL(); 818 819 /* 820 * Get to the default display. 821 */ 822 mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); 823 824 /* 825 * We can now initialize EGL for that display 826 */ 827 int[] version = new int[2]; 828 mEgl.eglInitialize(mEglDisplay, version); 829 mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay); 830 831 /* 832 * Create an OpenGL ES context. This must be done only once, an 833 * OpenGL context is a somewhat heavy object. 834 */ 835 mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig); 836 837 mEglSurface = null; 838 } 839 840 /* 841 * React to the creation of a new surface by creating and returning an 842 * OpenGL interface that renders to that surface. 843 */ 844 public GL createSurface(SurfaceHolder holder) { 845 /* 846 * The window size has changed, so we need to create a new 847 * surface. 848 */ 849 if (mEglSurface != null) { 850 851 /* 852 * Unbind and destroy the old EGL surface, if 853 * there is one. 854 */ 855 mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, 856 EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); 857 mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); 858 } 859 860 /* 861 * Create an EGL surface we can render into. 862 */ 863 mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl, 864 mEglDisplay, mEglConfig, holder); 865 866 /* 867 * Before we can issue GL commands, we need to make sure 868 * the context is current and bound to a surface. 869 */ 870 mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, 871 mEglContext); 872 873 GL gl = mEglContext.getGL(); 874 if (mGLWrapper != null) { 875 gl = mGLWrapper.wrap(gl); 876 } 877 878 if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS))!= 0) { 879 int configFlags = 0; 880 Writer log = null; 881 if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) { 882 configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR; 883 } 884 if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) { 885 log = new LogWriter(); 886 } 887 gl = GLDebugHelper.wrap(gl, configFlags, log); 888 } 889 return gl; 890 } 891 892 /** 893 * Display the current render surface. 894 * @return false if the context has been lost. 895 */ 896 public boolean swap() { 897 mEgl.eglSwapBuffers(mEglDisplay, mEglSurface); 898 899 /* 900 * Always check for EGL_CONTEXT_LOST, which means the context 901 * and all associated data were lost (For instance because 902 * the device went to sleep). We need to sleep until we 903 * get a new surface. 904 */ 905 return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST; 906 } 907 908 public void destroySurface() { 909 if (mEglSurface != null) { 910 mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, 911 EGL10.EGL_NO_SURFACE, 912 EGL10.EGL_NO_CONTEXT); 913 mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); 914 mEglSurface = null; 915 } 916 } 917 918 public void finish() { 919 if (mEglContext != null) { 920 mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); 921 mEglContext = null; 922 } 923 if (mEglDisplay != null) { 924 mEgl.eglTerminate(mEglDisplay); 925 mEglDisplay = null; 926 } 927 } 928 929 EGL10 mEgl; 930 EGLDisplay mEglDisplay; 931 EGLSurface mEglSurface; 932 EGLConfig mEglConfig; 933 EGLContext mEglContext; 934 } 935 936 /** 937 * A generic GL Thread. Takes care of initializing EGL and GL. Delegates 938 * to a Renderer instance to do the actual drawing. Can be configured to 939 * render continuously or on request. 940 * 941 */ 942 class GLThread extends Thread { 943 GLThread(Renderer renderer) { 944 super(); 945 mDone = false; 946 mWidth = 0; 947 mHeight = 0; 948 mRequestRender = true; 949 mRenderMode = RENDERMODE_CONTINUOUSLY; 950 mRenderer = renderer; 951 setName("GLThread"); 952 } 953 954 @Override 955 public void run() { 956 /* 957 * When the android framework launches a second instance of 958 * an activity, the new instance's onCreate() method may be 959 * called before the first instance returns from onDestroy(). 960 * 961 * This semaphore ensures that only one instance at a time 962 * accesses EGL. 963 */ 964 try { 965 try { 966 sEglSemaphore.acquire(); 967 } catch (InterruptedException e) { 968 return; 969 } 970 guardedRun(); 971 } catch (InterruptedException e) { 972 // fall thru and exit normally 973 } finally { 974 sEglSemaphore.release(); 975 } 976 } 977 978 private void guardedRun() throws InterruptedException { 979 mEglHelper = new EglHelper(); 980 try { 981 mEglHelper.start(); 982 983 GL10 gl = null; 984 boolean tellRendererSurfaceCreated = true; 985 boolean tellRendererSurfaceChanged = true; 986 987 /* 988 * This is our main activity thread's loop, we go until 989 * asked to quit. 990 */ 991 while (!mDone) { 992 993 /* 994 * Update the asynchronous state (window size) 995 */ 996 int w, h; 997 boolean changed; 998 boolean needStart = false; 999 synchronized (this) { 1000 Runnable r; 1001 while ((r = getEvent()) != null) { 1002 r.run(); 1003 } 1004 if (mPaused) { 1005 mEglHelper.destroySurface(); 1006 mEglHelper.finish(); 1007 needStart = true; 1008 } 1009 while (needToWait()) { 1010 if (!mHasSurface) { 1011 if (!mWaitingForSurface) { 1012 mEglHelper.destroySurface(); 1013 mWaitingForSurface = true; 1014 notify(); 1015 } 1016 } 1017 wait(); 1018 } 1019 if (mDone) { 1020 break; 1021 } 1022 changed = mSizeChanged; 1023 w = mWidth; 1024 h = mHeight; 1025 mSizeChanged = false; 1026 mRequestRender = false; 1027 if (mHasSurface && mWaitingForSurface) { 1028 changed = true; 1029 mWaitingForSurface = false; 1030 } 1031 } 1032 if (needStart) { 1033 mEglHelper.start(); 1034 tellRendererSurfaceCreated = true; 1035 changed = true; 1036 } 1037 if (changed) { 1038 gl = (GL10) mEglHelper.createSurface(getHolder()); 1039 tellRendererSurfaceChanged = true; 1040 } 1041 if (tellRendererSurfaceCreated) { 1042 mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig); 1043 tellRendererSurfaceCreated = false; 1044 } 1045 if (tellRendererSurfaceChanged) { 1046 mRenderer.onSurfaceChanged(gl, w, h); 1047 tellRendererSurfaceChanged = false; 1048 } 1049 if ((w > 0) && (h > 0)) { 1050 /* draw a frame here */ 1051 mRenderer.onDrawFrame(gl); 1052 1053 /* 1054 * Once we're done with GL, we need to call swapBuffers() 1055 * to instruct the system to display the rendered frame 1056 */ 1057 mEglHelper.swap(); 1058 } 1059 } 1060 } finally { 1061 /* 1062 * clean-up everything... 1063 */ 1064 mEglHelper.destroySurface(); 1065 mEglHelper.finish(); 1066 } 1067 } 1068 1069 private boolean needToWait() { 1070 if (mDone) { 1071 return false; 1072 } 1073 1074 if (mPaused || (! mHasSurface)) { 1075 return true; 1076 } 1077 1078 if ((mWidth > 0) && (mHeight > 0) && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) { 1079 return false; 1080 } 1081 1082 return true; 1083 } 1084 1085 public void setRenderMode(int renderMode) { 1086 if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) { 1087 throw new IllegalArgumentException("renderMode"); 1088 } 1089 synchronized(this) { 1090 mRenderMode = renderMode; 1091 if (renderMode == RENDERMODE_CONTINUOUSLY) { 1092 notify(); 1093 } 1094 } 1095 } 1096 1097 public int getRenderMode() { 1098 synchronized(this) { 1099 return mRenderMode; 1100 } 1101 } 1102 1103 public void requestRender() { 1104 synchronized(this) { 1105 mRequestRender = true; 1106 notify(); 1107 } 1108 } 1109 1110 public void surfaceCreated() { 1111 synchronized(this) { 1112 mHasSurface = true; 1113 notify(); 1114 } 1115 } 1116 1117 public void surfaceDestroyed() { 1118 synchronized(this) { 1119 mHasSurface = false; 1120 notify(); 1121 while(!mWaitingForSurface && isAlive()) { 1122 try { 1123 wait(); 1124 } catch (InterruptedException e) { 1125 Thread.currentThread().interrupt(); 1126 } 1127 } 1128 } 1129 } 1130 1131 public void onPause() { 1132 synchronized (this) { 1133 mPaused = true; 1134 } 1135 } 1136 1137 public void onResume() { 1138 synchronized (this) { 1139 mPaused = false; 1140 notify(); 1141 } 1142 } 1143 1144 public void onWindowResize(int w, int h) { 1145 synchronized (this) { 1146 mWidth = w; 1147 mHeight = h; 1148 mSizeChanged = true; 1149 notify(); 1150 } 1151 } 1152 1153 public void requestExitAndWait() { 1154 // don't call this from GLThread thread or it is a guaranteed 1155 // deadlock! 1156 synchronized(this) { 1157 mDone = true; 1158 notify(); 1159 } 1160 try { 1161 join(); 1162 } catch (InterruptedException ex) { 1163 Thread.currentThread().interrupt(); 1164 } 1165 } 1166 1167 /** 1168 * Queue an "event" to be run on the GL rendering thread. 1169 * @param r the runnable to be run on the GL rendering thread. 1170 */ 1171 public void queueEvent(Runnable r) { 1172 synchronized(this) { 1173 mEventQueue.add(r); 1174 } 1175 } 1176 1177 private Runnable getEvent() { 1178 synchronized(this) { 1179 if (mEventQueue.size() > 0) { 1180 return mEventQueue.remove(0); 1181 } 1182 1183 } 1184 return null; 1185 } 1186 1187 private boolean mDone; 1188 private boolean mPaused; 1189 private boolean mHasSurface; 1190 private boolean mWaitingForSurface; 1191 private int mWidth; 1192 private int mHeight; 1193 private int mRenderMode; 1194 private boolean mRequestRender; 1195 private Renderer mRenderer; 1196 private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>(); 1197 private EglHelper mEglHelper; 1198 } 1199 1200 static class LogWriter extends Writer { 1201 1202 @Override public void close() { 1203 flushBuilder(); 1204 } 1205 1206 @Override public void flush() { 1207 flushBuilder(); 1208 } 1209 1210 @Override public void write(char[] buf, int offset, int count) { 1211 for(int i = 0; i < count; i++) { 1212 char c = buf[offset + i]; 1213 if ( c == '\n') { 1214 flushBuilder(); 1215 } 1216 else { 1217 mBuilder.append(c); 1218 } 1219 } 1220 } 1221 1222 private void flushBuilder() { 1223 if (mBuilder.length() > 0) { 1224 Log.v("GLSurfaceView", mBuilder.toString()); 1225 mBuilder.delete(0, mBuilder.length()); 1226 } 1227 } 1228 1229 private StringBuilder mBuilder = new StringBuilder(); 1230 } 1231 1232 1233 private void checkRenderThreadState() { 1234 if (mGLThread != null) { 1235 throw new IllegalStateException( 1236 "setRenderer has already been called for this instance."); 1237 } 1238 } 1239 1240 private static final Semaphore sEglSemaphore = new Semaphore(1); 1241 private boolean mSizeChanged = true; 1242 1243 private GLThread mGLThread; 1244 private EGLConfigChooser mEGLConfigChooser; 1245 private EGLContextFactory mEGLContextFactory; 1246 private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; 1247 private GLWrapper mGLWrapper; 1248 private int mDebugFlags; 1249} 1250