GLSurfaceView.java revision 355c20cb9276148fd9b7074c5199aedeb497406e
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    private final static boolean LOG_THREADS = false;
150    private final static boolean LOG_SURFACE = false;
151    private final static boolean LOG_RENDERER = false;
152    // Work-around for bug 2263168
153    private final static boolean DRAW_TWICE_AFTER_SIZE_CHANGED = true;
154    /**
155     * The renderer only renders
156     * when the surface is created, or when {@link #requestRender} is called.
157     *
158     * @see #getRenderMode()
159     * @see #setRenderMode(int)
160     */
161    public final static int RENDERMODE_WHEN_DIRTY = 0;
162    /**
163     * The renderer is called
164     * continuously to re-render the scene.
165     *
166     * @see #getRenderMode()
167     * @see #setRenderMode(int)
168     * @see #requestRender()
169     */
170    public final static int RENDERMODE_CONTINUOUSLY = 1;
171
172    /**
173     * Check glError() after every GL call and throw an exception if glError indicates
174     * that an error has occurred. This can be used to help track down which OpenGL ES call
175     * is causing an error.
176     *
177     * @see #getDebugFlags
178     * @see #setDebugFlags
179     */
180    public final static int DEBUG_CHECK_GL_ERROR = 1;
181
182    /**
183     * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
184     *
185     * @see #getDebugFlags
186     * @see #setDebugFlags
187     */
188    public final static int DEBUG_LOG_GL_CALLS = 2;
189
190    /**
191     * Standard View constructor. In order to render something, you
192     * must call {@link #setRenderer} to register a renderer.
193     */
194    public GLSurfaceView(Context context) {
195        super(context);
196        init();
197    }
198
199    /**
200     * Standard View constructor. In order to render something, you
201     * must call {@link #setRenderer} to register a renderer.
202     */
203    public GLSurfaceView(Context context, AttributeSet attrs) {
204        super(context, attrs);
205        init();
206    }
207
208    private void init() {
209        // Install a SurfaceHolder.Callback so we get notified when the
210        // underlying surface is created and destroyed
211        SurfaceHolder holder = getHolder();
212        holder.addCallback(this);
213    }
214
215    /**
216     * Set the glWrapper. If the glWrapper is not null, its
217     * {@link GLWrapper#wrap(GL)} method is called
218     * whenever a surface is created. A GLWrapper can be used to wrap
219     * the GL object that's passed to the renderer. Wrapping a GL
220     * object enables examining and modifying the behavior of the
221     * GL calls made by the renderer.
222     * <p>
223     * Wrapping is typically used for debugging purposes.
224     * <p>
225     * The default value is null.
226     * @param glWrapper the new GLWrapper
227     */
228    public void setGLWrapper(GLWrapper glWrapper) {
229        mGLWrapper = glWrapper;
230    }
231
232    /**
233     * Set the debug flags to a new value. The value is
234     * constructed by OR-together zero or more
235     * of the DEBUG_CHECK_* constants. The debug flags take effect
236     * whenever a surface is created. The default value is zero.
237     * @param debugFlags the new debug flags
238     * @see #DEBUG_CHECK_GL_ERROR
239     * @see #DEBUG_LOG_GL_CALLS
240     */
241    public void setDebugFlags(int debugFlags) {
242        mDebugFlags = debugFlags;
243    }
244
245    /**
246     * Get the current value of the debug flags.
247     * @return the current value of the debug flags.
248     */
249    public int getDebugFlags() {
250        return mDebugFlags;
251    }
252
253    /**
254     * Set the renderer associated with this view. Also starts the thread that
255     * will call the renderer, which in turn causes the rendering to start.
256     * <p>This method should be called once and only once in the life-cycle of
257     * a GLSurfaceView.
258     * <p>The following GLSurfaceView methods can only be called <em>before</em>
259     * setRenderer is called:
260     * <ul>
261     * <li>{@link #setEGLConfigChooser(boolean)}
262     * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
263     * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
264     * </ul>
265     * <p>
266     * The following GLSurfaceView methods can only be called <em>after</em>
267     * setRenderer is called:
268     * <ul>
269     * <li>{@link #getRenderMode()}
270     * <li>{@link #onPause()}
271     * <li>{@link #onResume()}
272     * <li>{@link #queueEvent(Runnable)}
273     * <li>{@link #requestRender()}
274     * <li>{@link #setRenderMode(int)}
275     * </ul>
276     *
277     * @param renderer the renderer to use to perform OpenGL drawing.
278     */
279    public void setRenderer(Renderer renderer) {
280        checkRenderThreadState();
281        if (mEGLConfigChooser == null) {
282            mEGLConfigChooser = new SimpleEGLConfigChooser(true);
283        }
284        if (mEGLContextFactory == null) {
285            mEGLContextFactory = new DefaultContextFactory();
286        }
287        if (mEGLWindowSurfaceFactory == null) {
288            mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
289        }
290        mGLThread = new GLThread(renderer);
291        mGLThread.start();
292    }
293
294    /**
295     * Install a custom EGLContextFactory.
296     * <p>If this method is
297     * called, it must be called before {@link #setRenderer(Renderer)}
298     * is called.
299     * <p>
300     * If this method is not called, then by default
301     * a context will be created with no shared context and
302     * with a null attribute list.
