GLSurfaceView.java revision 25cfa134835e3791bdb6572f5e25cf4599015678
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 android.content.Context;
20import android.os.Trace;
21import android.util.AttributeSet;
22import android.util.Log;
23import android.view.SurfaceHolder;
24import android.view.SurfaceView;
25
26import java.io.Writer;
27import java.lang.ref.WeakReference;
28import java.util.ArrayList;
29
30import javax.microedition.khronos.egl.EGL10;
31import javax.microedition.khronos.egl.EGL11;
32import javax.microedition.khronos.egl.EGLConfig;
33import javax.microedition.khronos.egl.EGLContext;
34import javax.microedition.khronos.egl.EGLDisplay;
35import javax.microedition.khronos.egl.EGLSurface;
36import javax.microedition.khronos.opengles.GL;
37import javax.microedition.khronos.opengles.GL10;
38
39/**
40 * An implementation of SurfaceView that uses the dedicated surface for
41 * displaying OpenGL rendering.
42 * <p>
43 * A GLSurfaceView provides the following features:
44 * <p>
45 * <ul>
46 * <li>Manages a surface, which is a special piece of memory that can be
47 * composited into the Android view system.
48 * <li>Manages an EGL display, which enables OpenGL to render into a surface.
49 * <li>Accepts a user-provided Renderer object that does the actual rendering.
50 * <li>Renders on a dedicated thread to decouple rendering performance from the
51 * UI thread.
52 * <li>Supports both on-demand and continuous rendering.
53 * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
54 * </ul>
55 *
56 * <div class="special reference">
57 * <h3>Developer Guides</h3>
58 * <p>For more information about how to use OpenGL, read the
59 * <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer guide.</p>
60 * </div>
61 *
62 * <h3>Using GLSurfaceView</h3>
63 * <p>
64 * Typically you use GLSurfaceView by subclassing it and overriding one or more of the
65 * View system input event methods. If your application does not need to override event
66 * methods then GLSurfaceView can be used as-is. For the most part
67 * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
68 * For example, unlike a regular View, drawing is delegated to a separate Renderer object which
69 * is registered with the GLSurfaceView
70 * using the {@link #setRenderer(Renderer)} call.
71 * <p>
72 * <h3>Initializing GLSurfaceView</h3>
73 * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}.
74 * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
75 * more of these methods before calling setRenderer:
76 * <ul>
77 * <li>{@link #setDebugFlags(int)}
78 * <li>{@link #setEGLConfigChooser(boolean)}
79 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
80 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
81 * <li>{@link #setGLWrapper(GLWrapper)}
82 * </ul>
83 * <p>
84 * <h4>Specifying the android.view.Surface</h4>
85 * By default GLSurfaceView will create a PixelFormat.RGB_888 format surface. If a translucent
86 * surface is required, call getHolder().setFormat(PixelFormat.TRANSLUCENT).
87 * The exact format of a TRANSLUCENT surface is device dependent, but it will be
88 * a 32-bit-per-pixel surface with 8 bits per component.
89 * <p>
90 * <h4>Choosing an EGL Configuration</h4>
91 * A given Android device may support multiple EGLConfig rendering configurations.
92 * The available configurations may differ in how many channels of data are present, as
93 * well as how many bits are allocated to each channel. Therefore, the first thing
94 * GLSurfaceView has to do when starting to render is choose what EGLConfig to use.
95 * <p>
96 * By default GLSurfaceView chooses a EGLConfig that has an RGB_888 pixel format,
97 * with at least a 16-bit depth buffer and no stencil.
98 * <p>
99 * If you would prefer a different EGLConfig
100 * you can override the default behavior by calling one of the
101 * setEGLConfigChooser methods.
102 * <p>
103 * <h4>Debug Behavior</h4>
104 * You can optionally modify the behavior of GLSurfaceView by calling
105 * one or more of the debugging methods {@link #setDebugFlags(int)},
106 * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
107 * typically they are called before setRenderer so that they take effect immediately.
108 * <p>
109 * <h4>Setting a Renderer</h4>
110 * Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
111 * The renderer is
112 * responsible for doing the actual OpenGL rendering.
113 * <p>
114 * <h3>Rendering Mode</h3>
115 * Once the renderer is set, you can control whether the renderer draws
116 * continuously or on-demand by calling
117 * {@link #setRenderMode}. The default is continuous rendering.
118 * <p>
119 * <h3>Activity Life-cycle</h3>
120 * A GLSurfaceView must be notified when to pause and resume rendering. GLSurfaceView clients
121 * are required to call {@link #onPause()} when the activity stops and
122 * {@link #onResume()} when the activity starts. These calls allow GLSurfaceView to
123 * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
124 * the OpenGL display.
