GLSurfaceView.java revision 3ab88557947d708cc36d60ce6566509ceff944e4
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.graphics.PixelFormat; 34import android.os.SystemProperties; 35import android.util.AttributeSet; 36import android.util.Log; 37import android.view.SurfaceHolder; 38import android.view.SurfaceView; 39 40/** 41 * An implementation of SurfaceView that uses the dedicated surface for 42 * displaying OpenGL rendering. 43 * <p> 44 * A GLSurfaceView provides the following features: 45 * <p> 46 * <ul> 47 * <li>Manages a surface, which is a special piece of memory that can be 48 * composited into the Android view system. 49 * <li>Manages an EGL display, which enables OpenGL to render into a surface. 50 * <li>Accepts a user-provided Renderer object that does the actual rendering. 51 * <li>Renders on a dedicated thread to decouple rendering performance from the 52 * UI thread. 53 * <li>Supports both on-demand and continuous rendering. 54 * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls. 55 * </ul> 56 * 57 * <h3>Using GLSurfaceView</h3> 58 * <p> 59 * Typically you use GLSurfaceView by subclassing it and overriding one or more of the 60 * View system input event methods. If your application does not need to override event 61 * methods then GLSurfaceView can be used as-is. For the most part 62 * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing. 63 * For example, unlike a regular View, drawing is delegated to a separate Renderer object which 64 * is registered with the GLSurfaceView 65 * using the {@link #setRenderer(Renderer)} call. 66 * <p> 67 * <h3>Initializing GLSurfaceView</h3> 68 * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}. 69 * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or 70 * more of these methods before calling setRenderer: 71 * <ul> 72 * <li>{@link #setDebugFlags(int)} 73 * <li>{@link #setEGLConfigChooser(boolean)} 74 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)} 75 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)} 76 * <li>{@link #setGLWrapper(GLWrapper)} 77 * </ul> 78 * <p> 79 * <h4>Specifying the android.view.Surface</h4> 80 * By default GLSurfaceView will create a PixelFormat.RGB_565 format surface. If a translucent 81 * surface is required, call getHolder().setFormat(PixelFormat.TRANSLUCENT). 82 * The exact format of a TRANSLUCENT surface is device dependent, but it will be 83 * a 32-bit-per-pixel surface with 8 bits per component. 84 * <p> 85 * <h4>Choosing an EGL Configuration</h4> 86 * A given Android device may support multiple EGLConfig rendering configurations. 87 * The available configurations may differ in how may channels of data are present, as 88 * well as how many bits are allocated to each channel. Therefore, the first thing 89 * GLSurfaceView has to do when starting to render is choose what EGLConfig to use. 90 * <p> 91 * By default GLSurfaceView chooses a EGLConfig that has an RGB_565 pixel format, 92 * with at least a 16-bit depth buffer and no stencil. 93 * <p> 94 * If you would prefer a different EGLConfig 95 * you can override the default behavior by calling one of the 96 * setEGLConfigChooser methods. 97 * <p> 98 * <h4>Debug Behavior</h4> 99 * You can optionally modify the behavior of GLSurfaceView by calling 100 * one or more of the debugging methods {@link #setDebugFlags(int)}, 101 * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but 102 * typically they are called before setRenderer so that they take effect immediately. 103 * <p> 104 * <h4>Setting a Renderer</h4> 105 * Finally, you must call {@link #setRenderer} to register a {@link Renderer}. 106 * The renderer is 107 * responsible for doing the actual OpenGL rendering. 108 * <p> 109 * <h3>Rendering Mode</h3> 110 * Once the renderer is set, you can control whether the renderer draws 111 * continuously or on-demand by calling 112 * {@link #setRenderMode}. The default is continuous rendering. 113 * <p> 114 * <h3>Activity Life-cycle</h3> 115 * A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients 116 * are required to call {@link #onPause()} when the activity pauses and 117 * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to 118 * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate 119 * the OpenGL display. 120 * <p> 121 * <h3>Handling events</h3> 122 * <p> 123 * To handle an event you will typically subclass GLSurfaceView and override the 124 * appropriate method, just as you would with any other View. However, when handling 125 * the event, you may need to communicate with the Renderer object 126 * that's running in the rendering thread. You can do this using any 127 * standard Java cross-thread communication mechanism. In addition, 128 * one relatively easy way to communicate with your renderer is 129 * to call 130 * {@link #queueEvent(Runnable)}. For example: 131 * <pre class="prettyprint"> 132 * class MyGLSurfaceView extends GLSurfaceView { 133 * 134 * private MyRenderer mMyRenderer; 135 * 136 * public void start() { 137 * mMyRenderer = ...; 138 * setRenderer(mMyRenderer); 139 * } 140 * 141 * public boolean onKeyDown(int keyCode, KeyEvent event) { 142 * if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) { 143 * queueEvent(new Runnable() { 144 * // This method will be called on the rendering 145 * // thread: 146 * public void run() { 147 * mMyRenderer.handleDpadCenter(); 148 * }}); 149 * return true; 150 * } 151 * return super.onKeyDown(keyCode, event); 152 * } 153 * } 154 * </pre> 155 * 156 */ 157public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback { 158 private final static String TAG = "GLSurfaceView"; 159 private final static boolean LOG_ATTACH_DETACH = false; 160 private final static boolean LOG_THREADS = false; 161 private final static boolean LOG_PAUSE_RESUME = false; 162 private final static boolean LOG_SURFACE = false; 163 private final static boolean LOG_RENDERER = false; 164 private final static boolean LOG_RENDERER_DRAW_FRAME = false; 165 private final static boolean LOG_EGL = false; 166 // Work-around for bug 2263168 167 private final static boolean DRAW_TWICE_AFTER_SIZE_CHANGED = true; 168 /** 169 * The renderer only renders 170 * when the surface is created, or when {@link #requestRender} is called. 171 * 172 * @see #getRenderMode() 173 * @see #setRenderMode(int) 174 * @see #requestRender() 175 */ 176 public final static int RENDERMODE_WHEN_DIRTY = 0; 177 /** 178 * The renderer is called 179 * continuously to re-render the scene. 180 * 181 * @see #getRenderMode() 182 * @see #setRenderMode(int) 183 */ 184 public final static int RENDERMODE_CONTINUOUSLY = 1; 185 186 /** 187 * Check glError() after every GL call and throw an exception if glError indicates 188 * that an error has occurred. This can be used to help track down which OpenGL ES call 189 * is causing an error. 190 * 191 * @see #getDebugFlags 192 * @see #setDebugFlags 193 */ 194 public final static int DEBUG_CHECK_GL_ERROR = 1; 195 196 /** 197 * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView". 198 * 199 * @see #getDebugFlags 200 * @see #setDebugFlags 201 */ 202 public final static int DEBUG_LOG_GL_CALLS = 2; 203 204 /** 205 * Standard View constructor. In order to render something, you 206 * must call {@link #setRenderer} to register a renderer. 