GLSurfaceView.java revision 28023911a4b572f0ca640e7a3e3f9a0dd6f535e9
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;
21
22import javax.microedition.khronos.egl.EGL10;
23import javax.microedition.khronos.egl.EGL11;
24import javax.microedition.khronos.egl.EGLConfig;
25import javax.microedition.khronos.egl.EGLContext;
26import javax.microedition.khronos.egl.EGLDisplay;
27import javax.microedition.khronos.egl.EGLSurface;
28import javax.microedition.khronos.opengles.GL;
29import javax.microedition.khronos.opengles.GL10;
30
31import android.content.Context;
32import android.content.pm.ConfigurationInfo;
33import android.os.SystemProperties;
34import android.util.AttributeSet;
35import android.util.Log;
36import android.view.SurfaceHolder;
37import android.view.SurfaceView;
38
39/**
40 * An implementation of SurfaceView that uses the dedicated surface for
41 * displaying OpenGL rendering.
42 * <p>
43 * A GLSurfaceView provides the following features:
44 * <p>
45 * <ul>
46 * <li>Manages a surface, which is a special piece of memory that can be
47 * composited into the Android view system.
48 * <li>Manages an EGL display, which enables OpenGL to render into a surface.
49 * <li>Accepts a user-provided Renderer object that does the actual rendering.
50 * <li>Renders on a dedicated thread to decouple rendering performance from the
51 * UI thread.
52 * <li>Supports both on-demand and continuous rendering.
53 * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
54 * </ul>
55 *
56 * <h3>Using GLSurfaceView</h3>
57 * <p>
58 * Typically you use GLSurfaceView by subclassing it and overriding one or more of the
59 * View system input event methods. If your application does not need to override event
60 * methods then GLSurfaceView can be used as-is. For the most part
61 * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
62 * For example, unlike a regular View, drawing is delegated to a separate Renderer object which
63 * is registered with the GLSurfaceView
64 * using the {@link #setRenderer(Renderer)} call.
65 * <p>
66 * <h3>Initializing GLSurfaceView</h3>
67 * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}.
68 * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
69 * more of these methods before calling setRenderer:
70 * <ul>
71 * <li>{@link #setDebugFlags(int)}
72 * <li>{@link #setEGLConfigChooser(boolean)}
73 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
74 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
75 * <li>{@link #setGLWrapper(GLWrapper)}
76 * </ul>
77 * <p>
78 * <h4>Choosing an EGL Configuration</h4>
79 * A given Android device may support multiple possible types of drawing surfaces.
80 * The available surfaces may differ in how may channels of data are present, as
81 * well as how many bits are allocated to each channel. Therefore, the first thing
82 * GLSurfaceView has to do when starting to render is choose what type of surface to use.
83 * <p>
84 * By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface
85 * with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example,
86 * if you do not need a depth buffer) you can override the default behavior by calling one of the
87 * setEGLConfigChooser methods.
88 * <p>
89 * <h4>Debug Behavior</h4>
90 * You can optionally modify the behavior of GLSurfaceView by calling
91 * one or more of the debugging methods {@link #setDebugFlags(int)},
92 * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
93 * typically they are called before setRenderer so that they take effect immediately.
94 * <p>
95 * <h4>Setting a Renderer</h4>
96 * Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
97 * The renderer is
98 * responsible for doing the actual OpenGL rendering.
99 * <p>
100 * <h3>Rendering Mode</h3>
101 * Once the renderer is set, you can control whether the renderer draws
102 * continuously or on-demand by calling
103 * {@link #setRenderMode}. The default is continuous rendering.
104 * <p>
105 * <h3>Activity Life-cycle</h3>
106 * A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients
107 * are required to call {@link #onPause()} when the activity pauses and
108 * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to
109 * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
110 * the OpenGL display.
111 * <p>
112 * <h3>Handling events</h3>
113 * <p>
114 * To handle an event you will typically subclass GLSurfaceView and override the
115 * appropriate method, just as you would with any other View. However, when handling
116 * the event, you may need to communicate with the Renderer object
117 * that's running in the rendering thread. You can do this using any
118 * standard Java cross-thread communication mechanism. In addition,
119 * one relatively easy way to communicate with your renderer is
120 * to call
121 * {@link #queueEvent(Runnable)}. For example:
122 * <pre class="prettyprint">
123 * class MyGLSurfaceView extends GLSurfaceView {
124 *
125 *     private MyRenderer mMyRenderer;
126 *
127 *     public void start() {
128 *         mMyRenderer = ...;
129 *         setRenderer(mMyRenderer);
130 *     }
131 *
132 *     public boolean onKeyDown(int keyCode, KeyEvent event) {
133 *         if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
134 *             queueEvent(new Runnable() {
135 *                 // This method will be called on the rendering
136 *                 // thread:
137 *                 public void run() {
138 *                     mMyRenderer.handleDpadCenter();
139 *                 }});
140 *             return true;
141 *         }
142 *         return super.onKeyDown(keyCode, event);
143 *     }
144 * }
145 * </pre>
146 *
147 */
148public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
149    /**
150     * The renderer only renders
151     * when the surface is created, or when {@link #requestRender} is called.