125 * <p>
126 * <h3>Handling events</h3>
127 * <p>
128 * To handle an event you will typically subclass GLSurfaceView and override the
129 * appropriate method, just as you would with any other View. However, when handling
130 * the event, you may need to communicate with the Renderer object
131 * that's running in the rendering thread. You can do this using any
132 * standard Java cross-thread communication mechanism. In addition,
133 * one relatively easy way to communicate with your renderer is
134 * to call
135 * {@link #queueEvent(Runnable)}. For example:
136 * <pre class="prettyprint">
137 * class MyGLSurfaceView extends GLSurfaceView {
138 *
139 *     private MyRenderer mMyRenderer;
140 *
141 *     public void start() {
142 *         mMyRenderer = ...;
143 *         setRenderer(mMyRenderer);
144 *     }
145 *
146 *     public boolean onKeyDown(int keyCode, KeyEvent event) {
147 *         if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
148 *             queueEvent(new Runnable() {
149 *                 // This method will be called on the rendering
150 *                 // thread:
151 *                 public void run() {
152 *                     mMyRenderer.handleDpadCenter();
153 *                 }});
154 *             return true;
155 *         }
156 *         return super.onKeyDown(keyCode, event);
157 *     }
158 * }
159 * </pre>
160 *
161 */
162public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback2 {
163    private final static String TAG = "GLSurfaceView";
164    private final static boolean LOG_ATTACH_DETACH = false;
165    private final static boolean LOG_THREADS = false;
166    private final static boolean LOG_PAUSE_RESUME = false;
167    private final static boolean LOG_SURFACE = false;
168    private final static boolean LOG_RENDERER = false;
169    private final static boolean LOG_RENDERER_DRAW_FRAME = false;
170    private final static boolean LOG_EGL = false;
171    /**
172     * The renderer only renders
173     * when the surface is created, or when {@link #requestRender} is called.
174     *
175     * @see #getRenderMode()
176     * @see #setRenderMode(int)
177     * @see #requestRender()
178     */
179    public final static int RENDERMODE_WHEN_DIRTY = 0;
180    /**
181     * The renderer is called
182     * continuously to re-render the scene.
183     *
184     * @see #getRenderMode()
185     * @see #setRenderMode(int)
186     */
187    public final static int RENDERMODE_CONTINUOUSLY = 1;
188
189    /**
190     * Check glError() after every GL call and throw an exception if glError indicates
191     * that an error has occurred. This can be used to help track down which OpenGL ES call
192     * is causing an error.
193     *
194     * @see #getDebugFlags
195     * @see #setDebugFlags
196     */
197    public final static int DEBUG_CHECK_GL_ERROR = 1;
198
199    /**
200     * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
201     *
202     * @see #getDebugFlags
203     * @see #setDebugFlags
204     */
205    public final static int DEBUG_LOG_GL_CALLS = 2;
206
207    /**
208     * Standard View constructor. In order to render something, you
209     * must call {@link #setRenderer} to register a renderer.
210     */
211    public GLSurfaceView(Context context) {
212        super(context);
213        init();
214    }
215
216    /**
217     * Standard View constructor. In order to render something, you
218     * must call {@link #setRenderer} to register a renderer.
219     */
220    public GLSurfaceView(Context context, AttributeSet attrs) {
221        super(context, attrs);
222        init();
223    }
224
225    @Override
226    protected void finalize() throws Throwable {
227        try {
228            if (mGLThread != null) {
229                // GLThread may still be running if this view was never
230                // attached to a window.
231                mGLThread.requestExitAndWait();
232            }
233        } finally {
234            super.finalize();
235        }
236    }
237
238    private void init() {
239        // Install a SurfaceHolder.Callback so we get notified when the
240        // underlying surface is created and destroyed
241        SurfaceHolder holder = getHolder();
242        holder.addCallback(this);
243        // setFormat is done by SurfaceView in SDK 2.3 and newer. Uncomment
244        // this statement if back-porting to 2.2 or older:
245        // holder.setFormat(PixelFormat.RGB_565);
246        //
247        // setType is not needed for SDK 2.0 or newer. Uncomment this
248        // statement if back-porting this code to older SDKs.
249        // holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
250    }
251
252    /**
253     * Set the glWrapper. If the glWrapper is not null, its
254     * {@link GLWrapper#wrap(GL)} method is called
255     * whenever a surface is created. A GLWrapper can be used to wrap
256     * the GL object that's passed to the renderer. Wrapping a GL
257     * object enables examining and modifying the behavior of the
258     * GL calls made by the renderer.
259     * <p>
260     * Wrapping is typically used for debugging purposes.
261     * <p>
262     * The default value is null.
263     * @param glWrapper the new GLWrapper
264     */
265    public void setGLWrapper(GLWrapper glWrapper) {
266        mGLWrapper = glWrapper;
267    }
268
269    /**
270     * Set the debug flags to a new value. The value is
271     * constructed by OR-together zero or more
272     * of the DEBUG_CHECK_* constants. The debug flags take effect
273     * whenever a surface is created. The default value is zero.
274     * @param debugFlags the new debug flags
275     * @see #DEBUG_CHECK_GL_ERROR
276     * @see #DEBUG_LOG_GL_CALLS
277     */
278    public void setDebugFlags(int debugFlags) {
279        mDebugFlags = debugFlags;
280    }
281
282    /**
283     * Get the current value of the debug flags.
284     * @return the current value of the debug flags.
285     */
286    public int getDebugFlags() {
287        return mDebugFlags;
288    }
289
290    /**
291     * Control whether the EGL context is preserved when the GLSurfaceView is paused and
292     * resumed.
293     * <p>
294     * If set to true, then the EGL context may be preserved when the GLSurfaceView is paused.