207 */ 208 public GLSurfaceView(Context context) { 209 super(context); 210 init(); 211 } 212 213 /** 214 * Standard View constructor. In order to render something, you 215 * must call {@link #setRenderer} to register a renderer. 216 */ 217 public GLSurfaceView(Context context, AttributeSet attrs) { 218 super(context, attrs); 219 init(); 220 } 221 222 private void init() { 223 // Install a SurfaceHolder.Callback so we get notified when the 224 // underlying surface is created and destroyed 225 SurfaceHolder holder = getHolder(); 226 holder.addCallback(this); 227 // setFormat is done by SurfaceView in SDK 2.3 and newer. Uncomment 228 // this statement if back-porting to 2.2 or older: 229 // holder.setFormat(PixelFormat.RGB_565); 230 // 231 // setType is not needed for SDK 2.0 or newer. Uncomment this 232 // statement if back-porting this code to older SDKs. 233 // holder.setType(SurfaceHolder.SURFACE_TYPE_GPU); 234 } 235 236 /** 237 * Set the glWrapper. If the glWrapper is not null, its 238 * {@link GLWrapper#wrap(GL)} method is called 239 * whenever a surface is created. A GLWrapper can be used to wrap 240 * the GL object that's passed to the renderer. Wrapping a GL 241 * object enables examining and modifying the behavior of the 242 * GL calls made by the renderer. 243 * <p> 244 * Wrapping is typically used for debugging purposes. 245 * <p> 246 * The default value is null. 247 * @param glWrapper the new GLWrapper 248 */ 249 public void setGLWrapper(GLWrapper glWrapper) { 250 mGLWrapper = glWrapper; 251 } 252 253 /** 254 * Set the debug flags to a new value. The value is 255 * constructed by OR-together zero or more 256 * of the DEBUG_CHECK_* constants. The debug flags take effect 257 * whenever a surface is created. The default value is zero. 258 * @param debugFlags the new debug flags 259 * @see #DEBUG_CHECK_GL_ERROR 260 * @see #DEBUG_LOG_GL_CALLS 261 */ 262 public void setDebugFlags(int debugFlags) { 263 mDebugFlags = debugFlags; 264 } 265 266 /** 267 * Get the current value of the debug flags. 268 * @return the current value of the debug flags. 269 */ 270 public int getDebugFlags() { 271 return mDebugFlags; 272 } 273 274 /** 275 * Control whether the EGL context is preserved when the GLSurfaceView is paused and 276 * resumed. 277 * <p> 278 * If set to true, then the EGL context may be preserved when the GLSurfaceView is paused. 279 * Whether the EGL context is actually preserved or not depends upon whether the 280 * Android device that the program is running on can support an arbitrary number of EGL 281 * contexts or not. Devices that can only support a limited number of EGL contexts must 282 * release the EGL context in order to allow multiple applications to share the GPU. 283 * <p> 284 * If set to false, the EGL context will be released when the GLSurfaceView is paused, 285 * and recreated when the GLSurfaceView is resumed. 286 * <p> 287 * 288 * The default is false. 289 * 290 * @param preserveOnPause preserve the EGL context when paused 291 */ 292 public void setPreserveEGLContextOnPause(boolean preserveOnPause) { 293 mPreserveEGLContextOnPause = preserveOnPause; 294 } 295 296 /** 297 * @return true if the EGL context will be preserved when paused 298 */ 299 public boolean getPreserveEGLContextOnPause() { 300 return mPreserveEGLContextOnPause; 301 } 302 303 /** 304 * Set the renderer associated with this view. Also starts the thread that 305 * will call the renderer, which in turn causes the rendering to start. 306 * <p>This method should be called once and only once in the life-cycle of 307 * a GLSurfaceView. 308 * <p>The following GLSurfaceView methods can only be called <em>before</em> 309 * setRenderer is called: 310 * <ul> 311 * <li>{@link #setEGLConfigChooser(boolean)} 312 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)} 313 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)} 314 * </ul> 315 * <p> 316 * The following GLSurfaceView methods can only be called <em>after</em> 317 * setRenderer is called: 318 * <ul> 319 * <li>{@link #getRenderMode()} 320 * <li>{@link #onPause()} 321 * <li>{@link #onResume()} 322 * <li>{@link #queueEvent(Runnable)} 323 * <li>{@link #requestRender()} 324 * <li>{@link #setRenderMode(int)} 325 * </ul> 326 * 327 * @param renderer the renderer to use to perform OpenGL drawing. 328 */ 329 public void setRenderer(Renderer renderer) { 330 checkRenderThreadState(); 331 if (mEGLConfigChooser == null) { 332 mEGLConfigChooser = new SimpleEGLConfigChooser(true); 333 } 334 if (mEGLContextFactory == null) { 335 mEGLContextFactory = new DefaultContextFactory(); 336 } 337 if (mEGLWindowSurfaceFactory == null) { 338 mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory(); 339 } 340 mRenderer = renderer; 341 mGLThread = new GLThread(renderer); 342 mGLThread.start(); 343 } 344 345 /** 346 * Install a custom EGLContextFactory. 347 * <p>If this method is 348 * called, it must be called before {@link #setRenderer(Renderer)} 349 * is called. 350 * <p> 351 * If this method is not called, then by default 352 * a context will be created with no shared context and 353 * with a null attribute list. 354 */ 355 public void setEGLContextFactory(EGLContextFactory factory) { 356 checkRenderThreadState(); 357 mEGLContextFactory = factory; 358 } 359 360 /** 361 * Install a custom EGLWindowSurfaceFactory. 362 * <p>If this method is 363 * called, it must be called before {@link #setRenderer(Renderer)} 364 * is called. 365 * <p> 366 * If this method is not called, then by default 367 * a window surface will be created with a null attribute list. 368 */ 369 public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) { 370 checkRenderThreadState(); 371 mEGLWindowSurfaceFactory = factory; 372 } 373 374 /** 375 * Install a custom EGLConfigChooser. 376 * <p>If this method is 377 * called, it must be called before {@link #setRenderer(Renderer)} 378 * is called. 379 * <p> 380 * If no setEGLConfigChooser method is called, then by default the 381 * view will choose an EGLConfig that is compatible with the current 382 * android.view.Surface, with a depth buffer depth of 383 * at least 16 bits. 384 * @param configChooser 385 */ 386 public void setEGLConfigChooser(EGLConfigChooser configChooser) { 387 checkRenderThreadState(); 388 mEGLConfigChooser = configChooser; 389 } 390 391 /** 392 * Install a config chooser which will choose a config 393 * as close to 16-bit RGB as possible, with or without an optional depth 394 * buffer as close to 16-bits as possible. 395 * <p>If this method is 396 * called, it must be called before {@link #setRenderer(Renderer)} 397 * is called. 398 * <p> 399 * If no setEGLConfigChooser method is called, then by default the 400 * view will choose an RGB_565 surface with a depth buffer depth of 401 * at least 16 bits. 402 * 403 * @param needDepth 404 */ 405 public void setEGLConfigChooser(boolean needDepth) { 406 setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth)); 407 } 408 409 /** 410 * Install a config chooser which will choose a config 411 * with at least the specified depthSize and stencilSize, 412 * and exactly the specified redSize, greenSize, blueSize and alphaSize. 413 * <p>If this method is 414 * called, it must be called before {@link #setRenderer(Renderer)} 415 * is called. 