/* * Copyright (C) 2008 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.opengl; import java.io.Writer; import java.util.ArrayList; import java.util.concurrent.Semaphore; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGL11; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.egl.EGLContext; import javax.microedition.khronos.egl.EGLDisplay; import javax.microedition.khronos.egl.EGLSurface; import javax.microedition.khronos.opengles.GL; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.util.AttributeSet; import android.util.Log; import android.view.SurfaceHolder; import android.view.SurfaceView; /** * An implementation of SurfaceView that uses the dedicated surface for * displaying OpenGL rendering. *

* A GLSurfaceView provides the following features: *

*

* *

Using GLSurfaceView

*

* Typically you use GLSurfaceView by subclassing it and overriding one or more of the * View system input event methods. If your application does not need to override event * methods then GLSurfaceView can be used as-is. For the most part * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing. * For example, unlike a regular View, drawing is delegated to a separate Renderer object which * is registered with the GLSurfaceView * using the {@link #setRenderer(Renderer)} call. *

*

Initializing GLSurfaceView

* All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}. * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or * more of these methods before calling setRenderer: * *

*

Choosing an EGL Configuration

* A given Android device may support multiple possible types of drawing surfaces. * The available surfaces may differ in how may channels of data are present, as * well as how many bits are allocated to each channel. Therefore, the first thing * GLSurfaceView has to do when starting to render is choose what type of surface to use. *

* By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface * with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example, * if you do not need a depth buffer) you can override the default behavior by calling one of the * setEGLConfigChooser methods. *

*

Debug Behavior

* You can optionally modify the behavior of GLSurfaceView by calling * one or more of the debugging methods {@link #setDebugFlags(int)}, * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but * typically they are called before setRenderer so that they take effect immediately. *

*

Setting a Renderer

* Finally, you must call {@link #setRenderer} to register a {@link Renderer}. * The renderer is * responsible for doing the actual OpenGL rendering. *

*

Rendering Mode

* Once the renderer is set, you can control whether the renderer draws * continuously or on-demand by calling * {@link #setRenderMode}. The default is continuous rendering. *

*

Activity Life-cycle

* A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients * are required to call {@link #onPause()} when the activity pauses and * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate * the OpenGL display. *

*

Handling events

*

* To handle an event you will typically subclass GLSurfaceView and override the * appropriate method, just as you would with any other View. However, when handling * the event, you may need to communicate with the Renderer object * that's running in the rendering thread. You can do this using any * standard Java cross-thread communication mechanism. In addition, * one relatively easy way to communicate with your renderer is * to call * {@link #queueEvent(Runnable)}. For example: *

 * class MyGLSurfaceView extends GLSurfaceView {
 *
 *     private MyRenderer mMyRenderer;
 *
 *     public void start() {
 *         mMyRenderer = ...;
 *         setRenderer(mMyRenderer);
 *     }
 *
 *     public boolean onKeyDown(int keyCode, KeyEvent event) {
 *         if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
 *             queueEvent(new Runnable() {
 *                 // This method will be called on the rendering
 *                 // thread:
 *                 public void run() {
 *                     mMyRenderer.handleDpadCenter();
 *                 }});
 *             return true;
 *         }
 *         return super.onKeyDown(keyCode, event);
 *     }
 * }
 * 
* */ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback { /** * The renderer only renders * when the surface is created, or when {@link #requestRender} is called. * * @see #getRenderMode() * @see #setRenderMode(int) */ public final static int RENDERMODE_WHEN_DIRTY = 0; /** * The renderer is called * continuously to re-render the scene. * * @see #getRenderMode() * @see #setRenderMode(int) * @see #requestRender() */ public final static int RENDERMODE_CONTINUOUSLY = 1; /** * Check glError() after every GL call and throw an exception if glError indicates * that an error has occurred. This can be used to help track down which OpenGL ES call * is causing an error. * * @see #getDebugFlags * @see #setDebugFlags */ public final static int DEBUG_CHECK_GL_ERROR = 1; /** * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView". * * @see #getDebugFlags * @see #setDebugFlags */ public final static int DEBUG_LOG_GL_CALLS = 2; /** * Standard View constructor. In order to render something, you * must call {@link #setRenderer} to register a renderer. */ public GLSurfaceView(Context context) { super(context); init(); } /** * Standard View constructor. In order to render something, you * must call {@link #setRenderer} to register a renderer. */ public GLSurfaceView(Context context, AttributeSet attrs) { super(context, attrs); init(); } private void init() { // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed SurfaceHolder holder = getHolder(); holder.addCallback(this); } /** * Set the glWrapper. If the glWrapper is not null, its * {@link GLWrapper#wrap(GL)} method is called * whenever a surface is created. A GLWrapper can be used to wrap * the GL object that's passed to the renderer. Wrapping a GL * object enables examining and modifying the behavior of the * GL calls made by the renderer. *

