GLSurfaceView.java revision 722a96cbb4236fa8b4d84f7b1e1b64b30e656cd0
1/*
2 * Copyright (C) 2008 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17package android.opengl;
18
19import java.io.Writer;
20import java.util.ArrayList;
21import java.util.concurrent.Semaphore;
22
23import javax.microedition.khronos.egl.EGL10;
24import javax.microedition.khronos.egl.EGL11;
25import javax.microedition.khronos.egl.EGLConfig;
26import javax.microedition.khronos.egl.EGLContext;
27import javax.microedition.khronos.egl.EGLDisplay;
28import javax.microedition.khronos.egl.EGLSurface;
29import javax.microedition.khronos.opengles.GL;
30import javax.microedition.khronos.opengles.GL10;
31
32import android.content.Context;
33import android.util.AttributeSet;
34import android.util.Log;
35import android.view.SurfaceHolder;
36import android.view.SurfaceView;
37
38/**
39 * An implementation of SurfaceView that uses the dedicated surface for
40 * displaying OpenGL rendering.
41 * <p>
42 * A GLSurfaceView provides the following features:
43 * <p>
44 * <ul>
45 * <li>Manages a surface, which is a special piece of memory that can be
46 * composited into the Android view system.
47 * <li>Manages an EGL display, which enables OpenGL to render into a surface.
48 * <li>Accepts a user-provided Renderer object that does the actual rendering.
49 * <li>Renders on a dedicated thread to decouple rendering performance from the
50 * UI thread.
51 * <li>Supports both on-demand and continuous rendering.
52 * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
53 * </ul>
54 *
55 * <h3>Using GLSurfaceView</h3>
56 * <p>
57 * Typically you use GLSurfaceView by subclassing it and overriding one or more of the
58 * View system input event methods. If your application does not need to override event
59 * methods then GLSurfaceView can be used as-is. For the most part
60 * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
61 * For example, unlike a regular View, drawing is delegated to a separate Renderer object which
62 * is registered with the GLSurfaceView
63 * using the {@link #setRenderer(Renderer)} call.
64 * <p>
65 * <h3>Initializing GLSurfaceView</h3>
66 * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}.
67 * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
68 * more of these methods before calling setRenderer:
69 * <ul>
70 * <li>{@link #setDebugFlags(int)}
71 * <li>{@link #setEGLConfigChooser(boolean)}
72 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
73 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
74 * <li>{@link #setGLWrapper(GLWrapper)}
75 * </ul>
76 * <p>
77 * <h4>Choosing an EGL Configuration</h4>
78 * A given Android device may support multiple possible types of drawing surfaces.
79 * The available surfaces may differ in how may channels of data are present, as
80 * well as how many bits are allocated to each channel. Therefore, the first thing
81 * GLSurfaceView has to do when starting to render is choose what type of surface to use.
82 * <p>
83 * By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface
84 * with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example,
85 * if you do not need a depth buffer) you can override the default behavior by calling one of the
86 * setEGLConfigChooser methods.
87 * <p>
88 * <h4>Debug Behavior</h4>
89 * You can optionally modify the behavior of GLSurfaceView by calling
90 * one or more of the debugging methods {@link #setDebugFlags(int)},
91 * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
92 * typically they are called before setRenderer so that they take effect immediately.
93 * <p>
94 * <h4>Setting a Renderer</h4>
95 * Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
96 * The renderer is
97 * responsible for doing the actual OpenGL rendering.
98 * <p>
99 * <h3>Rendering Mode</h3>
100 * Once the renderer is set, you can control whether the renderer draws
101 * continuously or on-demand by calling
102 * {@link #setRenderMode}. The default is continuous rendering.
103 * <p>
104 * <h3>Activity Life-cycle</h3>
105 * A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients
106 * are required to call {@link #onPause()} when the activity pauses and
107 * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to
108 * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
109 * the OpenGL display.