416 * <p> 417 * If no setEGLConfigChooser method is called, then by default the 418 * view will choose an RGB_565 surface with a depth buffer depth of 419 * at least 16 bits. 420 * 421 */ 422 public void setEGLConfigChooser(int redSize, int greenSize, int blueSize, 423 int alphaSize, int depthSize, int stencilSize) { 424 setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, 425 blueSize, alphaSize, depthSize, stencilSize)); 426 } 427 428 /** 429 * Inform the default EGLContextFactory and default EGLConfigChooser 430 * which EGLContext client version to pick. 431 * <p>Use this method to create an OpenGL ES 2.0-compatible context. 432 * Example: 433 * <pre class="prettyprint"> 434 * public MyView(Context context) { 435 * super(context); 436 * setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context. 437 * setRenderer(new MyRenderer()); 438 * } 439 * </pre> 440 * <p>Note: Activities which require OpenGL ES 2.0 should indicate this by 441 * setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the activity's 442 * AndroidManifest.xml file. 443 * <p>If this method is called, it must be called before {@link #setRenderer(Renderer)} 444 * is called. 445 * <p>This method only affects the behavior of the default EGLContexFactory and the 446 * default EGLConfigChooser. If 447 * {@link #setEGLContextFactory(EGLContextFactory)} has been called, then the supplied 448 * EGLContextFactory is responsible for creating an OpenGL ES 2.0-compatible context. 449 * If 450 * {@link #setEGLConfigChooser(EGLConfigChooser)} has been called, then the supplied 451 * EGLConfigChooser is responsible for choosing an OpenGL ES 2.0-compatible config. 452 * @param version The EGLContext client version to choose. Use 2 for OpenGL ES 2.0 453 */ 454 public void setEGLContextClientVersion(int version) { 455 checkRenderThreadState(); 456 mEGLContextClientVersion = version; 457 } 458 459 /** 460 * Set the rendering mode. When renderMode is 461 * RENDERMODE_CONTINUOUSLY, the renderer is called 462 * repeatedly to re-render the scene. When renderMode 463 * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface 464 * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY. 465 * <p> 466 * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance 467 * by allowing the GPU and CPU to idle when the view does not need to be updated. 468 * <p> 469 * This method can only be called after {@link #setRenderer(Renderer)} 470 * 471 * @param renderMode one of the RENDERMODE_X constants 472 * @see #RENDERMODE_CONTINUOUSLY 473 * @see #RENDERMODE_WHEN_DIRTY 474 */ 475 public void setRenderMode(int renderMode) { 476 mGLThread.setRenderMode(renderMode); 477 } 478 479 /** 480 * Get the current rendering mode. May be called 481 * from any thread. Must not be called before a renderer has been set. 482 * @return the current rendering mode. 483 * @see #RENDERMODE_CONTINUOUSLY 484 * @see #RENDERMODE_WHEN_DIRTY 485 */ 486 public int getRenderMode() { 487 return mGLThread.getRenderMode(); 488 } 489 490 /** 491 * Request that the renderer render a frame. 492 * This method is typically used when the render mode has been set to 493 * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand. 494 * May be called 495 * from any thread. Must not be called before a renderer has been set. 496 */ 497 public void requestRender() { 498 mGLThread.requestRender(); 499 } 500 501 /** 502 * This method is part of the SurfaceHolder.Callback interface, and is 503 * not normally called or subclassed by clients of GLSurfaceView. 504 */ 505 public void surfaceCreated(SurfaceHolder holder) { 506 mGLThread.surfaceCreated(); 507 } 508 509 /** 510 * This method is part of the SurfaceHolder.Callback interface, and is 511 * not normally called or subclassed by clients of GLSurfaceView. 512 */ 513 public void surfaceDestroyed(SurfaceHolder holder) { 514 // Surface will be destroyed when we return 515 mGLThread.surfaceDestroyed(); 516 } 517 518 /** 519 * This method is part of the SurfaceHolder.Callback interface, and is 520 * not normally called or subclassed by clients of GLSurfaceView. 521 */ 522 public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { 523 mGLThread.onWindowResize(w, h); 524 } 525 526 /** 527 * Inform the view that the activity is paused. The owner of this view must 528 * call this method when the activity is paused. Calling this method will 529 * pause the rendering thread. 530 * Must not be called before a renderer has been set. 531 */ 532 public void onPause() { 533 mGLThread.onPause(); 534 } 535 536 /** 537 * Inform the view that the activity is resumed. The owner of this view must 538 * call this method when the activity is resumed. Calling this method will 539 * recreate the OpenGL display and resume the rendering 540 * thread. 541 * Must not be called before a renderer has been set. 542 */ 543 public void onResume() { 544 mGLThread.onResume(); 545 } 546 547 /** 548 * Queue a runnable to be run on the GL rendering thread. This can be used 549 * to communicate with the Renderer on the rendering thread. 550 * Must not be called before a renderer has been set. 551 * @param r the runnable to be run on the GL rendering thread. 552 */ 553 public void queueEvent(Runnable r) { 554 mGLThread.queueEvent(r); 555 } 556 557 /** 558 * This method is used as part of the View class and is not normally 559 * called or subclassed by clients of GLSurfaceView. 560 */ 561 @Override 562 protected void onAttachedToWindow() { 563 super.onAttachedToWindow(); 564 if (LOG_ATTACH_DETACH) { 565 Log.d(TAG, "onAttachedToWindow reattach =" + mDetached); 566 } 567 if (mDetached && (mRenderer != null)) { 568 int renderMode = RENDERMODE_CONTINUOUSLY; 569 if (mGLThread != null) { 570 renderMode = mGLThread.getRenderMode(); 571 } 572 mGLThread = new GLThread(mRenderer); 573 if (renderMode != RENDERMODE_CONTINUOUSLY) { 574 mGLThread.setRenderMode(renderMode); 575 } 576 mGLThread.start(); 577 } 578 mDetached = false; 579 } 580 581 /** 582 * This method is used as part of the View class and is not normally 583 * called or subclassed by clients of GLSurfaceView. 584 * Must not be called before a renderer has been set. 585 */ 586 @Override 587 protected void onDetachedFromWindow() { 588 if (LOG_ATTACH_DETACH) { 589 Log.d(TAG, "onDetachedFromWindow"); 590 } 591 if (mGLThread != null) { 592 mGLThread.requestExitAndWait(); 593 } 594 mDetached = true; 595 super.onDetachedFromWindow(); 596 } 597 598 // ---------------------------------------------------------------------- 599 600 /** 601 * An interface used to wrap a GL interface. 602 * <p>Typically 603 * used for implementing debugging and tracing on top of the default 604 * GL interface. You would typically use this by creating your own class 605 * that implemented all the GL methods by delegating to another GL instance. 606 * Then you could add your own behavior before or after calling the 607 * delegate. All the GLWrapper would do was instantiate and return the 608 * wrapper GL instance: 609 * <pre class="prettyprint"> 610 * class MyGLWrapper implements GLWrapper { 611 * GL wrap(GL gl) { 612 * return new MyGLImplementation(gl); 613 * } 614 * static class MyGLImplementation implements GL,GL10,GL11,... { 615 * ... 616 * } 617 * } 618 * </pre> 619 * @see #setGLWrapper(GLWrapper) 620 */ 621 public interface GLWrapper { 622 /** 623 * Wraps a gl interface in another gl interface. 