152     *
153     * @see #getRenderMode()
154     * @see #setRenderMode(int)
155     */
156    public final static int RENDERMODE_WHEN_DIRTY = 0;
157    /**
158     * The renderer is called
159     * continuously to re-render the scene.
160     *
161     * @see #getRenderMode()
162     * @see #setRenderMode(int)
163     * @see #requestRender()
164     */
165    public final static int RENDERMODE_CONTINUOUSLY = 1;
166
167    /**
168     * Check glError() after every GL call and throw an exception if glError indicates
169     * that an error has occurred. This can be used to help track down which OpenGL ES call
170     * is causing an error.
171     *
172     * @see #getDebugFlags
173     * @see #setDebugFlags
174     */
175    public final static int DEBUG_CHECK_GL_ERROR = 1;
176
177    /**
178     * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
179     *
180     * @see #getDebugFlags
181     * @see #setDebugFlags
182     */
183    public final static int DEBUG_LOG_GL_CALLS = 2;
184
185    /**
186     * Standard View constructor. In order to render something, you
187     * must call {@link #setRenderer} to register a renderer.
188     */
189    public GLSurfaceView(Context context) {
190        super(context);
191        init();
192    }
193
194    /**
195     * Standard View constructor. In order to render something, you
196     * must call {@link #setRenderer} to register a renderer.
197     */
198    public GLSurfaceView(Context context, AttributeSet attrs) {
199        super(context, attrs);
200        init();
201    }
202
203    private void init() {
204        // Install a SurfaceHolder.Callback so we get notified when the
205        // underlying surface is created and destroyed
206        SurfaceHolder holder = getHolder();
207        holder.addCallback(this);
208    }
209
210    /**
211     * Set the glWrapper. If the glWrapper is not null, its
212     * {@link GLWrapper#wrap(GL)} method is called
213     * whenever a surface is created. A GLWrapper can be used to wrap
214     * the GL object that's passed to the renderer. Wrapping a GL
215     * object enables examining and modifying the behavior of the
216     * GL calls made by the renderer.
217     * <p>
218     * Wrapping is typically used for debugging purposes.
219     * <p>
220     * The default value is null.
221     * @param glWrapper the new GLWrapper
222     */
223    public void setGLWrapper(GLWrapper glWrapper) {
224        mGLWrapper = glWrapper;
225    }
226
227    /**
228     * Set the debug flags to a new value. The value is
229     * constructed by OR-together zero or more
230     * of the DEBUG_CHECK_* constants. The debug flags take effect
231     * whenever a surface is created. The default value is zero.
232     * @param debugFlags the new debug flags
233     * @see #DEBUG_CHECK_GL_ERROR
234     * @see #DEBUG_LOG_GL_CALLS
235     */
236    public void setDebugFlags(int debugFlags) {
237        mDebugFlags = debugFlags;
238    }
239
240    /**
241     * Get the current value of the debug flags.
242     * @return the current value of the debug flags.
243     */
244    public int getDebugFlags() {
245        return mDebugFlags;
246    }
247
248    /**
249     * Set the renderer associated with this view. Also starts the thread that
250     * will call the renderer, which in turn causes the rendering to start.
251     * <p>This method should be called once and only once in the life-cycle of
252     * a GLSurfaceView.
253     * <p>The following GLSurfaceView methods can only be called <em>before</em>
254     * setRenderer is called:
255     * <ul>
256     * <li>{@link #setEGLConfigChooser(boolean)}
257     * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
258     * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
259     * </ul>
260     * <p>
261     * The following GLSurfaceView methods can only be called <em>after</em>
262     * setRenderer is called:
263     * <ul>
264     * <li>{@link #getRenderMode()}
265     * <li>{@link #onPause()}
266     * <li>{@link #onResume()}
267     * <li>{@link #queueEvent(Runnable)}
268     * <li>{@link #requestRender()}
269     * <li>{@link #setRenderMode(int)}
270     * </ul>
271     *
272     * @param renderer the renderer to use to perform OpenGL drawing.
273     */
274    public void setRenderer(Renderer renderer) {
275        checkRenderThreadState();
276        if (mEGLConfigChooser == null) {
277            mEGLConfigChooser = new SimpleEGLConfigChooser(true);
278        }
279        if (mEGLContextFactory == null) {
280            mEGLContextFactory = new DefaultContextFactory();
281        }
282        if (mEGLWindowSurfaceFactory == null) {
283            mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
284        }
285        mGLThread = new GLThread(renderer);
286        mGLThread.start();
287    }
288
289    /**
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 setEGLContextFactory(EGLContextFactory factory) {
300        checkRenderThreadState();
301        mEGLContextFactory = factory;
302    }
303
304    /**
305     * Install a custom EGLWindowSurfaceFactory.
306     * <p>If this method is
307     * called, it must be called before {@link #setRenderer(Renderer)}
308     * is called.
309     * <p>
310     * If this method is not called, then by default
311     * a window surface will be created with a null attribute list.