110 * <p>
111 * <h3>Handling events</h3>
112 * <p>
113 * To handle an event you will typically subclass GLSurfaceView and override the
114 * appropriate method, just as you would with any other View. However, when handling
115 * the event, you may need to communicate with the Renderer object
116 * that's running in the rendering thread. You can do this using any
117 * standard Java cross-thread communication mechanism. In addition,
118 * one relatively easy way to communicate with your renderer is
119 * to call
120 * {@link #queueEvent(Runnable)}. For example:
121 * <pre class="prettyprint">
122 * class MyGLSurfaceView extends GLSurfaceView {
123 *
124 *     private MyRenderer mMyRenderer;
125 *
126 *     public void start() {
127 *         mMyRenderer = ...;
128 *         setRenderer(mMyRenderer);
129 *     }
130 *
131 *     public boolean onKeyDown(int keyCode, KeyEvent event) {
132 *         if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
133 *             queueEvent(new Runnable() {
134 *                 // This method will be called on the rendering
135 *                 // thread:
136 *                 public void run() {
137 *                     mMyRenderer.handleDpadCenter();
138 *                 }});
139 *             return true;
140 *         }
141 *         return super.onKeyDown(keyCode, event);
142 *     }
143 * }
144 * </pre>
145 *
146 */
147public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
148    /**
149     * The renderer only renders
150     * when the surface is created, or when {@link #requestRender} is called.
151     *
152     * @see #getRenderMode()
153     * @see #setRenderMode(int)
154     */
155    public final static int RENDERMODE_WHEN_DIRTY = 0;
156    /**
157     * The renderer is called
158     * continuously to re-render the scene.
159     *
160     * @see #getRenderMode()
161     * @see #setRenderMode(int)
162     * @see #requestRender()
163     */
164    public final static int RENDERMODE_CONTUOUSLY = 1;
165
166    /**
167     * Check glError() after every GL call and throw an exception if glError indicates
168     * that an error has occurred. This can be used to help track down which OpenGL ES call
169     * is causing an error.
170     *
171     * @see #getDebugFlags
172     * @see #setDebugFlags
173     */
174    public final static int DEBUG_CHECK_GL_ERROR = 1;
175
176    /**
177     * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
178     *
179     * @see #getDebugFlags
180     * @see #setDebugFlags
181     */
182    public final static int DEBUG_LOG_GL_CALLS = 2;
183
184    /**
185     * Standard View constructor. In order to render something, you
186     * must call {@link #setRenderer} to register a renderer.
187     */
188    public GLSurfaceView(Context context) {
189        super(context);
190        init();
191    }
192
193    /**
194     * Standard View constructor. In order to render something, you
195     * must call {@link #setRenderer} to register a renderer.
196     */
197    public GLSurfaceView(Context context, AttributeSet attrs) {
198        super(context, attrs);
199        init();
200    }
201
202    private void init() {
203        // Install a SurfaceHolder.Callback so we get notified when the
204        // underlying surface is created and destroyed
205        SurfaceHolder holder = getHolder();
206        holder.addCallback(this);
207        holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
208    }
209
210    /**
211     * Set the glWrapper. If the glWrapper is not null, its
212     * {@link GLWrapper#wrap(GL)} method is called
213     * whenever a surface is created. A GLWrapper can be used to wrap
214     * the GL object that's passed to the renderer. Wrapping a GL
215     * object enables examining and modifying the behavior of the
216     * GL calls made by the renderer.
217     * <p>
218     * Wrapping is typically used for debugging purposes.
219     * <p>
220     * The default value is null.
221     * @param glWrapper the new GLWrapper
222     */
223    public void setGLWrapper(GLWrapper glWrapper) {
224        mGLWrapper = glWrapper;
225    }
226
227    /**
228     * Set the debug flags to a new value. The value is
229     * constructed by OR-together zero or more
230     * of the DEBUG_CHECK_* constants. The debug flags take effect
231     * whenever a surface is created. The default value is zero.
232     * @param debugFlags the new debug flags
233     * @see #DEBUG_CHECK_GL_ERROR
234     * @see #DEBUG_LOG_GL_CALLS
235     */
236    public void setDebugFlags(int debugFlags) {
237        mDebugFlags = debugFlags;
238    }
239
240    /**
241     * Get the current value of the debug flags.
242     * @return the current value of the debug flags.
243     */
244    public int getDebugFlags() {
245        return mDebugFlags;
246    }
247
248    /**
249     * Set the renderer associated with this view. Also starts the thread that
250     * will call the renderer, which in turn causes the rendering to start.
251     * <p>This method should be called once and only once in the life-cycle of
252     * a GLSurfaceView.
253     * <p>The following GLSurfaceView methods can only be called <em>before</em>
254     * setRenderer is called:
255     * <ul>
256     * <li>{@link #setEGLConfigChooser(boolean)}
257     * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
258     * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
259     * </ul>
260     * <p>
261     * The following GLSurfaceView methods can only be called <em>after</em>
262     * setRenderer is called:
263     * <ul>
264     * <li>{@link #getRenderMode()}
265     * <li>{@link #onPause()}
266     * <li>{@link #onResume()}
267     * <li>{@link #queueEvent(Runnable)}
268     * <li>{@link #requestRender()}
269     * <li>{@link #setRenderMode(int)}
270     * </ul>
271     *
272     * @param renderer the renderer to use to perform OpenGL drawing.