624 * @param gl a GL interface that is to be wrapped. 625 * @return either the input argument or another GL object that wraps the input argument. 626 */ 627 GL wrap(GL gl); 628 } 629 630 /** 631 * A generic renderer interface. 632 * <p> 633 * The renderer is responsible for making OpenGL calls to render a frame. 634 * <p> 635 * GLSurfaceView clients typically create their own classes that implement 636 * this interface, and then call {@link GLSurfaceView#setRenderer} to 637 * register the renderer with the GLSurfaceView. 638 * <p> 639 * <h3>Threading</h3> 640 * The renderer will be called on a separate thread, so that rendering 641 * performance is decoupled from the UI thread. Clients typically need to 642 * communicate with the renderer from the UI thread, because that's where 643 * input events are received. Clients can communicate using any of the 644 * standard Java techniques for cross-thread communication, or they can 645 * use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method. 646 * <p> 647 * <h3>EGL Context Lost</h3> 648 * There are situations where the EGL rendering context will be lost. This 649 * typically happens when device wakes up after going to sleep. When 650 * the EGL context is lost, all OpenGL resources (such as textures) that are 651 * associated with that context will be automatically deleted. In order to 652 * keep rendering correctly, a renderer must recreate any lost resources 653 * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method 654 * is a convenient place to do this. 655 * 656 * 657 * @see #setRenderer(Renderer) 658 */ 659 public interface Renderer { 660 /** 661 * Called when the surface is created or recreated. 662 * <p> 663 * Called when the rendering thread 664 * starts and whenever the EGL context is lost. The EGL context will typically 665 * be lost when the Android device awakes after going to sleep. 666 * <p> 667 * Since this method is called at the beginning of rendering, as well as 668 * every time the EGL context is lost, this method is a convenient place to put 669 * code to create resources that need to be created when the rendering 670 * starts, and that need to be recreated when the EGL context is lost. 671 * Textures are an example of a resource that you might want to create 672 * here. 673 * <p> 674 * Note that when the EGL context is lost, all OpenGL resources associated 675 * with that context will be automatically deleted. You do not need to call 676 * the corresponding "glDelete" methods such as glDeleteTextures to 677 * manually delete these lost resources. 678 * <p> 679 * @param gl the GL interface. Use <code>instanceof</code> to 680 * test if the interface supports GL11 or higher interfaces. 681 * @param config the EGLConfig of the created surface. Can be used 682 * to create matching pbuffers. 683 */ 684 void onSurfaceCreated(GL10 gl, EGLConfig config); 685 686 /** 687 * Called when the surface changed size. 688 * <p> 689 * Called after the surface is created and whenever 690 * the OpenGL ES surface size changes. 691 * <p> 692 * Typically you will set your viewport here. If your camera 693 * is fixed then you could also set your projection matrix here: 694 * <pre class="prettyprint"> 695 * void onSurfaceChanged(GL10 gl, int width, int height) { 696 * gl.glViewport(0, 0, width, height); 697 * // for a fixed camera, set the projection too 698 * float ratio = (float) width / height; 699 * gl.glMatrixMode(GL10.GL_PROJECTION); 700 * gl.glLoadIdentity(); 701 * gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); 702 * } 703 * </pre> 704 * @param gl the GL interface. Use <code>instanceof</code> to 705 * test if the interface supports GL11 or higher interfaces. 706 * @param width 707 * @param height 708 */ 709 void onSurfaceChanged(GL10 gl, int width, int height); 710 711 /** 712 * Called to draw the current frame. 713 * <p> 714 * This method is responsible for drawing the current frame. 715 * <p> 716 * The implementation of this method typically looks like this: 717 * <pre class="prettyprint"> 718 * void onDrawFrame(GL10 gl) { 719 * gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); 720 * //... other gl calls to render the scene ... 721 * } 722 * </pre> 723 * @param gl the GL interface. Use <code>instanceof</code> to 724 * test if the interface supports GL11 or higher interfaces. 725 */ 726 void onDrawFrame(GL10 gl); 727 } 728 729 /** 730 * An interface for customizing the eglCreateContext and eglDestroyContext calls. 731 * <p> 732 * This interface must be implemented by clients wishing to call 733 * {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)} 734 */ 735 public interface EGLContextFactory { 736 EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig); 737 void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context); 738 } 739 740 private class DefaultContextFactory implements EGLContextFactory { 741 private int EGL_CONTEXT_CLIENT_VERSION = 0x3098; 742 743 public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) { 744 int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, mEGLContextClientVersion, 745 EGL10.EGL_NONE }; 746 747 return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, 748 mEGLContextClientVersion != 0 ? attrib_list : null); 749 } 750 751 public void destroyContext(EGL10 egl, EGLDisplay display, 752 EGLContext context) { 753 if (!egl.eglDestroyContext(display, context)) { 754 Log.e("DefaultContextFactory", "display:" + display + " context: " + context); 755 if (LOG_THREADS) { 756 Log.i("DefaultContextFactory", "tid=" + Thread.currentThread().getId()); 757 } 758 throw new RuntimeException("eglDestroyContext failed: " 759 + EGLLogWrapper.getErrorString(egl.eglGetError())); 760 } 761 } 762 } 763 764 /** 765 * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls. 766 * <p> 767 * This interface must be implemented by clients wishing to call 768 * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)} 769 */ 770 public interface EGLWindowSurfaceFactory { 771 EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, 772 Object nativeWindow); 773 void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface); 774 } 775 776 private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory { 777 778 public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, 779 EGLConfig config, Object nativeWindow) { 780 return egl.eglCreateWindowSurface(display, config, nativeWindow, null); 781 } 782 783 public void destroySurface(EGL10 egl, EGLDisplay display, 784 EGLSurface surface) { 785 egl.eglDestroySurface(display, surface); 786 } 787 } 788 789 /** 790 * An interface for choosing an EGLConfig configuration from a list of 791 * potential configurations. 792 * <p> 793 * This interface must be implemented by clients wishing to call 794 * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)} 795 */ 796 public interface EGLConfigChooser { 797 /** 798 * Choose a configuration from the list. Implementors typically 799 * implement this method by calling 800 * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the 801 * EGL specification available from The Khronos Group to learn how to call eglChooseConfig. 802 * @param egl the EGL10 for the current display. 803 * @param display the current display. 