303     */
304    public void setEGLContextFactory(EGLContextFactory factory) {
305        checkRenderThreadState();
306        mEGLContextFactory = factory;
307    }
308
309    /**
310     * Install a custom EGLWindowSurfaceFactory.
311     * <p>If this method is
312     * called, it must be called before {@link #setRenderer(Renderer)}
313     * is called.
314     * <p>
315     * If this method is not called, then by default
316     * a window surface will be created with a null attribute list.
317     */
318    public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) {
319        checkRenderThreadState();
320        mEGLWindowSurfaceFactory = factory;
321    }
322
323    /**
324     * Install a custom EGLConfigChooser.
325     * <p>If this method is
326     * called, it must be called before {@link #setRenderer(Renderer)}
327     * is called.
328     * <p>
329     * If no setEGLConfigChooser method is called, then by default the
330     * view will choose a config as close to 16-bit RGB as possible, with
331     * a depth buffer as close to 16 bits as possible.
332     * @param configChooser
333     */
334    public void setEGLConfigChooser(EGLConfigChooser configChooser) {
335        checkRenderThreadState();
336        mEGLConfigChooser = configChooser;
337    }
338
339    /**
340     * Install a config chooser which will choose a config
341     * as close to 16-bit RGB as possible, with or without an optional depth
342     * buffer as close to 16-bits as possible.
343     * <p>If this method is
344     * called, it must be called before {@link #setRenderer(Renderer)}
345     * is called.
346     * <p>
347      * If no setEGLConfigChooser method is called, then by default the
348     * view will choose a config as close to 16-bit RGB as possible, with
349     * a depth buffer as close to 16 bits as possible.
350     *
351     * @param needDepth
352     */
353    public void setEGLConfigChooser(boolean needDepth) {
354        setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
355    }
356
357    /**
358     * Install a config chooser which will choose a config
359     * with at least the specified component sizes, and as close
360     * to the specified component sizes as possible.
361     * <p>If this method is
362     * called, it must be called before {@link #setRenderer(Renderer)}
363     * is called.
364     * <p>
365     * If no setEGLConfigChooser method is called, then by default the
366     * view will choose a config as close to 16-bit RGB as possible, with
367     * a depth buffer as close to 16 bits as possible.
368     *
369     */
370    public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
371            int alphaSize, int depthSize, int stencilSize) {
372        setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
373                blueSize, alphaSize, depthSize, stencilSize));
374    }
375
376    /**
377     * Inform the default EGLContextFactory and default EGLConfigChooser
378     * which EGLContext client version to pick.
379     * <p>Use this method to create an OpenGL ES 2.0-compatible context.
380     * Example:
381     * <pre class="prettyprint">
382     *     public MyView(Context context) {
383     *         super(context);
384     *         setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context.
385     *         setRenderer(new MyRenderer());
386     *     }
387     * </pre>
388     * <p>Note: Activities which require OpenGL ES 2.0 should indicate this by
389     * setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the activity's
390     * AndroidManifest.xml file.
391     * <p>If this method is called, it must be called before {@link #setRenderer(Renderer)}
392     * is called.
393     * <p>This method only affects the behavior of the default EGLContexFactory and the
394     * default EGLConfigChooser. If
395     * {@link #setEGLContextFactory(EGLContextFactory)} has been called, then the supplied
396     * EGLContextFactory is responsible for creating an OpenGL ES 2.0-compatible context.
397     * If
398     * {@link #setEGLConfigChooser(EGLConfigChooser)} has been called, then the supplied
399     * EGLConfigChooser is responsible for choosing an OpenGL ES 2.0-compatible config.
400     * @param version The EGLContext client version to choose. Use 2 for OpenGL ES 2.0
401     */
402    public void setEGLContextClientVersion(int version) {
403        checkRenderThreadState();
404        mEGLContextClientVersion = version;
405    }
406
407    /**
408     * Set the rendering mode. When renderMode is
409     * RENDERMODE_CONTINUOUSLY, the renderer is called
410     * repeatedly to re-render the scene. When renderMode
411     * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
412     * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY.
413     * <p>
414     * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
415     * by allowing the GPU and CPU to idle when the view does not need to be updated.
416     * <p>
417     * This method can only be called after {@link #setRenderer(Renderer)}
418     *
419     * @param renderMode one of the RENDERMODE_X constants
420     * @see #RENDERMODE_CONTINUOUSLY
421     * @see #RENDERMODE_WHEN_DIRTY
422     */
423    public void setRenderMode(int renderMode) {
424        mGLThread.setRenderMode(renderMode);
425    }
426
427    /**
428     * Get the current rendering mode. May be called
429     * from any thread. Must not be called before a renderer has been set.
430     * @return the current rendering mode.
431     * @see #RENDERMODE_CONTINUOUSLY
432     * @see #RENDERMODE_WHEN_DIRTY
433     */
434    public int getRenderMode() {
435        return mGLThread.getRenderMode();
436    }
437
438    /**
439     * Request that the renderer render a frame.
440     * This method is typically used when the render mode has been set to
441     * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
442     * May be called
443     * from any thread. Must not be called before a renderer has been set.
444     */
445    public void requestRender() {
446        mGLThread.requestRender();
447    }
448
449    /**
450     * This method is part of the SurfaceHolder.Callback interface, and is
451     * not normally called or subclassed by clients of GLSurfaceView.