273     */
274    public void setRenderer(Renderer renderer) {
275        if (mGLThread != null) {
276            throw new IllegalStateException(
277                    "setRenderer has already been called for this instance.");
278        }
279        if (mEGLConfigChooser == null) {
280            mEGLConfigChooser = new SimpleEGLConfigChooser(true);
281        }
282        mGLThread = new GLThread(renderer);
283        mGLThread.start();
284    }
285
286    /**
287     * Install a custom EGLConfigChooser.
288     * <p>If this method is
289     * called, it must be called before {@link #setRenderer(Renderer)}
290     * is called.
291     * <p>
292     * If no setEGLConfigChooser method is called, then by default the
293     * view will choose a config as close to 16-bit RGB as possible, with
294     * a depth buffer as close to 16 bits as possible.
295     * @param configChooser
296     */
297    public void setEGLConfigChooser(EGLConfigChooser configChooser) {
298        if (mGLThread != null) {
299            throw new IllegalStateException(
300                    "setRenderer has already been called for this instance.");
301        }
302        mEGLConfigChooser = configChooser;
303    }
304
305    /**
306     * Install a config chooser which will choose a config
307     * as close to 16-bit RGB as possible, with or without an optional depth
308     * buffer as close to 16-bits as possible.
309     * <p>If this method is
310     * called, it must be called before {@link #setRenderer(Renderer)}
311     * is called.
312     * <p>
313      * If no setEGLConfigChooser method is called, then by default the
314     * view will choose a config as close to 16-bit RGB as possible, with
315     * a depth buffer as close to 16 bits as possible.
316     *
317     * @param needDepth
318     */
319    public void setEGLConfigChooser(boolean needDepth) {
320        setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
321    }
322
323    /**
324     * Install a config chooser which will choose a config
325     * with at least the specified component sizes, and as close
326     * to the specified component sizes as possible.
327     * <p>If this method is
328     * called, it must be called before {@link #setRenderer(Renderer)}
329     * is called.
330     * <p>
331     * If no setEGLConfigChooser method is called, then by default the
332     * view will choose a config as close to 16-bit RGB as possible, with
333     * a depth buffer as close to 16 bits as possible.
334     *
335     */
336    public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
337            int alphaSize, int depthSize, int stencilSize) {
338        setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
339                blueSize, alphaSize, depthSize, stencilSize));
340    }
341    /**
342     * Set the rendering mode. When renderMode is
343     * RENDERMODE_CONTUOUSLY, the renderer is called
344     * repeatedly to re-render the scene. When renderMode
345     * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
346     * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTUOUSLY.
347     * <p>
348     * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
349     * by allowing the GPU and CPU to idle when the view does not need to be updated.
350     * <p>
351     * This method can only be called after {@link #setRenderer(Renderer)}
352     *
353     * @param renderMode one of the RENDERMODE_X constants
354     * @see #RENDERMODE_CONTUOUSLY
355     * @see #RENDERMODE_WHEN_DIRTY
356     */
357    public void setRenderMode(int renderMode) {
358        mGLThread.setRenderMode(renderMode);
359    }
360
361    /**
362     * Get the current rendering mode. May be called
363     * from any thread. Must not be called before a renderer has been set.
364     * @return the current rendering mode.
365     * @see #RENDERMODE_CONTUOUSLY
366     * @see #RENDERMODE_WHEN_DIRTY
367     */
368    public int getRenderMode() {
369        return mGLThread.getRenderMode();
370    }
371
372    /**
373     * Request that the renderer render a frame.
374     * This method is typically used when the render mode has been set to
375     * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
376     * May be called
377     * from any thread. Must not be called before a renderer has been set.
378     */
379    public void requestRender() {
380        mGLThread.requestRender();
381    }
382
383    /**
384     * This method is part of the SurfaceHolder.Callback interface, and is
385     * not normally called or subclassed by clients of GLSurfaceView.
386     */
387    public void surfaceCreated(SurfaceHolder holder) {
388        mGLThread.surfaceCreated();
389    }
390
391    /**
392     * This method is part of the SurfaceHolder.Callback interface, and is
393     * not normally called or subclassed by clients of GLSurfaceView.