* Wrapping is typically used for debugging purposes. *

* The default value is null. * @param glWrapper the new GLWrapper */ public void setGLWrapper(GLWrapper glWrapper) { mGLWrapper = glWrapper; } /** * Set the debug flags to a new value. The value is * constructed by OR-together zero or more * of the DEBUG_CHECK_* constants. The debug flags take effect * whenever a surface is created. The default value is zero. * @param debugFlags the new debug flags * @see #DEBUG_CHECK_GL_ERROR * @see #DEBUG_LOG_GL_CALLS */ public void setDebugFlags(int debugFlags) { mDebugFlags = debugFlags; } /** * Get the current value of the debug flags. * @return the current value of the debug flags. */ public int getDebugFlags() { return mDebugFlags; } /** * Set the renderer associated with this view. Also starts the thread that * will call the renderer, which in turn causes the rendering to start. *

This method should be called once and only once in the life-cycle of * a GLSurfaceView. *

The following GLSurfaceView methods can only be called before * setRenderer is called: *

*

* The following GLSurfaceView methods can only be called after * setRenderer is called: *

* * @param renderer the renderer to use to perform OpenGL drawing. */ public void setRenderer(Renderer renderer) { if (mGLThread != null) { throw new IllegalStateException( "setRenderer has already been called for this instance."); } if (mEGLConfigChooser == null) { mEGLConfigChooser = new SimpleEGLConfigChooser(true); } mGLThread = new GLThread(renderer); mGLThread.start(); } /** * Install a custom EGLConfigChooser. *

If this method is * called, it must be called before {@link #setRenderer(Renderer)} * is called. *

* If no setEGLConfigChooser method is called, then by default the * view will choose a config as close to 16-bit RGB as possible, with * a depth buffer as close to 16 bits as possible. * @param configChooser */ public void setEGLConfigChooser(EGLConfigChooser configChooser) { if (mGLThread != null) { throw new IllegalStateException( "setRenderer has already been called for this instance."); } mEGLConfigChooser = configChooser; } /** * Install a config chooser which will choose a config * as close to 16-bit RGB as possible, with or without an optional depth * buffer as close to 16-bits as possible. *

If this method is * called, it must be called before {@link #setRenderer(Renderer)} * is called. *

* If no setEGLConfigChooser method is called, then by default the * view will choose a config as close to 16-bit RGB as possible, with * a depth buffer as close to 16 bits as possible. * * @param needDepth */ public void setEGLConfigChooser(boolean needDepth) { setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth)); } /** * Install a config chooser which will choose a config * with at least the specified component sizes, and as close * to the specified component sizes as possible. *

If this method is * called, it must be called before {@link #setRenderer(Renderer)} * is called. *

* If no setEGLConfigChooser method is called, then by default the * view will choose a config as close to 16-bit RGB as possible, with * a depth buffer as close to 16 bits as possible. * */ public void setEGLConfigChooser(int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize) { setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, blueSize, alphaSize, depthSize, stencilSize)); } /** * Set the rendering mode. When renderMode is * RENDERMODE_CONTINUOUSLY, the renderer is called * repeatedly to re-render the scene. When renderMode * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY. *

* Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance * by allowing the GPU and CPU to idle when the view does not need to be updated. *