804 * @return the chosen configuration. 805 */ 806 EGLConfig chooseConfig(EGL10 egl, EGLDisplay display); 807 } 808 809 private abstract class BaseConfigChooser 810 implements EGLConfigChooser { 811 public BaseConfigChooser(int[] configSpec) { 812 mConfigSpec = filterConfigSpec(configSpec); 813 } 814 815 public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) { 816 int[] num_config = new int[1]; 817 if (!egl.eglChooseConfig(display, mConfigSpec, null, 0, 818 num_config)) { 819 throw new IllegalArgumentException("eglChooseConfig failed"); 820 } 821 822 int numConfigs = num_config[0]; 823 824 if (numConfigs <= 0) { 825 throw new IllegalArgumentException( 826 "No configs match configSpec"); 827 } 828 829 EGLConfig[] configs = new EGLConfig[numConfigs]; 830 if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs, 831 num_config)) { 832 throw new IllegalArgumentException("eglChooseConfig#2 failed"); 833 } 834 EGLConfig config = chooseConfig(egl, display, configs); 835 if (config == null) { 836 throw new IllegalArgumentException("No config chosen"); 837 } 838 return config; 839 } 840 841 abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, 842 EGLConfig[] configs); 843 844 protected int[] mConfigSpec; 845 846 private int[] filterConfigSpec(int[] configSpec) { 847 if (mEGLContextClientVersion != 2) { 848 return configSpec; 849 } 850 /* We know none of the subclasses define EGL_RENDERABLE_TYPE. 851 * And we know the configSpec is well formed. 852 */ 853 int len = configSpec.length; 854 int[] newConfigSpec = new int[len + 2]; 855 System.arraycopy(configSpec, 0, newConfigSpec, 0, len-1); 856 newConfigSpec[len-1] = EGL10.EGL_RENDERABLE_TYPE; 857 newConfigSpec[len] = 4; /* EGL_OPENGL_ES2_BIT */ 858 newConfigSpec[len+1] = EGL10.EGL_NONE; 859 return newConfigSpec; 860 } 861 } 862 863 /** 864 * Choose a configuration with exactly the specified r,g,b,a sizes, 865 * and at least the specified depth and stencil sizes. 866 */ 867 private class ComponentSizeChooser extends BaseConfigChooser { 868 public ComponentSizeChooser(int redSize, int greenSize, int blueSize, 869 int alphaSize, int depthSize, int stencilSize) { 870 super(new int[] { 871 EGL10.EGL_RED_SIZE, redSize, 872 EGL10.EGL_GREEN_SIZE, greenSize, 873 EGL10.EGL_BLUE_SIZE, blueSize, 874 EGL10.EGL_ALPHA_SIZE, alphaSize, 875 EGL10.EGL_DEPTH_SIZE, depthSize, 876 EGL10.EGL_STENCIL_SIZE, stencilSize, 877 EGL10.EGL_NONE}); 878 mValue = new int[1]; 879 mRedSize = redSize; 880 mGreenSize = greenSize; 881 mBlueSize = blueSize; 882 mAlphaSize = alphaSize; 883 mDepthSize = depthSize; 884 mStencilSize = stencilSize; 885 } 886 887 @Override 888 public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, 889 EGLConfig[] configs) { 890 for (EGLConfig config : configs) { 891 int d = findConfigAttrib(egl, display, config, 892 EGL10.EGL_DEPTH_SIZE, 0); 893 int s = findConfigAttrib(egl, display, config, 894 EGL10.EGL_STENCIL_SIZE, 0); 895 if ((d >= mDepthSize) && (s >= mStencilSize)) { 896 int r = findConfigAttrib(egl, display, config, 897 EGL10.EGL_RED_SIZE, 0); 898 int g = findConfigAttrib(egl, display, config, 899 EGL10.EGL_GREEN_SIZE, 0); 900 int b = findConfigAttrib(egl, display, config, 901 EGL10.EGL_BLUE_SIZE, 0); 902 int a = findConfigAttrib(egl, display, config, 903 EGL10.EGL_ALPHA_SIZE, 0); 904 if ((r == mRedSize) && (g == mGreenSize) 905 && (b == mBlueSize) && (a == mAlphaSize)) { 906 return config; 907 } 908 } 909 } 910 return null; 911 } 912 913 private int findConfigAttrib(EGL10 egl, EGLDisplay display, 914 EGLConfig config, int attribute, int defaultValue) { 915 916 if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) { 917 return mValue[0]; 918 } 919 return defaultValue; 920 } 921 922 private int[] mValue; 923 // Subclasses can adjust these values: 924 protected int mRedSize; 925 protected int mGreenSize; 926 protected int mBlueSize; 927 protected int mAlphaSize; 928 protected int mDepthSize; 929 protected int mStencilSize; 930 } 931 932 /** 933 * This class will choose a RGB_565 surface with 934 * or without a depth buffer. 935 * 936 */ 937 private class SimpleEGLConfigChooser extends ComponentSizeChooser { 938 public SimpleEGLConfigChooser(boolean withDepthBuffer) { 939 super(5, 6, 5, 0, withDepthBuffer ? 16 : 0, 0); 940 } 941 } 942 943 /** 944 * An EGL helper class. 945 */ 946 947 private class EglHelper { 948 public EglHelper() { 949 950 } 951 952 /** 953 * Initialize EGL for a given configuration spec. 954 * @param configSpec 955 */ 956 public void start() { 957 if (LOG_EGL) { 958 Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId()); 959 } 960 /* 961 * Get an EGL instance 962 */ 963 mEgl = (EGL10) EGLContext.getEGL(); 964 965 /* 966 * Get to the default display. 967 */ 968 mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); 969 970 if (mEglDisplay == EGL10.EGL_NO_DISPLAY) { 971 throw new RuntimeException("eglGetDisplay failed"); 972 } 973 974 /* 975 * We can now initialize EGL for that display 976 */ 977 int[] version = new int[2]; 978 if(!mEgl.eglInitialize(mEglDisplay, version)) { 979 throw new RuntimeException("eglInitialize failed"); 980 } 981 mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay); 982 983 /* 984 * Create an EGL context. We want to do this as rarely as we can, because an 985 * EGL context is a somewhat heavy object. 986 */ 987 mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig); 988 if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) { 989 mEglContext = null; 990 throwEglException("createContext"); 991 } 992 if (LOG_EGL) { 993 Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId()); 994 } 995 996 mEglSurface = null; 997 } 998 999 /* 1000 * React to the creation of a new surface by creating and returning an 1001 * OpenGL interface that renders to that surface. 1002 */ 1003 public GL createSurface(SurfaceHolder holder) { 1004 if (LOG_EGL) { 1005 Log.w("EglHelper", "createSurface() tid=" + Thread.currentThread().getId()); 1006 } 1007 /* 1008 * Check preconditions. 1009 */ 1010 if (mEgl == null) { 1011 throw new RuntimeException("egl not initialized"); 1012 } 1013 if (mEglDisplay == null) { 1014 throw new RuntimeException("eglDisplay not initialized"); 1015 } 1016 if (mEglConfig == null) { 1017 throw new RuntimeException("mEglConfig not initialized"); 1018 } 1019 /* 1020 * The window size has changed, so we need to create a new 1021 * surface. 1022 */ 1023 if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { 1024 1025 /* 1026 * Unbind and destroy the old EGL surface, if 1027 * there is one. 1028 */ 1029 mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, 1030 EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); 1031 mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); 1032 } 1033 1034 /* 1035 * Create an EGL surface we can render into. 1036 */ 1037 mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl, 1038 mEglDisplay, mEglConfig, holder); 1039 1040 if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { 1041 int error = mEgl.eglGetError(); 1042 if (error == EGL10.EGL_BAD_NATIVE_WINDOW) { 1043 Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW."); 1044 return null; 1045 } 1046 throwEglException("createWindowSurface", error); 1047 } 1048 1049 /* 1050 * Before we can issue GL commands, we need to make sure 1051 * the context is current and bound to a surface. 