394     */
395    public void surfaceDestroyed(SurfaceHolder holder) {
396        // Surface will be destroyed when we return
397        mGLThread.surfaceDestroyed();
398    }
399
400    /**
401     * This method is part of the SurfaceHolder.Callback interface, and is
402     * not normally called or subclassed by clients of GLSurfaceView.
403     */
404    public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
405        mGLThread.onWindowResize(w, h);
406    }
407
408    /**
409     * Inform the view that the activity is paused. The owner of this view must
410     * call this method when the activity is paused. Calling this method will
411     * pause the rendering thread.
412     * Must not be called before a renderer has been set.
413     */
414    public void onPause() {
415        mGLThread.onPause();
416    }
417
418    /**
419     * Inform the view that the activity is resumed. The owner of this view must
420     * call this method when the activity is resumed. Calling this method will
421     * recreate the OpenGL display and resume the rendering
422     * thread.
423     * Must not be called before a renderer has been set.
424     */
425    public void onResume() {
426        mGLThread.onResume();
427    }
428
429    /**
430     * Queue a runnable to be run on the GL rendering thread. This can be used
431     * to communicate with the Renderer on the rendering thread.
432     * Must not be called before a renderer has been set.
433     * @param r the runnable to be run on the GL rendering thread.
434     */
435    public void queueEvent(Runnable r) {
436        mGLThread.queueEvent(r);
437    }
438
439    /**
440     * This method is used as part of the View class and is not normally
441     * called or subclassed by clients of GLSurfaceView.
442     * Must not be called before a renderer has been set.
443     */
444    @Override
445    protected void onDetachedFromWindow() {
446        super.onDetachedFromWindow();
447        mGLThread.requestExitAndWait();
448    }
449
450    // ----------------------------------------------------------------------
451
452    /**
453     * An interface used to wrap a GL interface.
454     * <p>Typically
455     * used for implementing debugging and tracing on top of the default
456     * GL interface. You would typically use this by creating your own class
457     * that implemented all the GL methods by delegating to another GL instance.
458     * Then you could add your own behavior before or after calling the
459     * delegate. All the GLWrapper would do was instantiate and return the
460     * wrapper GL instance:
461     * <pre class="prettyprint">
462     * class MyGLWrapper implements GLWrapper {
463     *     GL wrap(GL gl) {
464     *         return new MyGLImplementation(gl);
465     *     }
466     *     static class MyGLImplementation implements GL,GL10,GL11,... {
467     *         ...
468     *     }
469     * }
470     * </pre>
471     * @see #setGLWrapper(GLWrapper)
472     */
473    public interface GLWrapper {
474        /**
475         * Wraps a gl interface in another gl interface.
476         * @param gl a GL interface that is to be wrapped.
477         * @return either the input argument or another GL object that wraps the input argument.
478         */
479        GL wrap(GL gl);
480    }
481
482    /**
483     * A generic renderer interface.
484     * <p>
485     * The renderer is responsible for making OpenGL calls to render a frame.
486     * <p>
487     * GLSurfaceView clients typically create their own classes that implement
488     * this interface, and then call {@link GLSurfaceView#setRenderer} to
489     * register the renderer with the GLSurfaceView.
490     * <p>
491     * <h3>Threading</h3>
492     * The renderer will be called on a separate thread, so that rendering
493     * performance is decoupled from the UI thread. Clients typically need to
494     * communicate with the renderer from the UI thread, because that's where
495     * input events are received. Clients can communicate using any of the
496     * standard Java techniques for cross-thread communication, or they can
497     * use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
498     * <p>
499     * <h3>EGL Context Lost</h3>
500     * There are situations where the EGL rendering context will be lost. This
501     * typically happens when device wakes up after going to sleep. When
502     * the EGL context is lost, all OpenGL resources (such as textures) that are
503     * associated with that context will be automatically deleted. In order to
504     * keep rendering correctly, a renderer must recreate any lost resources
505     * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
506     * is a convenient place to do this.
507     *
508     *
509     * @see #setRenderer(Renderer)
510     */
511    public interface Renderer {
512        /**
513         * Called when the surface is created or recreated.
514         * <p>
515         * Called when the rendering thread
516         * starts and whenever the EGL context is lost. The context will typically
517         * be lost when the Android device awakes after going to sleep.