452     */
453    public void surfaceCreated(SurfaceHolder holder) {
454        mGLThread.surfaceCreated();
455    }
456
457    /**
458     * This method is part of the SurfaceHolder.Callback interface, and is
459     * not normally called or subclassed by clients of GLSurfaceView.
460     */
461    public void surfaceDestroyed(SurfaceHolder holder) {
462        // Surface will be destroyed when we return
463        mGLThread.surfaceDestroyed();
464    }
465
466    /**
467     * This method is part of the SurfaceHolder.Callback interface, and is
468     * not normally called or subclassed by clients of GLSurfaceView.
469     */
470    public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
471        mGLThread.onWindowResize(w, h);
472    }
473
474    /**
475     * Inform the view that the activity is paused. The owner of this view must
476     * call this method when the activity is paused. Calling this method will
477     * pause the rendering thread.
478     * Must not be called before a renderer has been set.
479     */
480    public void onPause() {
481        mGLThread.onPause();
482    }
483
484    /**
485     * Inform the view that the activity is resumed. The owner of this view must
486     * call this method when the activity is resumed. Calling this method will
487     * recreate the OpenGL display and resume the rendering
488     * thread.
489     * Must not be called before a renderer has been set.
490     */
491    public void onResume() {
492        mGLThread.onResume();
493    }
494
495    /**
496     * Queue a runnable to be run on the GL rendering thread. This can be used
497     * to communicate with the Renderer on the rendering thread.
498     * Must not be called before a renderer has been set.
499     * @param r the runnable to be run on the GL rendering thread.
500     */
501    public void queueEvent(Runnable r) {
502        mGLThread.queueEvent(r);
503    }
504
505    /**
506     * This method is used as part of the View class and is not normally
507     * called or subclassed by clients of GLSurfaceView.
508     * Must not be called before a renderer has been set.
509     */
510    @Override
511    protected void onDetachedFromWindow() {
512        super.onDetachedFromWindow();
513        mGLThread.requestExitAndWait();
514    }
515
516    // ----------------------------------------------------------------------
517
518    /**
519     * An interface used to wrap a GL interface.
520     * <p>Typically
521     * used for implementing debugging and tracing on top of the default
522     * GL interface. You would typically use this by creating your own class
523     * that implemented all the GL methods by delegating to another GL instance.
524     * Then you could add your own behavior before or after calling the
525     * delegate. All the GLWrapper would do was instantiate and return the
526     * wrapper GL instance:
527     * <pre class="prettyprint">
528     * class MyGLWrapper implements GLWrapper {
529     *     GL wrap(GL gl) {
530     *         return new MyGLImplementation(gl);
531     *     }
532     *     static class MyGLImplementation implements GL,GL10,GL11,... {
533     *         ...
534     *     }
535     * }
536     * </pre>
537     * @see #setGLWrapper(GLWrapper)
538     */
539    public interface GLWrapper {
540        /**
541         * Wraps a gl interface in another gl interface.
542         * @param gl a GL interface that is to be wrapped.
543         * @return either the input argument or another GL object that wraps the input argument.
544         */
545        GL wrap(GL gl);
546    }
547
548    /**
549     * A generic renderer interface.
550     * <p>
551     * The renderer is responsible for making OpenGL calls to render a frame.
552     * <p>
553     * GLSurfaceView clients typically create their own classes that implement
554     * this interface, and then call {@link GLSurfaceView#setRenderer} to
555     * register the renderer with the GLSurfaceView.
556     * <p>
557     * <h3>Threading</h3>
558     * The renderer will be called on a separate thread, so that rendering
559     * performance is decoupled from the UI thread. Clients typically need to
560     * communicate with the renderer from the UI thread, because that's where
561     * input events are received. Clients can communicate using any of the
562     * standard Java techniques for cross-thread communication, or they can
563     * use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
564     * <p>
565     * <h3>EGL Context Lost</h3>
566     * There are situations where the EGL rendering context will be lost. This
567     * typically happens when device wakes up after going to sleep. When
568     * the EGL context is lost, all OpenGL resources (such as textures) that are
569     * associated with that context will be automatically deleted. In order to
570     * keep rendering correctly, a renderer must recreate any lost resources
571     * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
572     * is a convenient place to do this.
573     *
574     *
575     * @see #setRenderer(Renderer)
576     */
577    public interface Renderer {
578        /**
579         * Called when the surface is created or recreated.
580         * <p>
581         * Called when the rendering thread
582         * starts and whenever the EGL context is lost. The context will typically
583         * be lost when the Android device awakes after going to sleep.
584         * <p>
585         * Since this method is called at the beginning of rendering, as well as
586         * every time the EGL context is lost, this method is a convenient place to put
587         * code to create resources that need to be created when the rendering
588         * starts, and that need to be recreated when the EGL context is lost.
589         * Textures are an example of a resource that you might want to create
590         * here.
591         * <p>
592         * Note that when the EGL context is lost, all OpenGL resources associated
593         * with that context will be automatically deleted. You do not need to call
594         * the corresponding "glDelete" methods such as glDeleteTextures to
595         * manually delete these lost resources.
596         * <p>
597         * @param gl the GL interface. Use <code>instanceof</code> to
598         * test if the interface supports GL11 or higher interfaces.
599         * @param config the EGLConfig of the created surface. Can be used
600         * to create matching pbuffers.