1052 */ 1053 if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { 1054 throwEglException("eglMakeCurrent"); 1055 } 1056 1057 GL gl = mEglContext.getGL(); 1058 if (mGLWrapper != null) { 1059 gl = mGLWrapper.wrap(gl); 1060 } 1061 1062 if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) { 1063 int configFlags = 0; 1064 Writer log = null; 1065 if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) { 1066 configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR; 1067 } 1068 if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) { 1069 log = new LogWriter(); 1070 } 1071 gl = GLDebugHelper.wrap(gl, configFlags, log); 1072 } 1073 return gl; 1074 } 1075 1076 public void purgeBuffers() { 1077 mEgl.eglMakeCurrent(mEglDisplay, 1078 EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, 1079 EGL10.EGL_NO_CONTEXT); 1080 mEgl.eglMakeCurrent(mEglDisplay, 1081 mEglSurface, mEglSurface, 1082 mEglContext); 1083 } 1084 1085 /** 1086 * Display the current render surface. 1087 * @return false if the context has been lost. 1088 */ 1089 public boolean swap() { 1090 if (! mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) { 1091 1092 /* 1093 * Check for EGL_CONTEXT_LOST, which means the context 1094 * and all associated data were lost (For instance because 1095 * the device went to sleep). We need to sleep until we 1096 * get a new surface. 1097 */ 1098 int error = mEgl.eglGetError(); 1099 switch(error) { 1100 case EGL11.EGL_CONTEXT_LOST: 1101 return false; 1102 case EGL10.EGL_BAD_NATIVE_WINDOW: 1103 // The native window is bad, probably because the 1104 // window manager has closed it. Ignore this error, 1105 // on the expectation that the application will be closed soon. 1106 Log.e("EglHelper", "eglSwapBuffers returned EGL_BAD_NATIVE_WINDOW. tid=" + Thread.currentThread().getId()); 1107 break; 1108 default: 1109 throwEglException("eglSwapBuffers", error); 1110 } 1111 } 1112 return true; 1113 } 1114 1115 public void destroySurface() { 1116 if (LOG_EGL) { 1117 Log.w("EglHelper", "destroySurface() tid=" + Thread.currentThread().getId()); 1118 } 1119 if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { 1120 mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, 1121 EGL10.EGL_NO_SURFACE, 1122 EGL10.EGL_NO_CONTEXT); 1123 mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); 1124 mEglSurface = null; 1125 } 1126 } 1127 1128 public void finish() { 1129 if (LOG_EGL) { 1130 Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId()); 1131 } 1132 if (mEglContext != null) { 1133 mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); 1134 mEglContext = null; 1135 } 1136 if (mEglDisplay != null) { 1137 mEgl.eglTerminate(mEglDisplay); 1138 mEglDisplay = null; 1139 } 1140 } 1141 1142 private void throwEglException(String function) { 1143 throwEglException(function, mEgl.eglGetError()); 1144 } 1145 1146 private void throwEglException(String function, int error) { 1147 String message = function + " failed: " + EGLLogWrapper.getErrorString(error); 1148 if (LOG_THREADS) { 1149 Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " " + message); 1150 } 1151 throw new RuntimeException(message); 1152 } 1153 1154 EGL10 mEgl; 1155 EGLDisplay mEglDisplay; 1156 EGLSurface mEglSurface; 1157 EGLConfig mEglConfig; 1158 EGLContext mEglContext; 1159 1160 } 1161 1162 /** 1163 * A generic GL Thread. Takes care of initializing EGL and GL. Delegates 1164 * to a Renderer instance to do the actual drawing. Can be configured to 1165 * render continuously or on request. 1166 * 1167 * All potentially blocking synchronization is done through the 1168 * sGLThreadManager object. This avoids multiple-lock ordering issues. 1169 * 1170 */ 1171 class GLThread extends Thread { 1172 GLThread(Renderer renderer) { 1173 super(); 1174 mWidth = 0; 1175 mHeight = 0; 1176 mRequestRender = true; 1177 mRenderMode = RENDERMODE_CONTINUOUSLY; 1178 mRenderer = renderer; 1179 } 1180 1181 @Override 1182 public void run() { 1183 setName("GLThread " + getId()); 1184 if (LOG_THREADS) { 1185 Log.i("GLThread", "starting tid=" + getId()); 1186 } 1187 1188 try { 1189 guardedRun(); 1190 } catch (InterruptedException e) { 1191 // fall thru and exit normally 1192 } finally { 1193 sGLThreadManager.threadExiting(this); 1194 } 1195 } 1196 1197 /* 1198 * This private method should only be called inside a 1199 * synchronized(sGLThreadManager) block. 1200 */ 1201 private void stopEglSurfaceLocked() { 1202 if (mHaveEglSurface) { 1203 mHaveEglSurface = false; 1204 mEglHelper.destroySurface(); 1205 } 1206 } 1207 1208 /* 1209 * This private method should only be called inside a 1210 * synchronized(sGLThreadManager) block. 1211 */ 1212 private void stopEglContextLocked() { 1213 if (mHaveEglContext) { 1214 mEglHelper.finish(); 1215 mHaveEglContext = false; 1216 sGLThreadManager.releaseEglContextLocked(this); 1217 } 1218 } 1219 private void guardedRun() throws InterruptedException { 1220 mEglHelper = new EglHelper(); 1221 mHaveEglContext = false; 1222 mHaveEglSurface = false; 1223 try { 1224 GL10 gl = null; 1225 boolean createEglContext = false; 1226 boolean createEglSurface = false; 1227 boolean lostEglContext = false; 1228 boolean sizeChanged = false; 1229 boolean wantRenderNotification = false; 1230 boolean doRenderNotification = false; 1231 boolean askedToReleaseEglContext = false; 1232 int w = 0; 1233 int h = 0; 1234 Runnable event = null; 1235 1236 while (true) { 1237 synchronized (sGLThreadManager) { 1238 while (true) { 1239 if (mShouldExit) { 1240 return; 1241 } 1242 1243 if (! mEventQueue.isEmpty()) { 1244 event = mEventQueue.remove(0); 1245 break; 1246 } 1247 1248 // Update the pause state. 1249 if (mPaused != mRequestPaused) { 1250 mPaused = mRequestPaused; 1251 sGLThreadManager.notifyAll(); 1252 if (LOG_PAUSE_RESUME) { 1253 Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId()); 1254 } 1255 } 1256 1257 // Do we need to give up the EGL context? 1258 if (mShouldReleaseEglContext) { 1259 if (LOG_SURFACE) { 1260 Log.i("GLThread", "releasing EGL context because asked to tid=" + getId()); 1261 } 1262 stopEglSurfaceLocked(); 1263 stopEglContextLocked(); 1264 mShouldReleaseEglContext = false; 1265 askedToReleaseEglContext = true; 1266 } 1267 1268 // Have we lost the EGL context? 1269 if (lostEglContext) { 1270 stopEglSurfaceLocked(); 1271 stopEglContextLocked(); 1272 lostEglContext = false; 1273 } 1274 1275 // Do we need to release the EGL surface? 1276 if (mHaveEglSurface && mPaused) { 1277 if (LOG_SURFACE) { 1278 Log.i("GLThread", "releasing EGL surface because paused tid=" + getId()); 1279 } 1280 stopEglSurfaceLocked(); 1281 if (!mPreserveEGLContextOnPause || sGLThreadManager.shouldReleaseEGLContextWhenPausing()) { 1282 stopEglContextLocked(); 1283 if (LOG_SURFACE) { 1284 Log.i("GLThread", "releasing EGL context because paused tid=" + getId()); 1285 } 1286 } 1287 if (sGLThreadManager.shouldTerminateEGLWhenPausing()) { 1288 mEglHelper.finish(); 1289 if (LOG_SURFACE) { 1290 Log.i("GLThread", "terminating EGL because paused tid=" + getId()); 1291 } 1292 } 1293 } 1294 1295 // Have we lost the surface view surface? 