312     */
313    public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) {
314        checkRenderThreadState();
315        mEGLWindowSurfaceFactory = factory;
316    }
317
318    /**
319     * Install a custom EGLConfigChooser.
320     * <p>If this method is
321     * called, it must be called before {@link #setRenderer(Renderer)}
322     * is called.
323     * <p>
324     * If no setEGLConfigChooser method is called, then by default the
325     * view will choose a config as close to 16-bit RGB as possible, with
326     * a depth buffer as close to 16 bits as possible.
327     * @param configChooser
328     */
329    public void setEGLConfigChooser(EGLConfigChooser configChooser) {
330        checkRenderThreadState();
331        mEGLConfigChooser = configChooser;
332    }
333
334    /**
335     * Install a config chooser which will choose a config
336     * as close to 16-bit RGB as possible, with or without an optional depth
337     * buffer as close to 16-bits as possible.
338     * <p>If this method is
339     * called, it must be called before {@link #setRenderer(Renderer)}
340     * is called.
341     * <p>
342      * If no setEGLConfigChooser method is called, then by default the
343     * view will choose a config as close to 16-bit RGB as possible, with
344     * a depth buffer as close to 16 bits as possible.
345     *
346     * @param needDepth
347     */
348    public void setEGLConfigChooser(boolean needDepth) {
349        setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
350    }
351
352    /**
353     * Install a config chooser which will choose a config
354     * with at least the specified component sizes, and as close
355     * to the specified component sizes as possible.
356     * <p>If this method is
357     * called, it must be called before {@link #setRenderer(Renderer)}
358     * is called.
359     * <p>
360     * If no setEGLConfigChooser method is called, then by default the
361     * view will choose a config as close to 16-bit RGB as possible, with
362     * a depth buffer as close to 16 bits as possible.
363     *
364     */
365    public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
366            int alphaSize, int depthSize, int stencilSize) {
367        setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
368                blueSize, alphaSize, depthSize, stencilSize));
369    }
370    /**
371     * Set the rendering mode. When renderMode is
372     * RENDERMODE_CONTINUOUSLY, the renderer is called
373     * repeatedly to re-render the scene. When renderMode
374     * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
375     * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY.
376     * <p>
377     * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
378     * by allowing the GPU and CPU to idle when the view does not need to be updated.
379     * <p>
380     * This method can only be called after {@link #setRenderer(Renderer)}
381     *
382     * @param renderMode one of the RENDERMODE_X constants
383     * @see #RENDERMODE_CONTINUOUSLY
384     * @see #RENDERMODE_WHEN_DIRTY
385     */
386    public void setRenderMode(int renderMode) {
387        mGLThread.setRenderMode(renderMode);
388    }
389
390    /**
391     * Get the current rendering mode. May be called
392     * from any thread. Must not be called before a renderer has been set.
393     * @return the current rendering mode.
394     * @see #RENDERMODE_CONTINUOUSLY
395     * @see #RENDERMODE_WHEN_DIRTY
396     */
397    public int getRenderMode() {
398        return mGLThread.getRenderMode();
399    }
400
401    /**
402     * Request that the renderer render a frame.
403     * This method is typically used when the render mode has been set to
404     * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
405     * May be called
406     * from any thread. Must not be called before a renderer has been set.
407     */
408    public void requestRender() {
409        mGLThread.requestRender();
410    }
411
412    /**
413     * This method is part of the SurfaceHolder.Callback interface, and is
414     * not normally called or subclassed by clients of GLSurfaceView.
415     */
416    public void surfaceCreated(SurfaceHolder holder) {
417        mGLThread.surfaceCreated();
418    }
419
420    /**
421     * This method is part of the SurfaceHolder.Callback interface, and is
422     * not normally called or subclassed by clients of GLSurfaceView.
423     */
424    public void surfaceDestroyed(SurfaceHolder holder) {
425        // Surface will be destroyed when we return
426        mGLThread.surfaceDestroyed();
427    }
428
429    /**
430     * This method is part of the SurfaceHolder.Callback interface, and is
431     * not normally called or subclassed by clients of GLSurfaceView.
432     */
433    public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
434        mGLThread.onWindowResize(w, h);
435    }
436
437    /**
438     * Inform the view that the activity is paused. The owner of this view must
439     * call this method when the activity is paused. Calling this method will
440     * pause the rendering thread.
441     * Must not be called before a renderer has been set.
442     */
443    public void onPause() {
444        mGLThread.onPause();
445    }
446
447    /**
448     * Inform the view that the activity is resumed. The owner of this view must
449     * call this method when the activity is resumed. Calling this method will
450     * recreate the OpenGL display and resume the rendering
451     * thread.
452     * Must not be called before a renderer has been set.
453     */
454    public void onResume() {
455        mGLThread.onResume();
456    }
457
458    /**
459     * Queue a runnable to be run on the GL rendering thread. This can be used
460     * to communicate with the Renderer on the rendering thread.
461     * Must not be called before a renderer has been set.
462     * @param r the runnable to be run on the GL rendering thread.