601         */
602        void onSurfaceCreated(GL10 gl, EGLConfig config);
603
604        /**
605         * Called when the surface changed size.
606         * <p>
607         * Called after the surface is created and whenever
608         * the OpenGL ES surface size changes.
609         * <p>
610         * Typically you will set your viewport here. If your camera
611         * is fixed then you could also set your projection matrix here:
612         * <pre class="prettyprint">
613         * void onSurfaceChanged(GL10 gl, int width, int height) {
614         *     gl.glViewport(0, 0, width, height);
615         *     // for a fixed camera, set the projection too
616         *     float ratio = (float) width / height;
617         *     gl.glMatrixMode(GL10.GL_PROJECTION);
618         *     gl.glLoadIdentity();
619         *     gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
620         * }
621         * </pre>
622         * @param gl the GL interface. Use <code>instanceof</code> to
623         * test if the interface supports GL11 or higher interfaces.
624         * @param width
625         * @param height
626         */
627        void onSurfaceChanged(GL10 gl, int width, int height);
628
629        /**
630         * Called to draw the current frame.
631         * <p>
632         * This method is responsible for drawing the current frame.
633         * <p>
634         * The implementation of this method typically looks like this:
635         * <pre class="prettyprint">
636         * void onDrawFrame(GL10 gl) {
637         *     gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
638         *     //... other gl calls to render the scene ...
639         * }
640         * </pre>
641         * @param gl the GL interface. Use <code>instanceof</code> to
642         * test if the interface supports GL11 or higher interfaces.
643         */
644        void onDrawFrame(GL10 gl);
645    }
646
647    /**
648     * An interface for customizing the eglCreateContext and eglDestroyContext calls.
649     * <p>
650     * This interface must be implemented by clients wishing to call
651     * {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)}
652     */
653    public interface EGLContextFactory {
654        EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
655        void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
656    }
657
658    private class DefaultContextFactory implements EGLContextFactory {
659        private int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
660
661        public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) {
662            int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, mEGLContextClientVersion,
663                    EGL10.EGL_NONE };
664
665            return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT,
666                    mEGLContextClientVersion != 0 ? attrib_list : null);
667        }
668
669        public void destroyContext(EGL10 egl, EGLDisplay display,
670                EGLContext context) {
671            egl.eglDestroyContext(display, context);
672        }
673    }
674
675    /**
676     * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls.
677     * <p>
678     * This interface must be implemented by clients wishing to call
679     * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
680     */
681    public interface EGLWindowSurfaceFactory {
682        EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config,
683                Object nativeWindow);
684        void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
685    }
686
687    private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory {
688
689        public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
690                EGLConfig config, Object nativeWindow) {
691            return egl.eglCreateWindowSurface(display, config, nativeWindow, null);
692        }
693
694        public void destroySurface(EGL10 egl, EGLDisplay display,
695                EGLSurface surface) {
696            egl.eglDestroySurface(display, surface);
697        }
698    }
699
700    /**
701     * An interface for choosing an EGLConfig configuration from a list of
702     * potential configurations.
703     * <p>
704     * This interface must be implemented by clients wishing to call
705     * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
706     */
707    public interface EGLConfigChooser {
708        /**
709         * Choose a configuration from the list. Implementors typically
710         * implement this method by calling
711         * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
712         * EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
713         * @param egl the EGL10 for the current display.
714         * @param display the current display.
715         * @return the chosen configuration.
716         */
717        EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
718    }
719
720    private abstract class BaseConfigChooser
721            implements EGLConfigChooser {
722        public BaseConfigChooser(int[] configSpec) {
723            mConfigSpec = filterConfigSpec(configSpec);
724        }
725
726        public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
727            int[] num_config = new int[1];
728            if (!egl.eglChooseConfig(display, mConfigSpec, null, 0,
729                    num_config)) {
730                throw new IllegalArgumentException("eglChooseConfig failed");
731            }
732
733            int numConfigs = num_config[0];
734
735            if (numConfigs <= 0) {
736                throw new IllegalArgumentException(
737                        "No configs match configSpec");
738            }
739
740            EGLConfig[] configs = new EGLConfig[numConfigs];
741            if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
742                    num_config)) {
743                throw new IllegalArgumentException("eglChooseConfig#2 failed");
744            }
745            EGLConfig config = chooseConfig(egl, display, configs);
746            if (config == null) {
747                throw new IllegalArgumentException("No config chosen");
748            }
749            return config;
750        }
751
752        abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
753                EGLConfig[] configs);
754
755        protected int[] mConfigSpec;
756
757        private int[] filterConfigSpec(int[] configSpec) {
758            if (mEGLContextClientVersion != 2) {
759                return configSpec;
760            }
761            /* We know none of the subclasses define EGL_RENDERABLE_TYPE.
762             * And we know the configSpec is well formed.