* This method can only be called after {@link #setRenderer(Renderer)} * * @param renderMode one of the RENDERMODE_X constants * @see #RENDERMODE_CONTINUOUSLY * @see #RENDERMODE_WHEN_DIRTY */ public void setRenderMode(int renderMode) { mGLThread.setRenderMode(renderMode); } /** * Get the current rendering mode. May be called * from any thread. Must not be called before a renderer has been set. * @return the current rendering mode. * @see #RENDERMODE_CONTINUOUSLY * @see #RENDERMODE_WHEN_DIRTY */ public int getRenderMode() { return mGLThread.getRenderMode(); } /** * Request that the renderer render a frame. * This method is typically used when the render mode has been set to * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand. * May be called * from any thread. Must not be called before a renderer has been set. */ public void requestRender() { mGLThread.requestRender(); } /** * This method is part of the SurfaceHolder.Callback interface, and is * not normally called or subclassed by clients of GLSurfaceView. */ public void surfaceCreated(SurfaceHolder holder) { mGLThread.surfaceCreated(); } /** * This method is part of the SurfaceHolder.Callback interface, and is * not normally called or subclassed by clients of GLSurfaceView. */ public void surfaceDestroyed(SurfaceHolder holder) { // Surface will be destroyed when we return mGLThread.surfaceDestroyed(); } /** * This method is part of the SurfaceHolder.Callback interface, and is * not normally called or subclassed by clients of GLSurfaceView. */ public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { mGLThread.onWindowResize(w, h); } /** * Inform the view that the activity is paused. The owner of this view must * call this method when the activity is paused. Calling this method will * pause the rendering thread. * Must not be called before a renderer has been set. */ public void onPause() { mGLThread.onPause(); } /** * Inform the view that the activity is resumed. The owner of this view must * call this method when the activity is resumed. Calling this method will * recreate the OpenGL display and resume the rendering * thread. * Must not be called before a renderer has been set. */ public void onResume() { mGLThread.onResume(); } /** * Queue a runnable to be run on the GL rendering thread. This can be used * to communicate with the Renderer on the rendering thread. * Must not be called before a renderer has been set. * @param r the runnable to be run on the GL rendering thread. */ public void queueEvent(Runnable r) { mGLThread.queueEvent(r); } /** * This method is used as part of the View class and is not normally * called or subclassed by clients of GLSurfaceView. * Must not be called before a renderer has been set. */ @Override protected void onDetachedFromWindow() { super.onDetachedFromWindow(); mGLThread.requestExitAndWait(); } // ---------------------------------------------------------------------- /** * An interface used to wrap a GL interface. *

Typically * used for implementing debugging and tracing on top of the default * GL interface. You would typically use this by creating your own class * that implemented all the GL methods by delegating to another GL instance. * Then you could add your own behavior before or after calling the * delegate. All the GLWrapper would do was instantiate and return the * wrapper GL instance: *

     * class MyGLWrapper implements GLWrapper {
     *     GL wrap(GL gl) {
     *         return new MyGLImplementation(gl);
     *     }
     *     static class MyGLImplementation implements GL,GL10,GL11,... {
     *         ...
     *     }
     * }
     * 
* @see #setGLWrapper(GLWrapper) */ public interface GLWrapper { /** * Wraps a gl interface in another gl interface. * @param gl a GL interface that is to be wrapped. * @return either the input argument or another GL object that wraps the input argument. */ GL wrap(GL gl); } /** * A generic renderer interface. *

* The renderer is responsible for making OpenGL calls to render a frame. *

* GLSurfaceView clients typically create their own classes that implement * this interface, and then call {@link GLSurfaceView#setRenderer} to * register the renderer with the GLSurfaceView. *

*

Threading

* The renderer will be called on a separate thread, so that rendering * performance is decoupled from the UI thread. Clients typically need to * communicate with the renderer from the UI thread, because that's where * input events are received. Clients can communicate using any of the * standard Java techniques for cross-thread communication, or they can * use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method. *

*

EGL Context Lost

* There are situations where the EGL rendering context will be lost. This * typically happens when device wakes up after going to sleep. When * the EGL context is lost, all OpenGL resources (such as textures) that are * associated with that context will be automatically deleted. In order to * keep rendering correctly, a renderer must recreate any lost resources * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method * is a convenient place to do this. * * * @see #setRenderer(Renderer) */ public interface Renderer { /** * Called when the surface is created or recreated. *

* Called when the rendering thread * starts and whenever the EGL context is lost. The context will typically * be lost when the Android device awakes after going to sleep. *

* Since this method is called at the beginning of rendering, as well as * every time the EGL context is lost, this method is a convenient place to put * code to create resources that need to be created when the rendering * starts, and that need to be recreated when the EGL context is lost. * Textures are an example of a resource that you might want to create * here. *

* Note that when the EGL context is lost, all OpenGL resources associated * with that context will be automatically deleted. You do not need to call * the corresponding "glDelete" methods such as glDeleteTextures to * manually delete these lost resources. *