295     * <p>
296     * Prior to API level 11, whether the EGL context is actually preserved or not
297     * depends upon whether the Android device can support an arbitrary number of
298     * EGL contexts or not. Devices that can only support a limited number of EGL
299     * contexts must release the EGL context in order to allow multiple applications
300     * to share the GPU.
301     * <p>
302     * If set to false, the EGL context will be released when the GLSurfaceView is paused,
303     * and recreated when the GLSurfaceView is resumed.
304     * <p>
305     *
306     * The default is false.
307     *
308     * @param preserveOnPause preserve the EGL context when paused
309     */
310    public void setPreserveEGLContextOnPause(boolean preserveOnPause) {
311        mPreserveEGLContextOnPause = preserveOnPause;
312    }
313
314    /**
315     * @return true if the EGL context will be preserved when paused
316     */
317    public boolean getPreserveEGLContextOnPause() {
318        return mPreserveEGLContextOnPause;
319    }
320
321    /**
322     * Set the renderer associated with this view. Also starts the thread that
323     * will call the renderer, which in turn causes the rendering to start.
324     * <p>This method should be called once and only once in the life-cycle of
325     * a GLSurfaceView.
326     * <p>The following GLSurfaceView methods can only be called <em>before</em>
327     * setRenderer is called:
328     * <ul>
329     * <li>{@link #setEGLConfigChooser(boolean)}
330     * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
331     * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
332     * </ul>
333     * <p>
334     * The following GLSurfaceView methods can only be called <em>after</em>
335     * setRenderer is called:
336     * <ul>
337     * <li>{@link #getRenderMode()}
338     * <li>{@link #onPause()}
339     * <li>{@link #onResume()}
340     * <li>{@link #queueEvent(Runnable)}
341     * <li>{@link #requestRender()}
342     * <li>{@link #setRenderMode(int)}
343     * </ul>
344     *
345     * @param renderer the renderer to use to perform OpenGL drawing.
346     */
347    public void setRenderer(Renderer renderer) {
348        checkRenderThreadState();
349        if (mEGLConfigChooser == null) {
350            mEGLConfigChooser = new SimpleEGLConfigChooser(true);
351        }
352        if (mEGLContextFactory == null) {
353            mEGLContextFactory = new DefaultContextFactory();
354        }
355        if (mEGLWindowSurfaceFactory == null) {
356            mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
357        }
358        mRenderer = renderer;
359        mGLThread = new GLThread(mThisWeakRef);
360        mGLThread.start();
361    }
362
363    /**
364     * Install a custom EGLContextFactory.
365     * <p>If this method is
366     * called, it must be called before {@link #setRenderer(Renderer)}
367     * is called.
368     * <p>
369     * If this method is not called, then by default
370     * a context will be created with no shared context and
371     * with a null attribute list.
372     */
373    public void setEGLContextFactory(EGLContextFactory factory) {
374        checkRenderThreadState();
375        mEGLContextFactory = factory;
376    }
377
378    /**
379     * Install a custom EGLWindowSurfaceFactory.
380     * <p>If this method is
381     * called, it must be called before {@link #setRenderer(Renderer)}
382     * is called.
383     * <p>
384     * If this method is not called, then by default
385     * a window surface will be created with a null attribute list.
386     */
387    public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) {
388        checkRenderThreadState();
389        mEGLWindowSurfaceFactory = factory;
390    }
391
392    /**
393     * Install a custom EGLConfigChooser.
394     * <p>If this method is
395     * called, it must be called before {@link #setRenderer(Renderer)}
396     * is called.
397     * <p>
398     * If no setEGLConfigChooser method is called, then by default the
399     * view will choose an EGLConfig that is compatible with the current
400     * android.view.Surface, with a depth buffer depth of
401     * at least 16 bits.
402     * @param configChooser
403     */
404    public void setEGLConfigChooser(EGLConfigChooser configChooser) {
405        checkRenderThreadState();
406        mEGLConfigChooser = configChooser;
407    }
408
409    /**
410     * Install a config chooser which will choose a config
411     * as close to 16-bit RGB as possible, with or without an optional depth
412     * buffer as close to 16-bits as possible.
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_888 surface with a depth buffer depth of
419     * at least 16 bits.
420     *
421     * @param needDepth
422     */
423    public void setEGLConfigChooser(boolean needDepth) {
424        setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
425    }
426
427    /**
428     * Install a config chooser which will choose a config
429     * with at least the specified depthSize and stencilSize,
430     * and exactly the specified redSize, greenSize, blueSize and alphaSize.
431     * <p>If this method is
432     * called, it must be called before {@link #setRenderer(Renderer)}
433     * is called.
434     * <p>
435     * If no setEGLConfigChooser method is called, then by default the
436     * view will choose an RGB_888 surface with a depth buffer depth of
437     * at least 16 bits.
438     *
439     */
440    public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
441            int alphaSize, int depthSize, int stencilSize) {
442        setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
443                blueSize, alphaSize, depthSize, stencilSize));
444    }
445
446    /**
447     * Inform the default EGLContextFactory and default EGLConfigChooser
448     * which EGLContext client version to pick.
449     * <p>Use this method to create an OpenGL ES 2.0-compatible context.
450     * Example:
451     * <pre class="prettyprint">
452     *     public MyView(Context context) {
453     *         super(context);
454     *         setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context.