518         * <p>
519         * Since this method is called at the beginning of rendering, as well as
520         * every time the EGL context is lost, this method is a convenient place to put
521         * code to create resources that need to be created when the rendering
522         * starts, and that need to be recreated when the EGL context is lost.
523         * Textures are an example of a resource that you might want to create
524         * here.
525         * <p>
526         * Note that when the EGL context is lost, all OpenGL resources associated
527         * with that context will be automatically deleted. You do not need to call
528         * the corresponding "glDelete" methods such as glDeleteTextures to
529         * manually delete these lost resources.
530         * <p>
531         * @param gl the GL interface. Use <code>instanceof</code> to
532         * test if the interface supports GL11 or higher interfaces.
533         * @param config the EGLConfig of the created surface. Can be used
534         * to create matching pbuffers.
535         */
536        void onSurfaceCreated(GL10 gl, EGLConfig config);
537
538        /**
539         * Called when the surface changed size.
540         * <p>
541         * Called after the surface is created and whenever
542         * the OpenGL ES surface size changes.
543         * <p>
544         * Typically you will set your viewport here. If your camera
545         * is fixed then you could also set your projection matrix here:
546         * <pre class="prettyprint">
547         * void onSurfaceChanged(GL10 gl, int width, int height) {
548         *     gl.glViewport(0, 0, width, height);
549         *     // for a fixed camera, set the projection too
550         *     float ratio = (float) width / height;
551         *     gl.glMatrixMode(GL10.GL_PROJECTION);
552         *     gl.glLoadIdentity();
553         *     gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
554         * }
555         * </pre>
556         * @param gl the GL interface. Use <code>instanceof</code> to
557         * test if the interface supports GL11 or higher interfaces.
558         * @param width
559         * @param height
560         */
561        void onSurfaceChanged(GL10 gl, int width, int height);
562
563        /**
564         * Called to draw the current frame.
565         * <p>
566         * This method is responsible for drawing the current frame.
567         * <p>
568         * The implementation of this method typically looks like this:
569         * <pre class="prettyprint">
570         * void onDrawFrame(GL10 gl) {
571         *     gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
572         *     //... other gl calls to render the scene ...
573         * }
574         * </pre>
575         * @param gl the GL interface. Use <code>instanceof</code> to
576         * test if the interface supports GL11 or higher interfaces.
577         */
578        void onDrawFrame(GL10 gl);
579    }
580
581    /**
582     * An interface for choosing an EGLConfig configuration from a list of
583     * potential configurations.
584     * <p>
585     * This interface must be implemented by clients wishing to call
586     * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
587     */
588    public interface EGLConfigChooser {
589        /**
590         * Choose a configuration from the list. Implementors typically
591         * implement this method by calling
592         * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
593         * EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
594         * @param egl the EGL10 for the current display.
595         * @param display the current display.
596         * @return the chosen configuration.
597         */
598        EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
599    }
600
601    private static abstract class BaseConfigChooser
602            implements EGLConfigChooser {
603        public BaseConfigChooser(int[] configSpec) {
604            mConfigSpec = configSpec;
605        }
606        public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
607            int[] num_config = new int[1];
608            egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config);
609
610            int numConfigs = num_config[0];
611
612            if (numConfigs <= 0) {
613                throw new IllegalArgumentException(
614                        "No configs match configSpec");
615            }
616
617            EGLConfig[] configs = new EGLConfig[numConfigs];
618            egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
619                    num_config);
620            EGLConfig config = chooseConfig(egl, display, configs);
621            if (config == null) {
622                throw new IllegalArgumentException("No config chosen");
623            }
624            return config;
625        }
626
627        abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
628                EGLConfig[] configs);
629
630        protected int[] mConfigSpec;
631    }
632
633    private static class ComponentSizeChooser extends BaseConfigChooser {
634        public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
635                int alphaSize, int depthSize, int stencilSize) {
636            super(new int[] {
637                    EGL10.EGL_RED_SIZE, redSize,
638                    EGL10.EGL_GREEN_SIZE, greenSize,
639                    EGL10.EGL_BLUE_SIZE, blueSize,
640                    EGL10.EGL_ALPHA_SIZE, alphaSize,
641                    EGL10.EGL_DEPTH_SIZE, depthSize,