463     */
464    public void queueEvent(Runnable r) {
465        mGLThread.queueEvent(r);
466    }
467
468    /**
469     * This method is used as part of the View class and is not normally
470     * called or subclassed by clients of GLSurfaceView.
471     * Must not be called before a renderer has been set.
472     */
473    @Override
474    protected void onDetachedFromWindow() {
475        super.onDetachedFromWindow();
476        mGLThread.requestExitAndWait();
477    }
478
479    // ----------------------------------------------------------------------
480
481    /**
482     * An interface used to wrap a GL interface.
483     * <p>Typically
484     * used for implementing debugging and tracing on top of the default
485     * GL interface. You would typically use this by creating your own class
486     * that implemented all the GL methods by delegating to another GL instance.
487     * Then you could add your own behavior before or after calling the
488     * delegate. All the GLWrapper would do was instantiate and return the
489     * wrapper GL instance:
490     * <pre class="prettyprint">
491     * class MyGLWrapper implements GLWrapper {
492     *     GL wrap(GL gl) {
493     *         return new MyGLImplementation(gl);
494     *     }
495     *     static class MyGLImplementation implements GL,GL10,GL11,... {
496     *         ...
497     *     }
498     * }
499     * </pre>
500     * @see #setGLWrapper(GLWrapper)
501     */
502    public interface GLWrapper {
503        /**
504         * Wraps a gl interface in another gl interface.
505         * @param gl a GL interface that is to be wrapped.
506         * @return either the input argument or another GL object that wraps the input argument.
507         */
508        GL wrap(GL gl);
509    }
510
511    /**
512     * A generic renderer interface.
513     * <p>
514     * The renderer is responsible for making OpenGL calls to render a frame.
515     * <p>
516     * GLSurfaceView clients typically create their own classes that implement
517     * this interface, and then call {@link GLSurfaceView#setRenderer} to
518     * register the renderer with the GLSurfaceView.
519     * <p>
520     * <h3>Threading</h3>
521     * The renderer will be called on a separate thread, so that rendering
522     * performance is decoupled from the UI thread. Clients typically need to
523     * communicate with the renderer from the UI thread, because that's where
524     * input events are received. Clients can communicate using any of the
525     * standard Java techniques for cross-thread communication, or they can
526     * use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
527     * <p>
528     * <h3>EGL Context Lost</h3>
529     * There are situations where the EGL rendering context will be lost. This
530     * typically happens when device wakes up after going to sleep. When
531     * the EGL context is lost, all OpenGL resources (such as textures) that are
532     * associated with that context will be automatically deleted. In order to
533     * keep rendering correctly, a renderer must recreate any lost resources
534     * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
535     * is a convenient place to do this.
536     *
537     *
538     * @see #setRenderer(Renderer)
539     */
540    public interface Renderer {
541        /**
542         * Called when the surface is created or recreated.
543         * <p>
544         * Called when the rendering thread
545         * starts and whenever the EGL context is lost. The context will typically
546         * be lost when the Android device awakes after going to sleep.
547         * <p>
548         * Since this method is called at the beginning of rendering, as well as
549         * every time the EGL context is lost, this method is a convenient place to put
550         * code to create resources that need to be created when the rendering
551         * starts, and that need to be recreated when the EGL context is lost.
552         * Textures are an example of a resource that you might want to create
553         * here.
554         * <p>
555         * Note that when the EGL context is lost, all OpenGL resources associated
556         * with that context will be automatically deleted. You do not need to call
557         * the corresponding "glDelete" methods such as glDeleteTextures to
558         * manually delete these lost resources.
559         * <p>
560         * @param gl the GL interface. Use <code>instanceof</code> to
561         * test if the interface supports GL11 or higher interfaces.
562         * @param config the EGLConfig of the created surface. Can be used
563         * to create matching pbuffers.
564         */
565        void onSurfaceCreated(GL10 gl, EGLConfig config);
566
567        /**
568         * Called when the surface changed size.
569         * <p>
570         * Called after the surface is created and whenever
571         * the OpenGL ES surface size changes.
572         * <p>
573         * Typically you will set your viewport here. If your camera
574         * is fixed then you could also set your projection matrix here:
575         * <pre class="prettyprint">
576         * void onSurfaceChanged(GL10 gl, int width, int height) {
577         *     gl.glViewport(0, 0, width, height);
578         *     // for a fixed camera, set the projection too
579         *     float ratio = (float) width / height;
580         *     gl.glMatrixMode(GL10.GL_PROJECTION);
581         *     gl.glLoadIdentity();
582         *     gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
583         * }
584         * </pre>
585         * @param gl the GL interface. Use <code>instanceof</code> to
586         * test if the interface supports GL11 or higher interfaces.
587         * @param width
588         * @param height
589         */
590        void onSurfaceChanged(GL10 gl, int width, int height);
591
592        /**
593         * Called to draw the current frame.
594         * <p>
595         * This method is responsible for drawing the current frame.