455     *         setRenderer(new MyRenderer());
456     *     }
457     * </pre>
458     * <p>Note: Activities which require OpenGL ES 2.0 should indicate this by
459     * setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the activity's
460     * AndroidManifest.xml file.
461     * <p>If this method is called, it must be called before {@link #setRenderer(Renderer)}
462     * is called.
463     * <p>This method only affects the behavior of the default EGLContexFactory and the
464     * default EGLConfigChooser. If
465     * {@link #setEGLContextFactory(EGLContextFactory)} has been called, then the supplied
466     * EGLContextFactory is responsible for creating an OpenGL ES 2.0-compatible context.
467     * If
468     * {@link #setEGLConfigChooser(EGLConfigChooser)} has been called, then the supplied
469     * EGLConfigChooser is responsible for choosing an OpenGL ES 2.0-compatible config.
470     * @param version The EGLContext client version to choose. Use 2 for OpenGL ES 2.0
471     */
472    public void setEGLContextClientVersion(int version) {
473        checkRenderThreadState();
474        mEGLContextClientVersion = version;
475    }
476
477    /**
478     * Set the rendering mode. When renderMode is
479     * RENDERMODE_CONTINUOUSLY, the renderer is called
480     * repeatedly to re-render the scene. When renderMode
481     * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
482     * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY.
483     * <p>
484     * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
485     * by allowing the GPU and CPU to idle when the view does not need to be updated.
486     * <p>
487     * This method can only be called after {@link #setRenderer(Renderer)}
488     *
489     * @param renderMode one of the RENDERMODE_X constants
490     * @see #RENDERMODE_CONTINUOUSLY
491     * @see #RENDERMODE_WHEN_DIRTY
492     */
493    public void setRenderMode(int renderMode) {
494        mGLThread.setRenderMode(renderMode);
495    }
496
497    /**
498     * Get the current rendering mode. May be called
499     * from any thread. Must not be called before a renderer has been set.
500     * @return the current rendering mode.
501     * @see #RENDERMODE_CONTINUOUSLY
502     * @see #RENDERMODE_WHEN_DIRTY
503     */
504    public int getRenderMode() {
505        return mGLThread.getRenderMode();
506    }
507
508    /**
509     * Request that the renderer render a frame.
510     * This method is typically used when the render mode has been set to
511     * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
512     * May be called
513     * from any thread. Must not be called before a renderer has been set.
514     */
515    public void requestRender() {
516        mGLThread.requestRender();
517    }
518
519    /**
520     * This method is part of the SurfaceHolder.Callback interface, and is
521     * not normally called or subclassed by clients of GLSurfaceView.
522     */
523    public void surfaceCreated(SurfaceHolder holder) {
524        mGLThread.surfaceCreated();
525    }
526
527    /**
528     * This method is part of the SurfaceHolder.Callback interface, and is
529     * not normally called or subclassed by clients of GLSurfaceView.
530     */
531    public void surfaceDestroyed(SurfaceHolder holder) {
532        // Surface will be destroyed when we return
533        mGLThread.surfaceDestroyed();
534    }
535
536    /**
537     * This method is part of the SurfaceHolder.Callback interface, and is
538     * not normally called or subclassed by clients of GLSurfaceView.
539     */
540    public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
541        mGLThread.onWindowResize(w, h);
542    }
543
544    /**
545     * This method is part of the SurfaceHolder.Callback2 interface, and is
546     * not normally called or subclassed by clients of GLSurfaceView.
547     */
548    @Override
549    public void surfaceRedrawNeededAsync(SurfaceHolder holder, Runnable finishDrawing) {
550        if (mGLThread != null) {
551            mGLThread.requestRenderAndNotify(finishDrawing);
552        }
553    }
554
555    /**
556     * This method is part of the SurfaceHolder.Callback2 interface, and is
557     * not normally called or subclassed by clients of GLSurfaceView.
558     */
559    @Deprecated
560    @Override
561    public void surfaceRedrawNeeded(SurfaceHolder holder) {
562        // Since we are part of the framework we know only surfaceRedrawNeededAsync
563        // will be called.
564    }
565
566
567    /**
568     * Pause the rendering thread, optionally tearing down the EGL context
569     * depending upon the value of {@link #setPreserveEGLContextOnPause(boolean)}.
570     *
571     * This method should be called when it is no longer desirable for the
572     * GLSurfaceView to continue rendering, such as in response to
573     * {@link android.app.Activity#onStop Activity.onStop}.
574     *
575     * Must not be called before a renderer has been set.
576     */
577    public void onPause() {
578        mGLThread.onPause();
579    }
580
581    /**
582     * Resumes the rendering thread, re-creating the OpenGL context if necessary. It
583     * is the counterpart to {@link #onPause()}.
584     *
585     * This method should typically be called in
586     * {@link android.app.Activity#onStart Activity.onStart}.
587     *
588     * Must not be called before a renderer has been set.
589     */
590    public void onResume() {
591        mGLThread.onResume();
592    }
593
594    /**
595     * Queue a runnable to be run on the GL rendering thread. This can be used
596     * to communicate with the Renderer on the rendering thread.
597     * Must not be called before a renderer has been set.
598     * @param r the runnable to be run on the GL rendering thread.