642                    EGL10.EGL_STENCIL_SIZE, stencilSize,
643                    EGL10.EGL_NONE});
644            mValue = new int[1];
645            mRedSize = redSize;
646            mGreenSize = greenSize;
647            mBlueSize = blueSize;
648            mAlphaSize = alphaSize;
649            mDepthSize = depthSize;
650            mStencilSize = stencilSize;
651       }
652
653        @Override
654        public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
655                EGLConfig[] configs) {
656            EGLConfig closestConfig = null;
657            int closestDistance = 1000;
658            for(EGLConfig config : configs) {
659                int r = findConfigAttrib(egl, display, config,
660                        EGL10.EGL_RED_SIZE, 0);
661                int g = findConfigAttrib(egl, display, config,
662                         EGL10.EGL_GREEN_SIZE, 0);
663                int b = findConfigAttrib(egl, display, config,
664                          EGL10.EGL_BLUE_SIZE, 0);
665                int a = findConfigAttrib(egl, display, config,
666                        EGL10.EGL_ALPHA_SIZE, 0);
667                int d = findConfigAttrib(egl, display, config,
668                        EGL10.EGL_DEPTH_SIZE, 0);
669                int s = findConfigAttrib(egl, display, config,
670                        EGL10.EGL_STENCIL_SIZE, 0);
671                int distance = Math.abs(r - mRedSize)
672                    + Math.abs(g - mGreenSize)
673                    + Math.abs(b - mBlueSize) + Math.abs(a - mAlphaSize)
674                    + Math.abs(d - mDepthSize) + Math.abs(s - mStencilSize);
675                if (distance < closestDistance) {
676                    closestDistance = distance;
677                    closestConfig = config;
678                }
679            }
680            return closestConfig;
681        }
682
683        private int findConfigAttrib(EGL10 egl, EGLDisplay display,
684                EGLConfig config, int attribute, int defaultValue) {
685
686            if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
687                return mValue[0];
688            }
689            return defaultValue;
690        }
691
692        private int[] mValue;
693        // Subclasses can adjust these values:
694        protected int mRedSize;
695        protected int mGreenSize;
696        protected int mBlueSize;
697        protected int mAlphaSize;
698        protected int mDepthSize;
699        protected int mStencilSize;
700        }
701
702    /**
703     * This class will choose a supported surface as close to
704     * RGB565 as possible, with or without a depth buffer.
705     *
706     */
707    private static class SimpleEGLConfigChooser extends ComponentSizeChooser {
708        public SimpleEGLConfigChooser(boolean withDepthBuffer) {
709            super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0);
710            // Adjust target values. This way we'll accept a 4444 or
711            // 555 buffer if there's no 565 buffer available.
712            mRedSize = 5;
713            mGreenSize = 6;
714            mBlueSize = 5;
715        }
716    }
717
718    /**
719     * An EGL helper class.
720     */
721
722    private class EglHelper {
723        public EglHelper() {
724
725        }
726
727        /**
728         * Initialize EGL for a given configuration spec.
729         * @param configSpec
730         */
731        public void start(){
732            /*
733             * Get an EGL instance
734             */
735            mEgl = (EGL10) EGLContext.getEGL();
736
737            /*
738             * Get to the default display.
739             */
740            mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
741
742            /*
743             * We can now initialize EGL for that display
744             */
745            int[] version = new int[2];
746            mEgl.eglInitialize(mEglDisplay, version);
747            mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
748
749            /*
750            * Create an OpenGL ES context. This must be done only once, an
751            * OpenGL context is a somewhat heavy object.
752            */
753            mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig,
754                    EGL10.EGL_NO_CONTEXT, null);
755
756            mEglSurface = null;
757        }
758
759        /*
760         * React to the creation of a new surface by creating and returning an
761         * OpenGL interface that renders to that surface.
762         */
763        public GL createSurface(SurfaceHolder holder) {
764            /*
765             *  The window size has changed, so we need to create a new
766             *  surface.
767             */
768            if (mEglSurface != null) {
769
770                /*
771                 * Unbind and destroy the old EGL surface, if
772                 * there is one.
773                 */
774                mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
775                        EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
776                mEgl.eglDestroySurface(mEglDisplay, mEglSurface);
777            }
778
779            /*
780             * Create an EGL surface we can render into.
781             */
782            mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay,
783                    mEglConfig, holder, null);
784
785            /*
786             * Before we can issue GL commands, we need to make sure
787             * the context is current and bound to a surface.