* @param gl the GL interface. Use instanceof to * test if the interface supports GL11 or higher interfaces. * @param config the EGLConfig of the created surface. Can be used * to create matching pbuffers. */ void onSurfaceCreated(GL10 gl, EGLConfig config); /** * Called when the surface changed size. *

* Called after the surface is created and whenever * the OpenGL ES surface size changes. *

* Typically you will set your viewport here. If your camera * is fixed then you could also set your projection matrix here: *

         * void onSurfaceChanged(GL10 gl, int width, int height) {
         *     gl.glViewport(0, 0, width, height);
         *     // for a fixed camera, set the projection too
         *     float ratio = (float) width / height;
         *     gl.glMatrixMode(GL10.GL_PROJECTION);
         *     gl.glLoadIdentity();
         *     gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
         * }
         * 
* @param gl the GL interface. Use instanceof to * test if the interface supports GL11 or higher interfaces. * @param width * @param height */ void onSurfaceChanged(GL10 gl, int width, int height); /** * Called to draw the current frame. *

* This method is responsible for drawing the current frame. *

* The implementation of this method typically looks like this: *

         * void onDrawFrame(GL10 gl) {
         *     gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
         *     //... other gl calls to render the scene ...
         * }
         * 
* @param gl the GL interface. Use instanceof to * test if the interface supports GL11 or higher interfaces. */ void onDrawFrame(GL10 gl); } /** * An interface for choosing an EGLConfig configuration from a list of * potential configurations. *