1296 if ((! mHasSurface) && (! mWaitingForSurface)) { 1297 if (LOG_SURFACE) { 1298 Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId()); 1299 } 1300 if (mHaveEglSurface) { 1301 stopEglSurfaceLocked(); 1302 } 1303 mWaitingForSurface = true; 1304 sGLThreadManager.notifyAll(); 1305 } 1306 1307 // Have we acquired the surface view surface? 1308 if (mHasSurface && mWaitingForSurface) { 1309 if (LOG_SURFACE) { 1310 Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId()); 1311 } 1312 mWaitingForSurface = false; 1313 sGLThreadManager.notifyAll(); 1314 } 1315 1316 if (doRenderNotification) { 1317 if (LOG_SURFACE) { 1318 Log.i("GLThread", "sending render notification tid=" + getId()); 1319 } 1320 wantRenderNotification = false; 1321 doRenderNotification = false; 1322 mRenderComplete = true; 1323 sGLThreadManager.notifyAll(); 1324 } 1325 1326 // Ready to draw? 1327 if (readyToDraw()) { 1328 1329 // If we don't have an EGL context, try to acquire one. 1330 if (! mHaveEglContext) { 1331 if (askedToReleaseEglContext) { 1332 askedToReleaseEglContext = false; 1333 } else if (sGLThreadManager.tryAcquireEglContextLocked(this)) { 1334 try { 1335 mEglHelper.start(); 1336 } catch (RuntimeException t) { 1337 sGLThreadManager.releaseEglContextLocked(this); 1338 throw t; 1339 } 1340 mHaveEglContext = true; 1341 createEglContext = true; 1342 1343 sGLThreadManager.notifyAll(); 1344 } 1345 } 1346 1347 if (mHaveEglContext && !mHaveEglSurface) { 1348 mHaveEglSurface = true; 1349 createEglSurface = true; 1350 sizeChanged = true; 1351 } 1352 1353 if (mHaveEglSurface) { 1354 if (mSizeChanged) { 1355 sizeChanged = true; 1356 w = mWidth; 1357 h = mHeight; 1358 wantRenderNotification = true; 1359 if (LOG_SURFACE) { 1360 Log.i("GLThread", "noticing that we want render notification tid=" + getId()); 1361 } 1362 1363 if (DRAW_TWICE_AFTER_SIZE_CHANGED) { 1364 // We keep mRequestRender true so that we draw twice after the size changes. 1365 // (Once because of mSizeChanged, the second time because of mRequestRender.) 1366 // This forces the updated graphics onto the screen. 1367 } else { 1368 mRequestRender = false; 1369 } 1370 mSizeChanged = false; 1371 } else { 1372 mRequestRender = false; 1373 } 1374 sGLThreadManager.notifyAll(); 1375 break; 1376 } 1377 } 1378 1379 // By design, this is the only place in a GLThread thread where we wait(). 1380 if (LOG_THREADS) { 1381 Log.i("GLThread", "waiting tid=" + getId() 1382 + " mHaveEglContext: " + mHaveEglContext 1383 + " mHaveEglSurface: " + mHaveEglSurface 1384 + " mPaused: " + mPaused 1385 + " mHasSurface: " + mHasSurface 1386 + " mWaitingForSurface: " + mWaitingForSurface 1387 + " mWidth: " + mWidth 1388 + " mHeight: " + mHeight 1389 + " mRequestRender: " + mRequestRender 1390 + " mRenderMode: " + mRenderMode); 1391 } 1392 sGLThreadManager.wait(); 1393 } 1394 } // end of synchronized(sGLThreadManager) 1395 1396 if (event != null) { 1397 event.run(); 1398 event = null; 1399 continue; 1400 } 1401 1402 if (createEglSurface) { 1403 if (LOG_SURFACE) { 1404 Log.w("GLThread", "egl createSurface"); 1405 } 1406 gl = (GL10) mEglHelper.createSurface(getHolder()); 1407 if (gl == null) { 1408 // Couldn't create a surface. Quit quietly. 1409 break; 1410 } 1411 sGLThreadManager.checkGLDriver(gl); 1412 createEglSurface = false; 1413 } 1414 1415 if (createEglContext) { 1416 if (LOG_RENDERER) { 1417 Log.w("GLThread", "onSurfaceCreated"); 1418 } 1419 mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig); 1420 createEglContext = false; 1421 } 1422 1423 if (sizeChanged) { 1424 if (LOG_RENDERER) { 1425 Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")"); 1426 } 1427 mEglHelper.purgeBuffers(); 1428 mRenderer.onSurfaceChanged(gl, w, h); 1429 sizeChanged = false; 1430 } 1431 1432 if (LOG_RENDERER_DRAW_FRAME) { 1433 Log.w("GLThread", "onDrawFrame tid=" + getId()); 1434 } 1435 mRenderer.onDrawFrame(gl); 1436 if (!mEglHelper.swap()) { 1437 if (LOG_SURFACE) { 1438 Log.i("GLThread", "egl context lost tid=" + getId()); 1439 } 1440 lostEglContext = true; 1441 } 1442 1443 if (wantRenderNotification) { 1444 doRenderNotification = true; 1445 } 1446 } 1447 1448 } finally { 1449 /* 1450 * clean-up everything... 1451 */ 1452 synchronized (sGLThreadManager) { 1453 stopEglSurfaceLocked(); 1454 stopEglContextLocked(); 1455 } 1456 } 1457 } 1458 1459 public boolean ableToDraw() { 1460 return mHaveEglContext && mHaveEglSurface && readyToDraw(); 1461 } 1462 1463 private boolean readyToDraw() { 1464 return (!mPaused) && mHasSurface 1465 && (mWidth > 0) && (mHeight > 0) 1466 && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY)); 1467 } 1468 1469 public void setRenderMode(int renderMode) { 1470 if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) { 1471 throw new IllegalArgumentException("renderMode"); 1472 } 1473 synchronized(sGLThreadManager) { 1474 mRenderMode = renderMode; 1475 sGLThreadManager.notifyAll(); 1476 } 1477 } 1478 1479 public int getRenderMode() { 1480 synchronized(sGLThreadManager) { 1481 return mRenderMode; 1482 } 1483 } 1484 1485 public void requestRender() { 1486 synchronized(sGLThreadManager) { 1487 mRequestRender = true; 1488 sGLThreadManager.notifyAll(); 1489 } 1490 } 1491 1492 public void surfaceCreated() { 1493 synchronized(sGLThreadManager) { 1494 if (LOG_THREADS) { 1495 Log.i("GLThread", "surfaceCreated tid=" + getId()); 1496 } 1497 mHasSurface = true; 1498 sGLThreadManager.notifyAll(); 1499 while((mWaitingForSurface) && (!mExited)) { 1500 try { 1501 sGLThreadManager.wait(); 1502 } catch (InterruptedException e) { 1503 Thread.currentThread().interrupt(); 1504 } 1505 } 1506 } 1507 } 1508 1509 public void surfaceDestroyed() { 1510 synchronized(sGLThreadManager) { 1511 if (LOG_THREADS) { 1512 Log.i("GLThread", "surfaceDestroyed tid=" + getId()); 1513 } 1514 mHasSurface = false; 1515 sGLThreadManager.notifyAll(); 1516 while((!mWaitingForSurface) && (!mExited)) { 1517 try { 1518 sGLThreadManager.wait(); 1519 } catch (InterruptedException e) { 1520 Thread.currentThread().interrupt(); 1521 } 1522 } 1523 } 1524 } 1525 1526 public void onPause() { 1527 synchronized (sGLThreadManager) { 1528 if (LOG_PAUSE_RESUME) { 1529 Log.i("GLThread", "onPause tid=" + getId()); 1530 } 1531 mRequestPaused = true; 1532 sGLThreadManager.notifyAll(); 1533 while ((! mExited) && (! mPaused)) { 1534 if (LOG_PAUSE_RESUME) { 1535 Log.i("Main thread", "onPause waiting for mPaused."); 1536 } 1537 try { 1538 sGLThreadManager.wait(); 1539 } catch (InterruptedException ex) { 1540 Thread.currentThread().interrupt(); 1541 } 1542 } 1543 } 1544 } 1545 1546 public void onResume() { 1547 synchronized (sGLThreadManager) { 1548 if (LOG_PAUSE_RESUME) { 1549 Log.i("GLThread", "onResume tid=" + getId()); 1550 } 1551 mRequestPaused = false; 1552 mRequestRender = true; 1553 mRenderComplete = false; 1554 sGLThreadManager.notifyAll(); 1555 while ((! mExited) && mPaused && (!mRenderComplete)) { 1556 if (LOG_PAUSE_RESUME) { 1557 Log.i("Main thread", "onResume waiting for !mPaused."); 1558 } 1559 try { 1560 sGLThreadManager.wait(); 1561 } catch (InterruptedException ex) { 1562 Thread.currentThread().interrupt(); 1563 } 1564 } 1565 } 1566 } 1567 1568 public void onWindowResize(int w, int h) { 1569 synchronized (sGLThreadManager) { 1570 mWidth = w; 1571 mHeight = h; 1572 mSizeChanged = true; 1573 mRequestRender = true; 1574 mRenderComplete = false; 1575 sGLThreadManager.notifyAll(); 1576 1577 // Wait for thread to react to resize and render a frame 1578 while (! mExited && !mPaused && !mRenderComplete 1579 && (mGLThread != null && mGLThread.ableToDraw())) { 1580 if (LOG_SURFACE) { 1581 Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + mGLThread.getId()); 1582 } 1583 try { 1584 sGLThreadManager.wait(); 1585 } catch (InterruptedException ex) { 1586 Thread.currentThread().interrupt(); 1587 } 1588 } 1589 } 1590 } 1591 1592 public void requestExitAndWait() { 1593 // don't call this from GLThread thread or it is a guaranteed 1594 // deadlock! 