788             */
789            mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
790                    mEglContext);
791
792
793            GL gl = mEglContext.getGL();
794            if (mGLWrapper != null) {
795                gl = mGLWrapper.wrap(gl);
796            }
797
798            if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS))!= 0) {
799                int configFlags = 0;
800                Writer log = null;
801                if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
802                    configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
803                }
804                if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
805                    log = new LogWriter();
806                }
807                gl = GLDebugHelper.wrap(gl, configFlags, log);
808            }
809            return gl;
810        }
811
812        /**
813         * Display the current render surface.
814         * @return false if the context has been lost.
815         */
816        public boolean swap() {
817            mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);
818
819            /*
820             * Always check for EGL_CONTEXT_LOST, which means the context
821             * and all associated data were lost (For instance because
822             * the device went to sleep). We need to sleep until we
823             * get a new surface.
824             */
825            return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST;
826        }
827
828        public void finish() {
829            if (mEglSurface != null) {
830                mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
831                        EGL10.EGL_NO_SURFACE,
832                        EGL10.EGL_NO_CONTEXT);
833                mEgl.eglDestroySurface(mEglDisplay, mEglSurface);
834                mEglSurface = null;
835            }
836            if (mEglContext != null) {
837                mEgl.eglDestroyContext(mEglDisplay, mEglContext);
838                mEglContext = null;
839            }
840            if (mEglDisplay != null) {
841                mEgl.eglTerminate(mEglDisplay);
842                mEglDisplay = null;
843            }
844        }
845
846        EGL10 mEgl;
847        EGLDisplay mEglDisplay;
848        EGLSurface mEglSurface;
849        EGLConfig mEglConfig;
850        EGLContext mEglContext;
851    }
852
853    /**
854     * A generic GL Thread. Takes care of initializing EGL and GL. Delegates
855     * to a Renderer instance to do the actual drawing. Can be configured to
856     * render continuously or on request.
857     *
858     */
859    class GLThread extends Thread {
860        GLThread(Renderer renderer) {
861            super();
862            mDone = false;
863            mWidth = 0;
864            mHeight = 0;
865            mRequestRender = true;
866            mRenderMode = RENDERMODE_CONTUOUSLY;
867            mRenderer = renderer;
868            setName("GLThread");
869        }
870
871        @Override
872        public void run() {
873            /*
874             * When the android framework launches a second instance of
875             * an activity, the new instance's onCreate() method may be
876             * called before the first instance returns from onDestroy().
877             *
878             * This semaphore ensures that only one instance at a time
879             * accesses EGL.
880             */
881            try {
882                try {
883                sEglSemaphore.acquire();
884                } catch (InterruptedException e) {
885                    return;
886                }
887                guardedRun();
888            } catch (InterruptedException e) {
889                // fall thru and exit normally
890            } finally {
891                sEglSemaphore.release();
892            }
893        }
894
895        private void guardedRun() throws InterruptedException {
896            mEglHelper = new EglHelper();
897            mEglHelper.start();
898
899            GL10 gl = null;
900            boolean tellRendererSurfaceCreated = true;
901            boolean tellRendererSurfaceChanged = true;
902
903            /*
904             * This is our main activity thread's loop, we go until
905             * asked to quit.
906             */
907            while (!mDone) {
908
909                /*
910                 *  Update the asynchronous state (window size)
911                 */
912                int w, h;
913                boolean changed;
914                boolean needStart = false;
915                synchronized (this) {
916                    Runnable r;
917                    while ((r = getEvent()) != null) {
918                        r.run();
919                    }
920                    if (mPaused) {
921                        mEglHelper.finish();
922                        needStart = true;
923                    }
924                    while (needToWait()) {
925                        wait();
926                    }
927                    if (mDone) {
928                        break;
929                    }
930                    changed = mSizeChanged;
931                    w = mWidth;
932                    h = mHeight;
933                    mSizeChanged = false;
934                    mRequestRender = false;
935                }
936                if (needStart) {
937                    mEglHelper.start();
938                    tellRendererSurfaceCreated = true;
939                    changed = true;
940                }
941                if (changed) {
942                    gl = (GL10) mEglHelper.createSurface(getHolder());
943                    tellRendererSurfaceChanged = true;
944                }
945                if (tellRendererSurfaceCreated) {
946                    mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
947                    tellRendererSurfaceCreated = false;
948                }
949                if (tellRendererSurfaceChanged) {
950                    mRenderer.onSurfaceChanged(gl, w, h);
951                    tellRendererSurfaceChanged = false;
952                }
953                if ((w > 0) && (h > 0)) {
954                    /* draw a frame here */
955                    mRenderer.onDrawFrame(gl);
956
957                    /*
958                     * Once we're done with GL, we need to call swapBuffers()
959                     * to instruct the system to display the rendered frame
960                     */
961                    mEglHelper.swap();
962                }
963             }
964
965            /*
966             * clean-up everything...