596         * <p>
597         * The implementation of this method typically looks like this:
598         * <pre class="prettyprint">
599         * void onDrawFrame(GL10 gl) {
600         *     gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
601         *     //... other gl calls to render the scene ...
602         * }
603         * </pre>
604         * @param gl the GL interface. Use <code>instanceof</code> to
605         * test if the interface supports GL11 or higher interfaces.
606         */
607        void onDrawFrame(GL10 gl);
608    }
609
610    /**
611     * An interface for customizing the eglCreateContext and eglDestroyContext calls.
612     * <p>
613     * This interface must be implemented by clients wishing to call
614     * {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)}
615     */
616    public interface EGLContextFactory {
617        EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
618        void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
619    }
620
621    private static class DefaultContextFactory implements EGLContextFactory {
622
623        public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) {
624            return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, null);
625        }
626
627        public void destroyContext(EGL10 egl, EGLDisplay display,
628                EGLContext context) {
629            egl.eglDestroyContext(display, context);
630        }
631    }
632
633    /**
634     * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls.
635     * <p>
636     * This interface must be implemented by clients wishing to call
637     * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
638     */
639    public interface EGLWindowSurfaceFactory {
640        EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config,
641                Object nativeWindow);
642        void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
643    }
644
645    private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory {
646
647        public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
648                EGLConfig config, Object nativeWindow) {
649            return egl.eglCreateWindowSurface(display, config, nativeWindow, null);
650        }
651
652        public void destroySurface(EGL10 egl, EGLDisplay display,
653                EGLSurface surface) {
654            egl.eglDestroySurface(display, surface);
655        }
656    }
657
658    /**
659     * An interface for choosing an EGLConfig configuration from a list of
660     * potential configurations.
661     * <p>
662     * This interface must be implemented by clients wishing to call
663     * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
664     */
665    public interface EGLConfigChooser {
666        /**
667         * Choose a configuration from the list. Implementors typically
668         * implement this method by calling
669         * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
670         * EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
671         * @param egl the EGL10 for the current display.
672         * @param display the current display.
673         * @return the chosen configuration.
674         */
675        EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
676    }
677
678    private static abstract class BaseConfigChooser
679            implements EGLConfigChooser {
680        public BaseConfigChooser(int[] configSpec) {
681            mConfigSpec = configSpec;
682        }
683        public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
684            int[] num_config = new int[1];
685            if (!egl.eglChooseConfig(display, mConfigSpec, null, 0,
686                    num_config)) {
687                throw new IllegalArgumentException("eglChooseConfig failed");
688            }
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            if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
699                    num_config)) {
700                throw new IllegalArgumentException("eglChooseConfig#2 failed");
701            }
702            EGLConfig config = chooseConfig(egl, display, configs);
703            if (config == null) {
704                throw new IllegalArgumentException("No config chosen");
705            }
706            return config;
707        }
708
709        abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
710                EGLConfig[] configs);
711
712        protected int[] mConfigSpec;
713    }
714
715    private static class ComponentSizeChooser extends BaseConfigChooser {
716        public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
717                int alphaSize, int depthSize, int stencilSize) {
718            super(new int[] {
719                    EGL10.EGL_RED_SIZE, redSize,
720                    EGL10.EGL_GREEN_SIZE, greenSize,
721                    EGL10.EGL_BLUE_SIZE, blueSize,
722                    EGL10.EGL_ALPHA_SIZE, alphaSize,
723                    EGL10.EGL_DEPTH_SIZE, depthSize,
724                    EGL10.EGL_STENCIL_SIZE, stencilSize,
725                    EGL10.EGL_NONE});
726            mValue = new int[1];
727            mRedSize = redSize;
728            mGreenSize = greenSize;
729            mBlueSize = blueSize;
730            mAlphaSize = alphaSize;
731            mDepthSize = depthSize;
732            mStencilSize = stencilSize;
733       }
734
735        @Override
736        public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
737                EGLConfig[] configs) {
738            EGLConfig closestConfig = null;
739            int closestDistance = 1000;
740            for(EGLConfig config : configs) {
741                int d = findConfigAttrib(egl, display, config,
742                        EGL10.EGL_DEPTH_SIZE, 0);
743                int s = findConfigAttrib(egl, display, config,
744                        EGL10.EGL_STENCIL_SIZE, 0);
745                if (d >= mDepthSize && s>= mStencilSize) {
746                    int r = findConfigAttrib(egl, display, config,
747                            EGL10.EGL_RED_SIZE, 0);
748                    int g = findConfigAttrib(egl, display, config,
749                             EGL10.EGL_GREEN_SIZE, 0);
750                    int b = findConfigAttrib(egl, display, config,
751                              EGL10.EGL_BLUE_SIZE, 0);
752                    int a = findConfigAttrib(egl, display, config,
753                            EGL10.EGL_ALPHA_SIZE, 0);
754                    int distance = Math.abs(r - mRedSize)
755                                + Math.abs(g - mGreenSize)
756                                + Math.abs(b - mBlueSize)
757                                + Math.abs(a - mAlphaSize);
758                    if (distance < closestDistance) {
759                        closestDistance = distance;
760                        closestConfig = config;
761                    }
762                }
763            }
764            return closestConfig;
765        }
766
767        private int findConfigAttrib(EGL10 egl, EGLDisplay display,
768                EGLConfig config, int attribute, int defaultValue) {
769
770            if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
771                return mValue[0];
772            }
773            return defaultValue;
774        }
775
776        private int[] mValue;
777        // Subclasses can adjust these values:
778        protected int mRedSize;
779        protected int mGreenSize;
780        protected int mBlueSize;
781        protected int mAlphaSize;
782        protected int mDepthSize;
783        protected int mStencilSize;
784        }
785
786    /**
787     * This class will choose a supported surface as close to
788     * RGB565 as possible, with or without a depth buffer.