599     */
600    public void queueEvent(Runnable r) {
601        mGLThread.queueEvent(r);
602    }
603
604    /**
605     * This method is used as part of the View class and is not normally
606     * called or subclassed by clients of GLSurfaceView.
607     */
608    @Override
609    protected void onAttachedToWindow() {
610        super.onAttachedToWindow();
611        if (LOG_ATTACH_DETACH) {
612            Log.d(TAG, "onAttachedToWindow reattach =" + mDetached);
613        }
614        if (mDetached && (mRenderer != null)) {
615            int renderMode = RENDERMODE_CONTINUOUSLY;
616            if (mGLThread != null) {
617                renderMode = mGLThread.getRenderMode();
618            }
619            mGLThread = new GLThread(mThisWeakRef);
620            if (renderMode != RENDERMODE_CONTINUOUSLY) {
621                mGLThread.setRenderMode(renderMode);
622            }
623            mGLThread.start();
624        }
625        mDetached = false;
626    }
627
628    @Override
629    protected void onDetachedFromWindow() {
630        if (LOG_ATTACH_DETACH) {
631            Log.d(TAG, "onDetachedFromWindow");
632        }
633        if (mGLThread != null) {
634            mGLThread.requestExitAndWait();
635        }
636        mDetached = true;
637        super.onDetachedFromWindow();
638    }
639
640    // ----------------------------------------------------------------------
641
642    /**
643     * An interface used to wrap a GL interface.
644     * <p>Typically
645     * used for implementing debugging and tracing on top of the default
646     * GL interface. You would typically use this by creating your own class
647     * that implemented all the GL methods by delegating to another GL instance.
648     * Then you could add your own behavior before or after calling the
649     * delegate. All the GLWrapper would do was instantiate and return the
650     * wrapper GL instance:
651     * <pre class="prettyprint">
652     * class MyGLWrapper implements GLWrapper {
653     *     GL wrap(GL gl) {
654     *         return new MyGLImplementation(gl);
655     *     }
656     *     static class MyGLImplementation implements GL,GL10,GL11,... {
657     *         ...
658     *     }
659     * }
660     * </pre>
661     * @see #setGLWrapper(GLWrapper)
662     */
663    public interface GLWrapper {
664        /**
665         * Wraps a gl interface in another gl interface.
666         * @param gl a GL interface that is to be wrapped.
667         * @return either the input argument or another GL object that wraps the input argument.
668         */
669        GL wrap(GL gl);
670    }
671
672    /**
673     * A generic renderer interface.
674     * <p>
675     * The renderer is responsible for making OpenGL calls to render a frame.
676     * <p>
677     * GLSurfaceView clients typically create their own classes that implement
678     * this interface, and then call {@link GLSurfaceView#setRenderer} to
679     * register the renderer with the GLSurfaceView.
680     * <p>
681     *
682     * <div class="special reference">
683     * <h3>Developer Guides</h3>
684     * <p>For more information about how to use OpenGL, read the
685     * <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer guide.</p>
686     * </div>
687     *
688     * <h3>Threading</h3>
689     * The renderer will be called on a separate thread, so that rendering
690     * performance is decoupled from the UI thread. Clients typically need to
691     * communicate with the renderer from the UI thread, because that's where
692     * input events are received. Clients can communicate using any of the
693     * standard Java techniques for cross-thread communication, or they can
694     * use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
695     * <p>
696     * <h3>EGL Context Lost</h3>
697     * There are situations where the EGL rendering context will be lost. This
698     * typically happens when device wakes up after going to sleep. When
699     * the EGL context is lost, all OpenGL resources (such as textures) that are
700     * associated with that context will be automatically deleted. In order to
701     * keep rendering correctly, a renderer must recreate any lost resources
702     * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
703     * is a convenient place to do this.
704     *
705     *
706     * @see #setRenderer(Renderer)
707     */
708    public interface Renderer {
709        /**
710         * Called when the surface is created or recreated.
711         * <p>
712         * Called when the rendering thread
713         * starts and whenever the EGL context is lost. The EGL context will typically
714         * be lost when the Android device awakes after going to sleep.
715         * <p>
716         * Since this method is called at the beginning of rendering, as well as
717         * every time the EGL context is lost, this method is a convenient place to put
718         * code to create resources that need to be created when the rendering
719         * starts, and that need to be recreated when the EGL context is lost.
720         * Textures are an example of a resource that you might want to create
721         * here.
722         * <p>
723         * Note that when the EGL context is lost, all OpenGL resources associated
724         * with that context will be automatically deleted. You do not need to call
725         * the corresponding "glDelete" methods such as glDeleteTextures to
726         * manually delete these lost resources.
727         * <p>
728         * @param gl the GL interface. Use <code>instanceof</code> to
729         * test if the interface supports GL11 or higher interfaces.
730         * @param config the EGLConfig of the created surface. Can be used
731         * to create matching pbuffers.
732         */
733        void onSurfaceCreated(GL10 gl, EGLConfig config);
734
735        /**
736         * Called when the surface changed size.
737         * <p>
738         * Called after the surface is created and whenever
739         * the OpenGL ES surface size changes.