* This interface must be implemented by clients wishing to call * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)} */ public interface EGLConfigChooser { /** * Choose a configuration from the list. Implementors typically * implement this method by calling * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the * EGL specification available from The Khronos Group to learn how to call eglChooseConfig. * @param egl the EGL10 for the current display. * @param display the current display. * @return the chosen configuration. */ EGLConfig chooseConfig(EGL10 egl, EGLDisplay display); } private static abstract class BaseConfigChooser implements EGLConfigChooser { public BaseConfigChooser(int[] configSpec) { mConfigSpec = configSpec; } public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) { int[] num_config = new int[1]; egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config); int numConfigs = num_config[0]; if (numConfigs <= 0) { throw new IllegalArgumentException( "No configs match configSpec"); } EGLConfig[] configs = new EGLConfig[numConfigs]; egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs, num_config); EGLConfig config = chooseConfig(egl, display, configs); if (config == null) { throw new IllegalArgumentException("No config chosen"); } return config; } abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, EGLConfig[] configs); protected int[] mConfigSpec; } private static class ComponentSizeChooser extends BaseConfigChooser { public ComponentSizeChooser(int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize) { super(new int[] { EGL10.EGL_RED_SIZE, redSize, EGL10.EGL_GREEN_SIZE, greenSize, EGL10.EGL_BLUE_SIZE, blueSize, EGL10.EGL_ALPHA_SIZE, alphaSize, EGL10.EGL_DEPTH_SIZE, depthSize, EGL10.EGL_STENCIL_SIZE, stencilSize, EGL10.EGL_NONE}); mValue = new int[1]; mRedSize = redSize; mGreenSize = greenSize; mBlueSize = blueSize; mAlphaSize = alphaSize; mDepthSize = depthSize; mStencilSize = stencilSize; } @Override public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, EGLConfig[] configs) { EGLConfig closestConfig = null; int closestDistance = 1000; for(EGLConfig config : configs) { int d = findConfigAttrib(egl, display, config, EGL10.EGL_DEPTH_SIZE, 0); int s = findConfigAttrib(egl, display, config, EGL10.EGL_STENCIL_SIZE, 0); if (d >= mDepthSize && s>= mStencilSize) { int r = findConfigAttrib(egl, display, config, EGL10.EGL_RED_SIZE, 0); int g = findConfigAttrib(egl, display, config, EGL10.EGL_GREEN_SIZE, 0); int b = findConfigAttrib(egl, display, config, EGL10.EGL_BLUE_SIZE, 0); int a = findConfigAttrib(egl, display, config, EGL10.EGL_ALPHA_SIZE, 0); int distance = Math.abs(r - mRedSize) + Math.abs(g - mGreenSize) + Math.abs(b - mBlueSize) + Math.abs(a - mAlphaSize); if (distance < closestDistance) { closestDistance = distance; closestConfig = config; } } } return closestConfig; } private int findConfigAttrib(EGL10 egl, EGLDisplay display, EGLConfig config, int attribute, int defaultValue) { if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) { return mValue[0]; } return defaultValue; } private int[] mValue; // Subclasses can adjust these values: protected int mRedSize; protected int mGreenSize; protected int mBlueSize; protected int mAlphaSize; protected int mDepthSize; protected int mStencilSize; } /** * This class will choose a supported surface as close to * RGB565 as possible, with or without a depth buffer. * */ private static class SimpleEGLConfigChooser extends ComponentSizeChooser { public SimpleEGLConfigChooser(boolean withDepthBuffer) { super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0); // Adjust target values. This way we'll accept a 4444 or // 555 buffer if there's no 565 buffer available. mRedSize = 5; mGreenSize = 6; mBlueSize = 5; } } /** * An EGL helper class. */ private class EglHelper { public EglHelper() { } /** * Initialize EGL for a given configuration spec. * @param configSpec */ public void start(){ /* * Get an EGL instance */ mEgl = (EGL10) EGLContext.getEGL(); /* * Get to the default display. */ mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); /* * We can now initialize EGL for that display */ int[] version = new int[2]; mEgl.eglInitialize(mEglDisplay, version); mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay); /* * Create an OpenGL ES context. This must be done only once, an * OpenGL context is a somewhat heavy object. */ mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig, EGL10.EGL_NO_CONTEXT, null); mEglSurface = null; } /* * React to the creation of a new surface by creating and returning an * OpenGL interface that renders to that surface. */ public GL createSurface(SurfaceHolder holder) { /* * The window size has changed, so we need to create a new * surface. */ if (mEglSurface != null) { /* * Unbind and destroy the old EGL surface, if * there is one. */ mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); mEgl.eglDestroySurface(mEglDisplay, mEglSurface); } /* * Create an EGL surface we can render into. */ mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, mEglConfig, holder, null); /* * Before we can issue GL commands, we need to make sure * the context is current and bound to a surface. */ mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext); GL gl = mEglContext.getGL(); if (mGLWrapper != null) { gl = mGLWrapper.wrap(gl); } if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS))!