967             */
968            mEglHelper.finish();
969        }
970
971        private boolean needToWait() {
972            if (mDone) {
973                return false;
974            }
975
976            if (mPaused || (! mHasSurface)) {
977                return true;
978            }
979
980            if ((mWidth > 0) && (mHeight > 0) && (mRequestRender || (mRenderMode == RENDERMODE_CONTUOUSLY))) {
981                return false;
982            }
983
984            return true;
985        }
986
987        public void setRenderMode(int renderMode) {
988            if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTUOUSLY)) ) {
989                throw new IllegalArgumentException("renderMode");
990            }
991            synchronized(this) {
992                mRenderMode = renderMode;
993                if (renderMode == RENDERMODE_CONTUOUSLY) {
994                    notify();
995                }
996            }
997        }
998
999        public int getRenderMode() {
1000            synchronized(this) {
1001                return mRenderMode;
1002            }
1003        }
1004
1005        public void requestRender() {
1006            synchronized(this) {
1007                mRequestRender = true;
1008                notify();
1009            }
1010        }
1011
1012        public void surfaceCreated() {
1013            synchronized(this) {
1014                mHasSurface = true;
1015                notify();
1016            }
1017        }
1018
1019        public void surfaceDestroyed() {
1020            synchronized(this) {
1021                mHasSurface = false;
1022                notify();
1023            }
1024        }
1025
1026        public void onPause() {
1027            synchronized (this) {
1028                mPaused = true;
1029            }
1030        }
1031
1032        public void onResume() {
1033            synchronized (this) {
1034                mPaused = false;
1035                notify();
1036            }
1037        }
1038
1039        public void onWindowResize(int w, int h) {
1040            synchronized (this) {
1041                mWidth = w;
1042                mHeight = h;
1043                mSizeChanged = true;
1044                notify();
1045            }
1046        }
1047
1048        public void requestExitAndWait() {
1049            // don't call this from GLThread thread or it is a guaranteed
1050            // deadlock!
1051            synchronized(this) {
1052                mDone = true;
1053                notify();
1054            }
1055            try {
1056                join();
1057            } catch (InterruptedException ex) {
1058                Thread.currentThread().interrupt();
1059            }
1060        }
1061
1062        /**
1063         * Queue an "event" to be run on the GL rendering thread.
1064         * @param r the runnable to be run on the GL rendering thread.
1065         */
1066        public void queueEvent(Runnable r) {
1067            synchronized(this) {
1068                mEventQueue.add(r);
1069            }
1070        }
1071
1072        private Runnable getEvent() {
1073            synchronized(this) {
1074                if (mEventQueue.size() > 0) {
1075                    return mEventQueue.remove(0);
1076                }
1077
1078            }
1079            return null;
1080        }
1081
1082        private boolean mDone;
1083        private boolean mPaused;
1084        private boolean mHasSurface;
1085        private int mWidth;
1086        private int mHeight;
1087        private int mRenderMode;
1088        private boolean mRequestRender;
1089        private Renderer mRenderer;
1090        private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
1091        private EglHelper mEglHelper;
1092    }
1093
1094    static class LogWriter extends Writer {
1095
1096        @Override public void close() {
1097            flushBuilder();
1098        }
1099
1100        @Override public void flush() {
1101            flushBuilder();
1102        }
1103
1104        @Override public void write(char[] buf, int offset, int count) {
1105            for(int i = 0; i < count; i++) {
1106                char c = buf[offset + i];
1107                if ( c == '\n') {
1108                    flushBuilder();
1109                }
1110                else {
1111                    mBuilder.append(c);
1112                }
1113            }
1114        }
1115
1116        private void flushBuilder() {
1117            if (mBuilder.length() > 0) {
1118                Log.v("GLSurfaceView", mBuilder.toString());
1119                mBuilder.delete(0, mBuilder.length());
1120            }
1121        }
1122
1123        private StringBuilder mBuilder = new StringBuilder();
1124    }
1125
1126    private static final Semaphore sEglSemaphore = new Semaphore(1);
1127    private boolean mSizeChanged = true;
1128
1129    private GLThread mGLThread;
1130    private EGLConfigChooser mEGLConfigChooser;
1131    private GLWrapper mGLWrapper;
1132    private int mDebugFlags;
1133}
1134