740         * <p>
741         * Typically you will set your viewport here. If your camera
742         * is fixed then you could also set your projection matrix here:
743         * <pre class="prettyprint">
744         * void onSurfaceChanged(GL10 gl, int width, int height) {
745         *     gl.glViewport(0, 0, width, height);
746         *     // for a fixed camera, set the projection too
747         *     float ratio = (float) width / height;
748         *     gl.glMatrixMode(GL10.GL_PROJECTION);
749         *     gl.glLoadIdentity();
750         *     gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
751         * }
752         * </pre>
753         * @param gl the GL interface. Use <code>instanceof</code> to
754         * test if the interface supports GL11 or higher interfaces.
755         * @param width
756         * @param height
757         */
758        void onSurfaceChanged(GL10 gl, int width, int height);
759
760        /**
761         * Called to draw the current frame.
762         * <p>
763         * This method is responsible for drawing the current frame.
764         * <p>
765         * The implementation of this method typically looks like this:
766         * <pre class="prettyprint">
767         * void onDrawFrame(GL10 gl) {
768         *     gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
769         *     //... other gl calls to render the scene ...
770         * }
771         * </pre>
772         * @param gl the GL interface. Use <code>instanceof</code> to
773         * test if the interface supports GL11 or higher interfaces.
774         */
775        void onDrawFrame(GL10 gl);
776    }
777
778    /**
779     * An interface for customizing the eglCreateContext and eglDestroyContext calls.
780     * <p>
781     * This interface must be implemented by clients wishing to call
782     * {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)}
783     */
784    public interface EGLContextFactory {
785        EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
786        void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
787    }
788
789    private class DefaultContextFactory implements EGLContextFactory {
790        private int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
791
792        public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) {
793            int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, mEGLContextClientVersion,
794                    EGL10.EGL_NONE };
795
796            return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT,
797                    mEGLContextClientVersion != 0 ? attrib_list : null);
798        }
799
800        public void destroyContext(EGL10 egl, EGLDisplay display,
801                EGLContext context) {
802            if (!egl.eglDestroyContext(display, context)) {
803                Log.e("DefaultContextFactory", "display:" + display + " context: " + context);
804                if (LOG_THREADS) {
805                    Log.i("DefaultContextFactory", "tid=" + Thread.currentThread().getId());
806                }
807                EglHelper.throwEglException("eglDestroyContex", egl.eglGetError());
808            }
809        }
810    }
811
812    /**
813     * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls.
814     * <p>
815     * This interface must be implemented by clients wishing to call
816     * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
817     */
818    public interface EGLWindowSurfaceFactory {
819        /**
820         *  @return null if the surface cannot be constructed.
821         */
822        EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config,
823                Object nativeWindow);
824        void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
825    }
826
827    private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory {
828
829        public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
830                EGLConfig config, Object nativeWindow) {
831            EGLSurface result = null;
832            try {
833                result = egl.eglCreateWindowSurface(display, config, nativeWindow, null);
834            } catch (IllegalArgumentException e) {
835                // This exception indicates that the surface flinger surface
836                // is not valid. This can happen if the surface flinger surface has
837                // been torn down, but the application has not yet been
838                // notified via SurfaceHolder.Callback.surfaceDestroyed.
839                // In theory the application should be notified first,
840                // but in practice sometimes it is not. See b/4588890
841                Log.e(TAG, "eglCreateWindowSurface", e);
842            }
843            return result;
844        }
845
846        public void destroySurface(EGL10 egl, EGLDisplay display,
847                EGLSurface surface) {
848            egl.eglDestroySurface(display, surface);
849        }
850    }
851
852    /**
853     * An interface for choosing an EGLConfig configuration from a list of
854     * potential configurations.
855     * <p>
856     * This interface must be implemented by clients wishing to call
857     * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
858     */
859    public interface EGLConfigChooser {
860        /**
861         * Choose a configuration from the list. Implementors typically
862         * implement this method by calling
863         * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
864         * EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
865         * @param egl the EGL10 for the current display.
866         * @param display the current display.
867         * @return the chosen configuration.
868         */
869        EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
870    }
871
872    private abstract class BaseConfigChooser
873            implements EGLConfigChooser {
874        public BaseConfigChooser(int[] configSpec) {
875            mConfigSpec = filterConfigSpec(configSpec);
876        }
877
878        public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
879            int[] num_config = new int[1];
880            if (!egl.eglChooseConfig(display, mConfigSpec, null, 0,
881                    num_config)) {
882                throw new IllegalArgumentException("eglChooseConfig failed");
883            }
884
885            int numConfigs = num_config[0];
886
887            if (numConfigs <= 0) {
888                throw new IllegalArgumentException(
889                        "No configs match configSpec");
890            }
891
892            EGLConfig[] configs = new EGLConfig[numConfigs];
893            if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
894                    num_config)) {
895                throw new IllegalArgumentException("eglChooseConfig#2 failed");
896            }
897            EGLConfig config = chooseConfig(egl, display, configs);
898            if (config == null) {
899                throw new IllegalArgumentException("No config chosen");
900            }
901            return config;
902        }
903
904        abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
905                EGLConfig[] configs);
906
907        protected int[] mConfigSpec;
908
909        private int[] filterConfigSpec(int[] configSpec) {
910            if (mEGLContextClientVersion != 2 && mEGLContextClientVersion != 3) {
911                return configSpec;
912            }
913            /* We know none of the subclasses define EGL_RENDERABLE_TYPE.