789     *
790     */
791    private static class SimpleEGLConfigChooser extends ComponentSizeChooser {
792        public SimpleEGLConfigChooser(boolean withDepthBuffer) {
793            super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0);
794            // Adjust target values. This way we'll accept a 4444 or
795            // 555 buffer if there's no 565 buffer available.
796            mRedSize = 5;
797            mGreenSize = 6;
798            mBlueSize = 5;
799        }
800    }
801
802    /**
803     * An EGL helper class.
804     */
805
806    private class EglHelper {
807        public EglHelper() {
808
809        }
810
811        /**
812         * Initialize EGL for a given configuration spec.
813         * @param configSpec
814         */
815        public void start(){
816            /*
817             * Get an EGL instance
818             */
819            mEgl = (EGL10) EGLContext.getEGL();
820
821            /*
822             * Get to the default display.
823             */
824            mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
825
826            if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
827                throw new RuntimeException("eglGetDisplay failed");
828            }
829
830            /*
831             * We can now initialize EGL for that display
832             */
833            int[] version = new int[2];
834            if(!mEgl.eglInitialize(mEglDisplay, version)) {
835                throw new RuntimeException("eglInitialize failed");
836            }
837            mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
838
839            /*
840            * Create an OpenGL ES context. This must be done only once, an
841            * OpenGL context is a somewhat heavy object.
842            */
843            mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig);
844            if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
845                throw new RuntimeException("createContext failed");
846            }
847
848            mEglSurface = null;
849        }
850
851        /*
852         * React to the creation of a new surface by creating and returning an
853         * OpenGL interface that renders to that surface.
854         */
855        public GL createSurface(SurfaceHolder holder) {
856            /*
857             *  The window size has changed, so we need to create a new
858             *  surface.
859             */
860            if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
861
862                /*
863                 * Unbind and destroy the old EGL surface, if
864                 * there is one.
865                 */
866                mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
867                        EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
868                mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
869            }
870
871            /*
872             * Create an EGL surface we can render into.
873             */
874            mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
875                    mEglDisplay, mEglConfig, holder);
876
877            if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
878                throw new RuntimeException("createWindowSurface failed");
879            }
880
881            /*
882             * Before we can issue GL commands, we need to make sure
883             * the context is current and bound to a surface.
884             */
885            if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
886                throw new RuntimeException("eglMakeCurrent failed.");
887            }
888
889            GL gl = mEglContext.getGL();
890            if (mGLWrapper != null) {
891                gl = mGLWrapper.wrap(gl);
892            }
893
894            if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS))!= 0) {
895                int configFlags = 0;
896                Writer log = null;
897                if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
898                    configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
899                }
900                if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
901                    log = new LogWriter();
902                }
903                gl = GLDebugHelper.wrap(gl, configFlags, log);
904            }
905            return gl;
906        }
907
908        /**
909         * Display the current render surface.
910         * @return false if the context has been lost.
911         */
912        public boolean swap() {
913            mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);
914
915            /*
916             * Always check for EGL_CONTEXT_LOST, which means the context
917             * and all associated data were lost (For instance because
918             * the device went to sleep). We need to sleep until we
919             * get a new surface.
920             */
921            return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST;
922        }
923
924        public void destroySurface() {
925            if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
926                mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
927                        EGL10.EGL_NO_SURFACE,
928                        EGL10.EGL_NO_CONTEXT);
929                mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
930                mEglSurface = null;
931            }
932        }
933
934        public void finish() {
935            if (mEglContext != null) {
936                mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
937                mEglContext = null;
938            }
939            if (mEglDisplay != null) {
940                mEgl.eglTerminate(mEglDisplay);
941                mEglDisplay = null;
942            }
943        }
944
945        EGL10 mEgl;
946        EGLDisplay mEglDisplay;
947        EGLSurface mEglSurface;
948        EGLConfig mEglConfig;
949        EGLContext mEglContext;
950    }
951
952    /**
953     * A generic GL Thread. Takes care of initializing EGL and GL. Delegates
954     * to a Renderer instance to do the actual drawing. Can be configured to
955     * render continuously or on request.