763             */
764            int len = configSpec.length;
765            int[] newConfigSpec = new int[len + 2];
766            System.arraycopy(configSpec, 0, newConfigSpec, 0, len-1);
767            newConfigSpec[len-1] = EGL10.EGL_RENDERABLE_TYPE;
768            newConfigSpec[len] = 4; /* EGL_OPENGL_ES2_BIT */
769            newConfigSpec[len+1] = EGL10.EGL_NONE;
770            return newConfigSpec;
771        }
772    }
773
774    private class ComponentSizeChooser extends BaseConfigChooser {
775        public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
776                int alphaSize, int depthSize, int stencilSize) {
777            super(new int[] {
778                    EGL10.EGL_RED_SIZE, redSize,
779                    EGL10.EGL_GREEN_SIZE, greenSize,
780                    EGL10.EGL_BLUE_SIZE, blueSize,
781                    EGL10.EGL_ALPHA_SIZE, alphaSize,
782                    EGL10.EGL_DEPTH_SIZE, depthSize,
783                    EGL10.EGL_STENCIL_SIZE, stencilSize,
784                    EGL10.EGL_NONE});
785            mValue = new int[1];
786            mRedSize = redSize;
787            mGreenSize = greenSize;
788            mBlueSize = blueSize;
789            mAlphaSize = alphaSize;
790            mDepthSize = depthSize;
791            mStencilSize = stencilSize;
792       }
793
794        @Override
795        public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
796                EGLConfig[] configs) {
797            EGLConfig closestConfig = null;
798            int closestDistance = 1000;
799            for(EGLConfig config : configs) {
800                int d = findConfigAttrib(egl, display, config,
801                        EGL10.EGL_DEPTH_SIZE, 0);
802                int s = findConfigAttrib(egl, display, config,
803                        EGL10.EGL_STENCIL_SIZE, 0);
804                if (d >= mDepthSize && s>= mStencilSize) {
805                    int r = findConfigAttrib(egl, display, config,
806                            EGL10.EGL_RED_SIZE, 0);
807                    int g = findConfigAttrib(egl, display, config,
808                             EGL10.EGL_GREEN_SIZE, 0);
809                    int b = findConfigAttrib(egl, display, config,
810                              EGL10.EGL_BLUE_SIZE, 0);
811                    int a = findConfigAttrib(egl, display, config,
812                            EGL10.EGL_ALPHA_SIZE, 0);
813                    int distance = Math.abs(r - mRedSize)
814                                + Math.abs(g - mGreenSize)
815                                + Math.abs(b - mBlueSize)
816                                + Math.abs(a - mAlphaSize);
817                    if (distance < closestDistance) {
818                        closestDistance = distance;
819                        closestConfig = config;
820                    }
821                }
822            }
823            return closestConfig;
824        }
825
826        private int findConfigAttrib(EGL10 egl, EGLDisplay display,
827                EGLConfig config, int attribute, int defaultValue) {
828
829            if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
830                return mValue[0];
831            }
832            return defaultValue;
833        }
834
835        private int[] mValue;
836        // Subclasses can adjust these values:
837        protected int mRedSize;
838        protected int mGreenSize;
839        protected int mBlueSize;
840        protected int mAlphaSize;
841        protected int mDepthSize;
842        protected int mStencilSize;
843        }
844
845    /**
846     * This class will choose a supported surface as close to
847     * RGB565 as possible, with or without a depth buffer.
848     *
849     */
850    private class SimpleEGLConfigChooser extends ComponentSizeChooser {
851        public SimpleEGLConfigChooser(boolean withDepthBuffer) {
852            super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0);
853            // Adjust target values. This way we'll accept a 4444 or
854            // 555 buffer if there's no 565 buffer available.
855            mRedSize = 5;
856            mGreenSize = 6;
857            mBlueSize = 5;
858        }
859    }
860
861    /**
862     * An EGL helper class.
863     */
864
865    private class EglHelper {
866        public EglHelper() {
867
868        }
869
870        /**
871         * Initialize EGL for a given configuration spec.
872         * @param configSpec
873         */
874        public void start(){
875            /*
876             * Get an EGL instance
877             */
878            mEgl = (EGL10) EGLContext.getEGL();
879
880            /*
881             * Get to the default display.
882             */
883            mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
884
885            if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
886                throw new RuntimeException("eglGetDisplay failed");
887            }
888
889            /*
890             * We can now initialize EGL for that display
891             */
892            int[] version = new int[2];
893            if(!mEgl.eglInitialize(mEglDisplay, version)) {
894                throw new RuntimeException("eglInitialize failed");
895            }
896            mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
897
898            /*
899            * Create an OpenGL ES context. This must be done only once, an
900            * OpenGL context is a somewhat heavy object.
901            */
902            mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig);
903            if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
904                throw new RuntimeException("createContext failed");
905            }
906
907            mEglSurface = null;
908        }
909
910        /*
911         * React to the creation of a new surface by creating and returning an
912         * OpenGL interface that renders to that surface.
913         */
914        public GL createSurface(SurfaceHolder holder) {
915            /*
916             *  The window size has changed, so we need to create a new
917             *  surface.
918             */
919            if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
920
921                /*
922                 * Unbind and destroy the old EGL surface, if
923                 * there is one.
924                 */
925                mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
926                        EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
927                mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
928            }
929
930            /*
931             * Create an EGL surface we can render into.
932             */
933            mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
934                    mEglDisplay, mEglConfig, holder);
935
936            if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
937                throwEglException("createWindowSurface");
938            }
939
940            /*
941             * Before we can issue GL commands, we need to make sure
942             * the context is current and bound to a surface.
943             */
944            if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
945                throwEglException("eglMakeCurrent");
946            }
947
948            GL gl = mEglContext.getGL();
949            if (mGLWrapper != null) {
950                gl = mGLWrapper.wrap(gl);
951            }
952
953            if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
954                int configFlags = 0;
955                Writer log = null;
956                if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
957                    configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
958                }
959                if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
960                    log = new LogWriter();
961                }
962                gl = GLDebugHelper.wrap(gl, configFlags, log);
963            }
964            return gl;
965        }
966
967        /**
968         * Display the current render surface.