914             * And we know the configSpec is well formed.
915             */
916            int len = configSpec.length;
917            int[] newConfigSpec = new int[len + 2];
918            System.arraycopy(configSpec, 0, newConfigSpec, 0, len-1);
919            newConfigSpec[len-1] = EGL10.EGL_RENDERABLE_TYPE;
920            if (mEGLContextClientVersion == 2) {
921                newConfigSpec[len] = EGL14.EGL_OPENGL_ES2_BIT;  /* EGL_OPENGL_ES2_BIT */
922            } else {
923                newConfigSpec[len] = EGLExt.EGL_OPENGL_ES3_BIT_KHR; /* EGL_OPENGL_ES3_BIT_KHR */
924            }
925            newConfigSpec[len+1] = EGL10.EGL_NONE;
926            return newConfigSpec;
927        }
928    }
929
930    /**
931     * Choose a configuration with exactly the specified r,g,b,a sizes,
932     * and at least the specified depth and stencil sizes.
933     */
934    private class ComponentSizeChooser extends BaseConfigChooser {
935        public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
936                int alphaSize, int depthSize, int stencilSize) {
937            super(new int[] {
938                    EGL10.EGL_RED_SIZE, redSize,
939                    EGL10.EGL_GREEN_SIZE, greenSize,
940                    EGL10.EGL_BLUE_SIZE, blueSize,
941                    EGL10.EGL_ALPHA_SIZE, alphaSize,
942                    EGL10.EGL_DEPTH_SIZE, depthSize,
943                    EGL10.EGL_STENCIL_SIZE, stencilSize,
944                    EGL10.EGL_NONE});
945            mValue = new int[1];
946            mRedSize = redSize;
947            mGreenSize = greenSize;
948            mBlueSize = blueSize;
949            mAlphaSize = alphaSize;
950            mDepthSize = depthSize;
951            mStencilSize = stencilSize;
952       }
953
954        @Override
955        public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
956                EGLConfig[] configs) {
957            for (EGLConfig config : configs) {
958                int d = findConfigAttrib(egl, display, config,
959                        EGL10.EGL_DEPTH_SIZE, 0);
960                int s = findConfigAttrib(egl, display, config,
961                        EGL10.EGL_STENCIL_SIZE, 0);
962                if ((d >= mDepthSize) && (s >= mStencilSize)) {
963                    int r = findConfigAttrib(egl, display, config,
964                            EGL10.EGL_RED_SIZE, 0);
965                    int g = findConfigAttrib(egl, display, config,
966                             EGL10.EGL_GREEN_SIZE, 0);
967                    int b = findConfigAttrib(egl, display, config,
968                              EGL10.EGL_BLUE_SIZE, 0);
969                    int a = findConfigAttrib(egl, display, config,
970                            EGL10.EGL_ALPHA_SIZE, 0);
971                    if ((r == mRedSize) && (g == mGreenSize)
972                            && (b == mBlueSize) && (a == mAlphaSize)) {
973                        return config;
974                    }
975                }
976            }
977            return null;
978        }
979
980        private int findConfigAttrib(EGL10 egl, EGLDisplay display,
981                EGLConfig config, int attribute, int defaultValue) {
982
983            if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
984                return mValue[0];
985            }
986            return defaultValue;
987        }
988
989        private int[] mValue;
990        // Subclasses can adjust these values:
991        protected int mRedSize;
992        protected int mGreenSize;
993        protected int mBlueSize;
994        protected int mAlphaSize;
995        protected int mDepthSize;
996        protected int mStencilSize;
997        }
998
999    /**
1000     * This class will choose a RGB_888 surface with
1001     * or without a depth buffer.
1002     *
1003     */
1004    private class SimpleEGLConfigChooser extends ComponentSizeChooser {
1005        public SimpleEGLConfigChooser(boolean withDepthBuffer) {
1006            super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0);
1007        }
1008    }
1009
1010    /**
1011     * An EGL helper class.
1012     */
1013
1014    private static class EglHelper {
1015        public EglHelper(WeakReference<GLSurfaceView> glSurfaceViewWeakRef) {
1016            mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
1017        }
1018
1019        /**
1020         * Initialize EGL for a given configuration spec.
1021         * @param configSpec
1022         */
1023        public void start() {
1024            if (LOG_EGL) {
1025                Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId());
1026            }
1027            /*
1028             * Get an EGL instance
1029             */
1030            mEgl = (EGL10) EGLContext.getEGL();
1031
1032            /*
1033             * Get to the default display.
1034             */
1035            mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
1036
1037            if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
1038                throw new RuntimeException("eglGetDisplay failed");
1039            }
1040
1041            /*
1042             * We can now initialize EGL for that display
1043             */
1044            int[] version = new int[2];
1045            if(!mEgl.eglInitialize(mEglDisplay, version)) {
1046                throw new RuntimeException("eglInitialize failed");
1047            }
1048            GLSurfaceView view = mGLSurfaceViewWeakRef.get();
1049            if (view == null) {
1050                mEglConfig = null;
1051                mEglContext = null;
1052            } else {
1053                mEglConfig = view.mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
1054
1055                /*
1056                * Create an EGL context. We want to do this as rarely as we can, because an
1057                * EGL context is a somewhat heavy object.