956     *
957     */
958    class GLThread extends Thread {
959        GLThread(Renderer renderer) {
960            super();
961            mDone = false;
962            mWidth = 0;
963            mHeight = 0;
964            mRequestRender = true;
965            mRenderMode = RENDERMODE_CONTINUOUSLY;
966            mRenderer = renderer;
967            setName("GLThread");
968        }
969
970        @Override
971        public void run() {
972            /*
973             * When the android framework launches a second instance of
974             * an activity, the new instance's onCreate() method may be
975             * called before the first instance returns from onDestroy().
976             *
977             * This semaphore ensures that only one instance at a time
978             * accesses EGL.
979             */
980            try {
981                sGLAccessLock.acquire();
982                guardedRun();
983            } catch (InterruptedException e) {
984                // fall thru and exit normally
985            } finally {
986                sGLAccessLock.release();
987            }
988        }
989
990        private void guardedRun() throws InterruptedException {
991            mEglHelper = new EglHelper();
992            try {
993                mEglHelper.start();
994
995                GL10 gl = null;
996                boolean tellRendererSurfaceCreated = true;
997                boolean tellRendererSurfaceChanged = true;
998
999                /*
1000                 * This is our main activity thread's loop, we go until
1001                 * asked to quit.
1002                 */
1003                while (!mDone) {
1004
1005                    /*
1006                     *  Update the asynchronous state (window size)
1007                     */
1008                    int w, h;
1009                    boolean changed;
1010                    boolean needStart = false;
1011                    synchronized (this) {
1012                        Runnable r;
1013                        while ((r = getEvent()) != null) {
1014                            r.run();
1015                        }
1016                        if (mPaused) {
1017                            mEglHelper.destroySurface();
1018                            mEglHelper.finish();
1019                            needStart = true;
1020                        }
1021                        while (needToWait()) {
1022                            if (!mHasSurface) {
1023                                if (!mWaitingForSurface) {
1024                                    mEglHelper.destroySurface();
1025                                    mWaitingForSurface = true;
1026                                    notify();
1027                                }
1028                            }
1029                            wait();
1030                        }
1031                        if (mDone) {
1032                            break;
1033                        }
1034                        changed = mSizeChanged;
1035                        w = mWidth;
1036                        h = mHeight;
1037                        mSizeChanged = false;
1038                        mRequestRender = false;
1039                        if (mHasSurface && mWaitingForSurface) {
1040                            changed = true;
1041                            mWaitingForSurface = false;
1042                        }
1043                    }
1044                    if (needStart) {
1045                        mEglHelper.start();
1046                        tellRendererSurfaceCreated = true;
1047                        changed = true;
1048                    }
1049                    if (changed) {
1050                        gl = (GL10) mEglHelper.createSurface(getHolder());
1051                        sGLAccessLock.checkGLDriver(gl);
1052                        tellRendererSurfaceChanged = true;
1053                    }
1054                    if (tellRendererSurfaceCreated) {
1055                        mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
1056                        tellRendererSurfaceCreated = false;
1057                    }
1058                    if (tellRendererSurfaceChanged) {
1059                        mRenderer.onSurfaceChanged(gl, w, h);
1060                        tellRendererSurfaceChanged = false;
1061                    }
1062                    if ((w > 0) && (h > 0)) {
1063                        /* draw a frame here */
1064                        mRenderer.onDrawFrame(gl);
1065
1066                        /*
1067                         * Once we're done with GL, we need to call swapBuffers()
1068                         * to instruct the system to display the rendered frame
1069                         */
1070                        mEglHelper.swap();
1071                    }
1072                 }
1073            } finally {
1074                /*
1075                 * clean-up everything...
1076                 */
1077                mEglHelper.destroySurface();
1078                mEglHelper.finish();
1079            }
1080        }
1081
1082        private boolean needToWait() {
1083            if (mDone) {
1084                return false;
1085            }
1086
1087            if (mPaused || (! mHasSurface)) {
1088                return true;
1089            }
1090
1091            if ((mWidth > 0) && (mHeight > 0) && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) {
1092                return false;
1093            }
1094
1095            return true;
1096        }
1097
1098        public void setRenderMode(int renderMode) {
1099            if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) {
1100                throw new IllegalArgumentException("renderMode");
1101            }
1102            synchronized(this) {
1103                mRenderMode = renderMode;
1104                if (renderMode == RENDERMODE_CONTINUOUSLY) {
1105                    notify();
1106                }
1107            }
1108        }
1109
1110        public int getRenderMode() {
1111            synchronized(this) {
1112                return mRenderMode;
1113            }
1114        }
1115
1116        public void requestRender() {
1117            synchronized(this) {
1118                mRequestRender = true;
1119                notify();
1120            }
1121        }
1122
1123        public void surfaceCreated() {
1124            synchronized(this) {
1125                mHasSurface = true;
1126                notify();
1127            }
1128        }
1129
1130        public void surfaceDestroyed() {
1131            synchronized(this) {
1132                mHasSurface = false;
1133                notify();
1134                while(!mWaitingForSurface && isAlive()) {
1135                    try {
1136                        wait();
1137                    } catch (InterruptedException e) {
1138                        Thread.currentThread().interrupt();
1139                    }
1140                }
1141            }
1142        }
1143
1144        public void onPause() {
1145            synchronized (this) {
1146                mPaused = true;
1147            }
1148        }
1149
1150        public void onResume() {
1151            synchronized (this) {
1152                mPaused = false;
1153                notify();
1154            }
1155        }
1156
1157        public void onWindowResize(int w, int h) {
1158            synchronized (this) {
1159                mWidth = w;
1160                mHeight = h;
1161                mSizeChanged = true;
1162                notify();
1163            }
1164        }
1165
1166        public void requestExitAndWait() {
1167            // don't call this from GLThread thread or it is a guaranteed
1168            // deadlock!