969         * @return false if the context has been lost.
970         */
971        public boolean swap() {
972            mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);
973
974            /*
975             * Always check for EGL_CONTEXT_LOST, which means the context
976             * and all associated data were lost (For instance because
977             * the device went to sleep). We need to sleep until we
978             * get a new surface.
979             */
980            return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST;
981        }
982
983        public void destroySurface() {
984            if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
985                mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
986                        EGL10.EGL_NO_SURFACE,
987                        EGL10.EGL_NO_CONTEXT);
988                mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
989                mEglSurface = null;
990            }
991        }
992
993        public void finish() {
994            if (mEglContext != null) {
995                mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
996                mEglContext = null;
997            }
998            if (mEglDisplay != null) {
999                mEgl.eglTerminate(mEglDisplay);
1000                mEglDisplay = null;
1001            }
1002        }
1003
1004        private void throwEglException(String function) {
1005            throw new RuntimeException(function + " failed: " + mEgl.eglGetError());
1006        }
1007
1008        EGL10 mEgl;
1009        EGLDisplay mEglDisplay;
1010        EGLSurface mEglSurface;
1011        EGLConfig mEglConfig;
1012        EGLContext mEglContext;
1013    }
1014
1015    /**
1016     * A generic GL Thread. Takes care of initializing EGL and GL. Delegates
1017     * to a Renderer instance to do the actual drawing. Can be configured to
1018     * render continuously or on request.
1019     *
1020     * All potentially blocking synchronization is done through the
1021     * sGLThreadManager object. This avoids multiple-lock ordering issues.
1022     *
1023     */
1024    class GLThread extends Thread {
1025        GLThread(Renderer renderer) {
1026            super();
1027            mWidth = 0;
1028            mHeight = 0;
1029            mRequestRender = true;
1030            mRenderMode = RENDERMODE_CONTINUOUSLY;
1031            mRenderer = renderer;
1032        }
1033
1034        @Override
1035        public void run() {
1036            setName("GLThread " + getId());
1037            if (LOG_THREADS) {
1038                Log.i("GLThread", "starting tid=" + getId());
1039            }
1040
1041            try {
1042                guardedRun();
1043            } catch (InterruptedException e) {
1044                // fall thru and exit normally
1045            } finally {
1046                sGLThreadManager.threadExiting(this);
1047            }
1048        }
1049
1050        /*
1051         * This private method should only be called inside a
1052         * synchronized(sGLThreadManager) block.
1053         */
1054        private void stopEglLocked() {
1055            if (mHaveEgl) {
1056                mHaveEgl = false;
1057                mEglHelper.destroySurface();
1058                mEglHelper.finish();
1059                sGLThreadManager.releaseEglSurfaceLocked(this);
1060            }
1061        }
1062
1063        private void guardedRun() throws InterruptedException {
1064            mEglHelper = new EglHelper();
1065            try {
1066                GL10 gl = null;
1067                boolean createEglSurface = false;
1068                boolean sizeChanged = false;
1069                int w = 0;
1070                int h = 0;
1071                Runnable event = null;
1072
1073                while (true) {
1074                    synchronized (sGLThreadManager) {
1075                        while (true) {
1076                            if (mShouldExit) {
1077                                return;
1078                            }
1079
1080                            if (! mEventQueue.isEmpty()) {
1081                                event = mEventQueue.remove(0);
1082                                break;
1083                            }
1084
1085                            // Do we need to release the EGL surface?
1086                            if (mHaveEgl && mPaused) {
1087                                if (LOG_SURFACE) {
1088                                    Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
1089                                }
1090                                stopEglLocked();
1091                            }
1092
1093                            // Have we lost the surface view surface?
1094                            if ((! mHasSurface) && (! mWaitingForSurface)) {
1095                                if (LOG_SURFACE) {
1096                                    Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId());
1097                                }
1098                                if (mHaveEgl) {
1099                                    stopEglLocked();
1100                                }
1101                                mWaitingForSurface = true;
1102                                sGLThreadManager.notifyAll();
1103                            }
1104
1105                            // Have we acquired the surface view surface?
1106                            if (mHasSurface && mWaitingForSurface) {
1107                                if (LOG_SURFACE) {
1108                                    Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId());
1109                                }
1110                                mWaitingForSurface = false;
1111                                sGLThreadManager.notifyAll();
1112                            }
1113
1114                            // Ready to draw?
1115                            if ((!mPaused) && mHasSurface
1116                                && (mWidth > 0) && (mHeight > 0)
1117                                && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) {
1118
1119                                // If we don't have an egl surface, try to acquire one.
1120                                if ((! mHaveEgl) && sGLThreadManager.tryAcquireEglSurfaceLocked(this)) {
1121                                    mHaveEgl = true;
1122                                    mEglHelper.start();
1123                                    createEglSurface = true;
1124                                    sizeChanged = true;
1125                                    sGLThreadManager.notifyAll();
1126                                }
1127
1128                                if (mHaveEgl) {
1129                                    if (mSizeChanged) {
1130                                        sizeChanged = true;
1131                                        w = mWidth;
1132                                        h = mHeight;
1133                                        if (DRAW_TWICE_AFTER_SIZE_CHANGED) {
1134                                            // We keep mRequestRender true so that we draw twice after the size changes.