1595 synchronized(sGLThreadManager) { 1596 mShouldExit = true; 1597 sGLThreadManager.notifyAll(); 1598 while (! mExited) { 1599 try { 1600 sGLThreadManager.wait(); 1601 } catch (InterruptedException ex) { 1602 Thread.currentThread().interrupt(); 1603 } 1604 } 1605 } 1606 } 1607 1608 public void requestReleaseEglContextLocked() { 1609 mShouldReleaseEglContext = true; 1610 sGLThreadManager.notifyAll(); 1611 } 1612 1613 /** 1614 * Queue an "event" to be run on the GL rendering thread. 1615 * @param r the runnable to be run on the GL rendering thread. 1616 */ 1617 public void queueEvent(Runnable r) { 1618 if (r == null) { 1619 throw new IllegalArgumentException("r must not be null"); 1620 } 1621 synchronized(sGLThreadManager) { 1622 mEventQueue.add(r); 1623 sGLThreadManager.notifyAll(); 1624 } 1625 } 1626 1627 // Once the thread is started, all accesses to the following member 1628 // variables are protected by the sGLThreadManager monitor 1629 private boolean mShouldExit; 1630 private boolean mExited; 1631 private boolean mRequestPaused; 1632 private boolean mPaused; 1633 private boolean mHasSurface; 1634 private boolean mWaitingForSurface; 1635 private boolean mHaveEglContext; 1636 private boolean mHaveEglSurface; 1637 private boolean mShouldReleaseEglContext; 1638 private int mWidth; 1639 private int mHeight; 1640 private int mRenderMode; 1641 private boolean mRequestRender; 1642 private boolean mRenderComplete; 1643 private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>(); 1644 1645 // End of member variables protected by the sGLThreadManager monitor. 1646 1647 private Renderer mRenderer; 1648 private EglHelper mEglHelper; 1649 } 1650 1651 static class LogWriter extends Writer { 1652 1653 @Override public void close() { 1654 flushBuilder(); 1655 } 1656 1657 @Override public void flush() { 1658 flushBuilder(); 1659 } 1660 1661 @Override public void write(char[] buf, int offset, int count) { 1662 for(int i = 0; i < count; i++) { 1663 char c = buf[offset + i]; 1664 if ( c == '\n') { 1665 flushBuilder(); 1666 } 1667 else { 1668 mBuilder.append(c); 1669 } 1670 } 1671 } 1672 1673 private void flushBuilder() { 1674 if (mBuilder.length() > 0) { 1675 Log.v("GLSurfaceView", mBuilder.toString()); 1676 mBuilder.delete(0, mBuilder.length()); 1677 } 1678 } 1679 1680 private StringBuilder mBuilder = new StringBuilder(); 1681 } 1682 1683 1684 private void checkRenderThreadState() { 1685 if (mGLThread != null) { 1686 throw new IllegalStateException( 1687 "setRenderer has already been called for this instance."); 1688 } 1689 } 1690 1691 private static class GLThreadManager { 1692 private static String TAG = "GLThreadManager"; 1693 1694 public synchronized void threadExiting(GLThread thread) { 1695 if (LOG_THREADS) { 1696 Log.i("GLThread", "exiting tid=" + thread.getId()); 1697 } 1698 thread.mExited = true; 1699 if (mEglOwner == thread) { 1700 mEglOwner = null; 1701 } 1702 notifyAll(); 1703 } 1704 1705 /* 1706 * Tries once to acquire the right to use an EGL 1707 * context. Does not block. Requires that we are already 1708 * in the sGLThreadManager monitor when this is called. 1709 * 1710 * @return true if the right to use an EGL context was acquired. 1711 */ 1712 public boolean tryAcquireEglContextLocked(GLThread thread) { 1713 if (mEglOwner == thread || mEglOwner == null) { 1714 mEglOwner = thread; 1715 notifyAll(); 1716 return true; 1717 } 1718 checkGLESVersion(); 1719 if (mMultipleGLESContextsAllowed) { 1720 return true; 1721 } 1722 // Notify the owning thread that it should release the context. 1723 // TODO: implement a fairness policy. Currently 1724 // if the owning thread is drawing continuously it will just 1725 // reacquire the EGL context. 1726 if (mEglOwner != null) { 1727 mEglOwner.requestReleaseEglContextLocked(); 1728 } 1729 return false; 1730 } 1731 1732 /* 1733 * Releases the EGL context. Requires that we are already in the 1734 * sGLThreadManager monitor when this is called. 1735 */ 1736 public void releaseEglContextLocked(GLThread thread) { 1737 if (mEglOwner == thread) { 1738 mEglOwner = null; 1739 } 1740 notifyAll(); 1741 } 1742 1743 public synchronized boolean shouldReleaseEGLContextWhenPausing() { 1744 // Release the EGL context when pausing even if 1745 // the hardware supports multiple EGL contexts. 1746 // Otherwise the device could run out of EGL contexts. 1747 return mLimitedGLESContexts; 1748 } 1749 1750 public synchronized boolean shouldTerminateEGLWhenPausing() { 1751 checkGLESVersion(); 1752 return !mMultipleGLESContextsAllowed; 1753 } 1754 1755 public synchronized void checkGLDriver(GL10 gl) { 1756 if (! mGLESDriverCheckComplete) { 1757 checkGLESVersion(); 1758 String renderer = gl.glGetString(GL10.GL_RENDERER); 1759 if (mGLESVersion < kGLES_20) { 1760 mMultipleGLESContextsAllowed = 1761 ! renderer.startsWith(kMSM7K_RENDERER_PREFIX); 1762 notifyAll(); 1763 } 1764 mLimitedGLESContexts = !mMultipleGLESContextsAllowed || renderer.startsWith(kADRENO); 1765 if (LOG_SURFACE) { 1766 Log.w(TAG, "checkGLDriver renderer = \"" + renderer + "\" multipleContextsAllowed = " 1767 + mMultipleGLESContextsAllowed 1768 + " mLimitedGLESContexts = " + mLimitedGLESContexts); 1769 } 1770 mGLESDriverCheckComplete = true; 1771 } 1772 } 1773 1774 private void checkGLESVersion() { 1775 if (! mGLESVersionCheckComplete) { 1776 mGLESVersion = SystemProperties.getInt( 1777 "ro.opengles.version", 1778 ConfigurationInfo.GL_ES_VERSION_UNDEFINED); 1779 if (mGLESVersion >= kGLES_20) { 1780 mMultipleGLESContextsAllowed = true; 1781 } 1782 if (LOG_SURFACE) { 1783 Log.w(TAG, "checkGLESVersion mGLESVersion =" + 1784 " " + mGLESVersion + " mMultipleGLESContextsAllowed = " + mMultipleGLESContextsAllowed); 1785 } 1786 mGLESVersionCheckComplete = true; 1787 } 1788 } 1789 1790 private boolean mGLESVersionCheckComplete; 1791 private int mGLESVersion; 1792 private boolean mGLESDriverCheckComplete; 1793 private boolean mMultipleGLESContextsAllowed; 1794 private boolean mLimitedGLESContexts; 1795 private static final int kGLES_20 = 0x20000; 1796 private static final String kMSM7K_RENDERER_PREFIX = 1797 "Q3Dimension MSM7500 "; 1798 private static final String kADRENO = "Adreno"; 1799 private GLThread mEglOwner; 1800 } 1801 1802 private static final GLThreadManager sGLThreadManager = new GLThreadManager(); 1803 private boolean mSizeChanged = true; 1804 1805 private GLThread mGLThread; 1806 private Renderer mRenderer; 1807 private boolean mDetached; 1808 private EGLConfigChooser mEGLConfigChooser; 1809 private EGLContextFactory mEGLContextFactory; 1810 private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; 1811 private GLWrapper mGLWrapper; 1812 private int mDebugFlags; 1813 private int mEGLContextClientVersion; 1814 private boolean mPreserveEGLContextOnPause; 1815} 1816