1169            synchronized(this) {
1170                mDone = true;
1171                notify();
1172            }
1173            try {
1174                join();
1175            } catch (InterruptedException ex) {
1176                Thread.currentThread().interrupt();
1177            }
1178        }
1179
1180        /**
1181         * Queue an "event" to be run on the GL rendering thread.
1182         * @param r the runnable to be run on the GL rendering thread.
1183         */
1184        public void queueEvent(Runnable r) {
1185            synchronized(this) {
1186                mEventQueue.add(r);
1187            }
1188        }
1189
1190        private Runnable getEvent() {
1191            synchronized(this) {
1192                if (mEventQueue.size() > 0) {
1193                    return mEventQueue.remove(0);
1194                }
1195
1196            }
1197            return null;
1198        }
1199
1200        private boolean mDone;
1201        private boolean mPaused;
1202        private boolean mHasSurface;
1203        private boolean mWaitingForSurface;
1204        private int mWidth;
1205        private int mHeight;
1206        private int mRenderMode;
1207        private boolean mRequestRender;
1208        private Renderer mRenderer;
1209        private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
1210        private EglHelper mEglHelper;
1211    }
1212
1213    static class LogWriter extends Writer {
1214
1215        @Override public void close() {
1216            flushBuilder();
1217        }
1218
1219        @Override public void flush() {
1220            flushBuilder();
1221        }
1222
1223        @Override public void write(char[] buf, int offset, int count) {
1224            for(int i = 0; i < count; i++) {
1225                char c = buf[offset + i];
1226                if ( c == '\n') {
1227                    flushBuilder();
1228                }
1229                else {
1230                    mBuilder.append(c);
1231                }
1232            }
1233        }
1234
1235        private void flushBuilder() {
1236            if (mBuilder.length() > 0) {
1237                Log.v("GLSurfaceView", mBuilder.toString());
1238                mBuilder.delete(0, mBuilder.length());
1239            }
1240        }
1241
1242        private StringBuilder mBuilder = new StringBuilder();
1243    }
1244
1245
1246    private void checkRenderThreadState() {
1247        if (mGLThread != null) {
1248            throw new IllegalStateException(
1249                    "setRenderer has already been called for this instance.");
1250        }
1251    }
1252
1253    private static class GLAccessLock {
1254        public synchronized void acquire() throws InterruptedException {
1255            if (! mGLESVersionCheckComplete) {
1256                mGLESVersion = SystemProperties.getInt(
1257                        "ro.opengles.version",
1258                        ConfigurationInfo.GL_ES_VERSION_UNDEFINED);
1259                if (mGLESVersion >= kGLES_20) {
1260                    mMultipleGLESContextsAllowed = true;
1261                }
1262                mGLESVersionCheckComplete = true;
1263            }
1264
1265            while ((! mMultipleGLESContextsAllowed)
1266                    && mGLContextCount > 0) {
1267                wait();
1268            }
1269
1270            mGLContextCount++;
1271
1272        }
1273
1274        public synchronized void release() {
1275            mGLContextCount--;
1276            notifyAll();
1277        }
1278
1279        public synchronized void checkGLDriver(GL10 gl) {
1280            if (! mGLESDriverCheckComplete) {
1281                if (mGLESVersion < kGLES_20) {
1282                    String renderer = gl.glGetString(GL10.GL_RENDERER);
1283                    mMultipleGLESContextsAllowed =
1284                        ! renderer.startsWith(kMSM7K_RENDERER_PREFIX);
1285                    notifyAll();
1286                }
1287                mGLESDriverCheckComplete = true;
1288            }
1289        }
1290
1291        private boolean mGLESVersionCheckComplete;
1292        private int mGLESVersion;
1293        private boolean mGLESDriverCheckComplete;
1294        private boolean mMultipleGLESContextsAllowed;
1295        private int mGLContextCount;
1296        private static final int kGLES_20 = 0x20000;
1297        private static final String kMSM7K_RENDERER_PREFIX =
1298            "Q3Dimension MSM7500 ";
1299    };
1300
1301    private static GLAccessLock sGLAccessLock = new GLAccessLock();
1302
1303    private boolean mSizeChanged = true;
1304
1305    private GLThread mGLThread;
1306    private EGLConfigChooser mEGLConfigChooser;
1307    private EGLContextFactory mEGLContextFactory;
1308    private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
1309    private GLWrapper mGLWrapper;
1310    private int mDebugFlags;
1311}
1312