1135                                            // (Once because of mSizeChanged, the second time because of mRequestRender.)
1136                                            // This forces the updated graphics onto the screen.
1137                                        } else {
1138                                            mRequestRender = false;
1139                                        }
1140                                        mSizeChanged = false;
1141                                    } else {
1142                                        mRequestRender = false;
1143                                    }
1144                                    sGLThreadManager.notifyAll();
1145                                    break;
1146                                }
1147                            }
1148
1149                            // By design, this is the only place in a GLThread thread where we wait().
1150                            if (LOG_THREADS) {
1151                                Log.i("GLThread", "waiting tid=" + getId());
1152                            }
1153                            sGLThreadManager.wait();
1154                        }
1155                    } // end of synchronized(sGLThreadManager)
1156
1157                    if (event != null) {
1158                        event.run();
1159                        event = null;
1160                        continue;
1161                    }
1162
1163                    if (createEglSurface) {
1164                        gl = (GL10) mEglHelper.createSurface(getHolder());
1165                        sGLThreadManager.checkGLDriver(gl);
1166                        if (LOG_RENDERER) {
1167                            Log.w("GLThread", "onSurfaceCreated");
1168                        }
1169                        mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
1170                        createEglSurface = false;
1171                    }
1172
1173                    if (sizeChanged) {
1174                        if (LOG_RENDERER) {
1175                            Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
1176                        }
1177                        mRenderer.onSurfaceChanged(gl, w, h);
1178                        sizeChanged = false;
1179                    }
1180
1181                    if (LOG_RENDERER) {
1182                        Log.w("GLThread", "onDrawFrame");
1183                    }
1184                    mRenderer.onDrawFrame(gl);
1185                    if(!mEglHelper.swap()) {
1186                        if (LOG_SURFACE) {
1187                            Log.i("GLThread", "egl surface lost tid=" + getId());
1188                        }
1189                    }
1190                }
1191            } finally {
1192                /*
1193                 * clean-up everything...
1194                 */
1195                synchronized (sGLThreadManager) {
1196                    stopEglLocked();
1197                }
1198            }
1199        }
1200
1201        public void setRenderMode(int renderMode) {
1202            if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) {
1203                throw new IllegalArgumentException("renderMode");
1204            }
1205            synchronized(sGLThreadManager) {
1206                mRenderMode = renderMode;
1207                sGLThreadManager.notifyAll();
1208            }
1209        }
1210
1211        public int getRenderMode() {
1212            synchronized(sGLThreadManager) {
1213                return mRenderMode;
1214            }
1215        }
1216
1217        public void requestRender() {
1218            synchronized(sGLThreadManager) {
1219                mRequestRender = true;
1220                sGLThreadManager.notifyAll();
1221            }
1222        }
1223
1224        public void surfaceCreated() {
1225            synchronized(sGLThreadManager) {
1226                if (LOG_THREADS) {
1227                    Log.i("GLThread", "surfaceCreated tid=" + getId());
1228                }
1229                mHasSurface = true;
1230                sGLThreadManager.notifyAll();
1231            }
1232        }
1233
1234        public void surfaceDestroyed() {
1235            synchronized(sGLThreadManager) {
1236                if (LOG_THREADS) {
1237                    Log.i("GLThread", "surfaceDestroyed tid=" + getId());
1238                }
1239                mHasSurface = false;
1240                sGLThreadManager.notifyAll();
1241                while((!mWaitingForSurface) && (!mExited)) {
1242                    try {
1243                        sGLThreadManager.wait();
1244                    } catch (InterruptedException e) {
1245                        Thread.currentThread().interrupt();
1246                    }
1247                }
1248            }
1249        }
1250
1251        public void onPause() {
1252            synchronized (sGLThreadManager) {
1253                mPaused = true;
1254                sGLThreadManager.notifyAll();
1255            }
1256        }
1257
1258        public void onResume() {
1259            synchronized (sGLThreadManager) {
1260                mPaused = false;
1261                mRequestRender = true;
1262                sGLThreadManager.notifyAll();
1263            }
1264        }
1265
1266        public void onWindowResize(int w, int h) {
1267            synchronized (sGLThreadManager) {
1268                mWidth = w;
1269                mHeight = h;
1270                mSizeChanged = true;
1271                mRequestRender = true;
1272                sGLThreadManager.notifyAll();
1273            }
1274        }
1275
1276        public void requestExitAndWait() {
1277            // don't call this from GLThread thread or it is a guaranteed
1278            // deadlock!
1279            synchronized(sGLThreadManager) {
1280                mShouldExit = true;
1281                sGLThreadManager.notifyAll();
1282                while (! mExited) {
1283                    try {
1284                        sGLThreadManager.wait();
1285                    } catch (InterruptedException ex) {
1286                        Thread.currentThread().interrupt();
1287                    }
1288                }
1289            }
1290        }
1291
1292        /**
1293         * Queue an "event" to be run on the GL rendering thread.
1294         * @param r the runnable to be run on the GL rendering thread.