= 0) { int configFlags = 0; Writer log = null; if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) { configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR; } if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) { log = new LogWriter(); } gl = GLDebugHelper.wrap(gl, configFlags, log); } return gl; } /** * Display the current render surface. * @return false if the context has been lost. */ public boolean swap() { mEgl.eglSwapBuffers(mEglDisplay, mEglSurface); /* * Always check for EGL_CONTEXT_LOST, which means the context * and all associated data were lost (For instance because * the device went to sleep). We need to sleep until we * get a new surface. */ return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST; } public void destroySurface() { if (mEglSurface != null) { mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); mEgl.eglDestroySurface(mEglDisplay, mEglSurface); mEglSurface = null; } } public void finish() { if (mEglContext != null) { mEgl.eglDestroyContext(mEglDisplay, mEglContext); mEglContext = null; } if (mEglDisplay != null) { mEgl.eglTerminate(mEglDisplay); mEglDisplay = null; } } EGL10 mEgl; EGLDisplay mEglDisplay; EGLSurface mEglSurface; EGLConfig mEglConfig; EGLContext mEglContext; } /** * A generic GL Thread. Takes care of initializing EGL and GL. Delegates * to a Renderer instance to do the actual drawing. Can be configured to * render continuously or on request. * */ class GLThread extends Thread { GLThread(Renderer renderer) { super(); mDone = false; mWidth = 0; mHeight = 0; mRequestRender = true; mRenderMode = RENDERMODE_CONTINUOUSLY; mRenderer = renderer; setName("GLThread"); } @Override public void run() { /* * When the android framework launches a second instance of * an activity, the new instance's onCreate() method may be * called before the first instance returns from onDestroy(). * * This semaphore ensures that only one instance at a time * accesses EGL. */ try { try { sEglSemaphore.acquire(); } catch (InterruptedException e) { return; } guardedRun(); } catch (InterruptedException e) { // fall thru and exit normally } finally { sEglSemaphore.release(); } } private void guardedRun() throws InterruptedException { mEglHelper = new EglHelper(); mEglHelper.start(); GL10 gl = null; boolean tellRendererSurfaceCreated = true; boolean tellRendererSurfaceChanged = true; /* * This is our main activity thread's loop, we go until * asked to quit. */ while (!mDone) { /* * Update the asynchronous state (window size) */ int w, h; boolean changed; boolean needStart = false; synchronized (this) { Runnable r; while ((r = getEvent()) != null) { r.run(); } if (mPaused) { mEglHelper.destroySurface(); mEglHelper.finish(); needStart = true; } while (needToWait()) { if (!mHasSurface) { if (!mWaitingForSurface) { mEglHelper.destroySurface(); mWaitingForSurface = true; notify(); } } wait(); } if (mDone) { break; } changed = mSizeChanged; w = mWidth; h = mHeight; mSizeChanged = false; mRequestRender = false; if (mHasSurface && mWaitingForSurface) { changed = true; mWaitingForSurface = false; mRequestRender = true; // Forces a redraw for RENDERMODE_RENDER_WHEN_DIRTY } } if (needStart) { mEglHelper.start(); tellRendererSurfaceCreated = true; changed = true; } if (changed) { gl = (GL10) mEglHelper.createSurface(getHolder()); tellRendererSurfaceChanged = true; } if (tellRendererSurfaceCreated) { mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig); tellRendererSurfaceCreated = false; } if (tellRendererSurfaceChanged) { mRenderer.onSurfaceChanged(gl, w, h); tellRendererSurfaceChanged = false; } if ((w > 0) && (h > 0)) { /* draw a frame here */ mRenderer.onDrawFrame(gl); /* * Once we're done with GL, we need to call swapBuffers() * to instruct the system to display the rendered frame */ mEglHelper.swap(); } } /* * clean-up everything... */ mEglHelper.destroySurface(); mEglHelper.finish(); } private boolean needToWait() { if (mDone) { return false; } if (mPaused || (! mHasSurface)) { return true; } if ((mWidth > 0) && (mHeight > 0) && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) { return false; } return true; } public void setRenderMode(int renderMode) { if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) { throw new IllegalArgumentException("renderMode"); } synchronized(this) { mRenderMode = renderMode; if (renderMode == RENDERMODE_CONTINUOUSLY) { notify(); } } } public int getRenderMode() { synchronized(this) { return mRenderMode; } } public void requestRender() { synchronized(this) { mRequestRender = true; notify(); } } public void surfaceCreated() { synchronized(this) { mHasSurface = true; notify(); } } public void surfaceDestroyed() { synchronized(this) { mHasSurface = false; notify(); while(!mWaitingForSurface) { try { wait(); } catch (InterruptedException e) { Thread.currentThread().interrupt(); } } } } public void onPause() { synchronized (this) { mPaused = true; } } public void onResume() { synchronized (this) { mPaused = false; notify(); } } public void onWindowResize(int w, int h) { synchronized (this) { mWidth = w; mHeight = h; mSizeChanged = true; notify(); } } public void requestExitAndWait() { // don't call this from GLThread thread or it is a guaranteed // deadlock! synchronized(this) { mDone = true; notify(); } try { join(); } catch (InterruptedException ex) { Thread.currentThread().interrupt(); } } /** * Queue an "event" to be run on the GL rendering thread. * @param r the runnable to be run on the GL rendering thread. */ public void queueEvent(Runnable r) { synchronized(this) { mEventQueue.add(r); } } private Runnable getEvent() { synchronized(this) { if (mEventQueue.size() > 0) { return mEventQueue.remove(0); } } return null; } private boolean mDone; private boolean mPaused; private boolean mHasSurface; private boolean mWaitingForSurface; private int mWidth; private int mHeight; private int mRenderMode; private boolean mRequestRender; private Renderer mRenderer; private ArrayList mEventQueue = new ArrayList(); private EglHelper mEglHelper; } static class LogWriter extends Writer { @Override public void close() { flushBuilder(); } @Override public void flush() { flushBuilder(); } @Override public void write(char[] buf, int offset, int count) { for(int i = 0; i < count; i++) { char c = buf[offset + i]; if ( c == '\n') { flushBuilder(); } else { mBuilder.append(c); } } } private void flushBuilder() { if (mBuilder.length() > 0) { Log.v("GLSurfaceView", mBuilder.toString()); mBuilder.delete(0, mBuilder.length()); } } private StringBuilder mBuilder = new StringBuilder(); } private static final Semaphore sEglSemaphore = new Semaphore(1); private boolean mSizeChanged = true; private GLThread mGLThread; private EGLConfigChooser mEGLConfigChooser; private GLWrapper mGLWrapper; private int mDebugFlags; }