1295         */
1296        public void queueEvent(Runnable r) {
1297            if (r == null) {
1298                throw new IllegalArgumentException("r must not be null");
1299            }
1300            synchronized(sGLThreadManager) {
1301                mEventQueue.add(r);
1302                sGLThreadManager.notifyAll();
1303            }
1304        }
1305
1306        // Once the thread is started, all accesses to the following member
1307        // variables are protected by the sGLThreadManager monitor
1308        private boolean mShouldExit;
1309        private boolean mExited;
1310        private boolean mPaused;
1311        private boolean mHasSurface;
1312        private boolean mWaitingForSurface;
1313        private boolean mHaveEgl;
1314        private int mWidth;
1315        private int mHeight;
1316        private int mRenderMode;
1317        private boolean mRequestRender;
1318        private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
1319        // End of member variables protected by the sGLThreadManager monitor.
1320
1321        private Renderer mRenderer;
1322        private EglHelper mEglHelper;
1323    }
1324
1325    static class LogWriter extends Writer {
1326
1327        @Override public void close() {
1328            flushBuilder();
1329        }
1330
1331        @Override public void flush() {
1332            flushBuilder();
1333        }
1334
1335        @Override public void write(char[] buf, int offset, int count) {
1336            for(int i = 0; i < count; i++) {
1337                char c = buf[offset + i];
1338                if ( c == '\n') {
1339                    flushBuilder();
1340                }
1341                else {
1342                    mBuilder.append(c);
1343                }
1344            }
1345        }
1346
1347        private void flushBuilder() {
1348            if (mBuilder.length() > 0) {
1349                Log.v("GLSurfaceView", mBuilder.toString());
1350                mBuilder.delete(0, mBuilder.length());
1351            }
1352        }
1353
1354        private StringBuilder mBuilder = new StringBuilder();
1355    }
1356
1357
1358    private void checkRenderThreadState() {
1359        if (mGLThread != null) {
1360            throw new IllegalStateException(
1361                    "setRenderer has already been called for this instance.");
1362        }
1363    }
1364
1365    private static class GLThreadManager {
1366
1367        public synchronized void threadExiting(GLThread thread) {
1368            if (LOG_THREADS) {
1369                Log.i("GLThread", "exiting tid=" +  thread.getId());
1370            }
1371            thread.mExited = true;
1372            if (mEglOwner == thread) {
1373                mEglOwner = null;
1374            }
1375            notifyAll();
1376        }
1377
1378        /*
1379<<<<<<< HEAD
1380         * Tries to acquire the right to use an EGL
1381         * surface. Does not block.
1382=======
1383         * Tries once to acquire the right to use an EGL
1384         * surface. Does not block. Requires that we are already
1385         * in the sGLThreadManager monitor when this is called.
1386>>>>>>> dc49acb0
1387         * @return true if the right to use an EGL surface was acquired.
1388         */
1389        public boolean tryAcquireEglSurfaceLocked(GLThread thread) {
1390            if (mEglOwner == thread || mEglOwner == null) {
1391                mEglOwner = thread;
1392                notifyAll();
1393                return true;
1394            }
1395            checkGLESVersion();
1396            if (mMultipleGLESContextsAllowed) {
1397                return true;
1398            }
1399            return false;
1400        }
1401        /*
1402         * Releases the EGL surface. Requires that we are already in the
1403         * sGLThreadManager monitor when this is called.
1404         */
1405        public void releaseEglSurfaceLocked(GLThread thread) {
1406            if (mEglOwner == thread) {
1407                mEglOwner = null;
1408            }
1409            notifyAll();
1410        }
1411
1412        public synchronized void checkGLDriver(GL10 gl) {
1413            if (! mGLESDriverCheckComplete) {
1414                checkGLESVersion();
1415                if (mGLESVersion < kGLES_20) {
1416                    String renderer = gl.glGetString(GL10.GL_RENDERER);
1417                    mMultipleGLESContextsAllowed =
1418                        ! renderer.startsWith(kMSM7K_RENDERER_PREFIX);
1419                    notifyAll();
1420                }
1421                mGLESDriverCheckComplete = true;
1422            }
1423        }
1424
1425        private void checkGLESVersion() {
1426            if (! mGLESVersionCheckComplete) {
1427                mGLESVersion = SystemProperties.getInt(
1428                        "ro.opengles.version",
1429                        ConfigurationInfo.GL_ES_VERSION_UNDEFINED);
1430                if (mGLESVersion >= kGLES_20) {
1431                    mMultipleGLESContextsAllowed = true;
1432                }
1433                mGLESVersionCheckComplete = true;
1434            }
1435
1436        }
1437
1438        private boolean mGLESVersionCheckComplete;
1439        private int mGLESVersion;
1440        private boolean mGLESDriverCheckComplete;
1441        private boolean mMultipleGLESContextsAllowed;
1442        private int mGLContextCount;
1443        private static final int kGLES_20 = 0x20000;
1444        private static final String kMSM7K_RENDERER_PREFIX =
1445            "Q3Dimension MSM7500 ";
1446        private GLThread mEglOwner;
1447    }
1448
1449    private static final GLThreadManager sGLThreadManager = new GLThreadManager();
1450    private boolean mSizeChanged = true;
1451
1452    private GLThread mGLThread;
1453    private EGLConfigChooser mEGLConfigChooser;
1454    private EGLContextFactory mEGLContextFactory;
1455    private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
1456    private GLWrapper mGLWrapper;
1457    private int mDebugFlags;
1458    private int mEGLContextClientVersion;
1459}
1460