1058                */
1059                mEglContext = view.mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig);
1060            }
1061            if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
1062                mEglContext = null;
1063                throwEglException("createContext");
1064            }
1065            if (LOG_EGL) {
1066                Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId());
1067            }
1068
1069            mEglSurface = null;
1070        }
1071
1072        /**
1073         * Create an egl surface for the current SurfaceHolder surface. If a surface
1074         * already exists, destroy it before creating the new surface.
1075         *
1076         * @return true if the surface was created successfully.
1077         */
1078        public boolean createSurface() {
1079            if (LOG_EGL) {
1080                Log.w("EglHelper", "createSurface()  tid=" + Thread.currentThread().getId());
1081            }
1082            /*
1083             * Check preconditions.
1084             */
1085            if (mEgl == null) {
1086                throw new RuntimeException("egl not initialized");
1087            }
1088            if (mEglDisplay == null) {
1089                throw new RuntimeException("eglDisplay not initialized");
1090            }
1091            if (mEglConfig == null) {
1092                throw new RuntimeException("mEglConfig not initialized");
1093            }
1094
1095            /*
1096             *  The window size has changed, so we need to create a new
1097             *  surface.
1098             */
1099            destroySurfaceImp();
1100
1101            /*
1102             * Create an EGL surface we can render into.
1103             */
1104            GLSurfaceView view = mGLSurfaceViewWeakRef.get();
1105            if (view != null) {
1106                mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
1107                        mEglDisplay, mEglConfig, view.getHolder());
1108            } else {
1109                mEglSurface = null;
1110            }
1111
1112            if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
1113                int error = mEgl.eglGetError();
1114                if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
1115                    Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW.");
1116                }
1117                return false;
1118            }
1119
1120            /*
1121             * Before we can issue GL commands, we need to make sure
1122             * the context is current and bound to a surface.
1123             */
1124            if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
1125                /*
1126                 * Could not make the context current, probably because the underlying
1127                 * SurfaceView surface has been destroyed.
1128                 */
1129                logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError());
1130                return false;
1131            }
1132
1133            return true;
1134        }
1135
1136        /**
1137         * Create a GL object for the current EGL context.
1138         * @return
1139         */
1140        GL createGL() {
1141
1142            GL gl = mEglContext.getGL();
1143            GLSurfaceView view = mGLSurfaceViewWeakRef.get();
1144            if (view != null) {
1145                if (view.mGLWrapper != null) {
1146                    gl = view.mGLWrapper.wrap(gl);
1147                }
1148
1149                if ((view.mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
1150                    int configFlags = 0;
1151                    Writer log = null;
1152                    if ((view.mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
1153                        configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
1154                    }
1155                    if ((view.mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
1156                        log = new LogWriter();
1157                    }
1158                    gl = GLDebugHelper.wrap(gl, configFlags, log);
1159                }
1160            }
1161            return gl;
1162        }
1163
1164        /**
1165         * Display the current render surface.
1166         * @return the EGL error code from eglSwapBuffers.
1167         */
1168        public int swap() {
1169            if (! mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {
1170                return mEgl.eglGetError();
1171            }
1172            return EGL10.EGL_SUCCESS;
1173        }
1174
1175        public void destroySurface() {
1176            if (LOG_EGL) {
1177                Log.w("EglHelper", "destroySurface()  tid=" + Thread.currentThread().getId());
1178            }
1179            destroySurfaceImp();
1180        }
1181
1182        private void destroySurfaceImp() {
1183            if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
1184                mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
1185                        EGL10.EGL_NO_SURFACE,
1186                        EGL10.EGL_NO_CONTEXT);
1187                GLSurfaceView view = mGLSurfaceViewWeakRef.get();
1188                if (view != null) {
1189                    view.mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
1190                }
1191                mEglSurface = null;
1192            }
1193        }
1194
1195        public void finish() {
1196            if (LOG_EGL) {
1197                Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId());
1198            }
1199            if (mEglContext != null) {
1200                GLSurfaceView view = mGLSurfaceViewWeakRef.get();
1201                if (view != null) {
1202                    view.mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
1203                }
1204                mEglContext = null;
1205            }
1206            if (mEglDisplay != null) {
1207                mEgl.eglTerminate(mEglDisplay);
1208                mEglDisplay = null;
1209            }
1210        }
1211
1212        private void throwEglException(String function) {
1213            throwEglException(function, mEgl.eglGetError());
1214        }
1215
1216        public static void throwEglException(String function, int error) {
1217            String message = formatEglError(function, error);
1218            if (LOG_THREADS) {
1219                Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " "
1220                        + message);
1221            }
1222            throw new RuntimeException(message);
1223        }
1224
1225        public static void logEglErrorAsWarning(String tag, String function, int error) {
1226            Log.w(tag, formatEglError(function, error));
1227        }
1228
1229        public static String formatEglError(String function, int error) {
1230            return function + " failed: " + EGLLogWrapper.getErrorString(error);
1231        }
1232
1233        private WeakReference<GLSurfaceView> mGLSurfaceViewWeakRef;
1234        EGL10 mEgl;
1235        EGLDisplay mEglDisplay;
1236        EGLSurface mEglSurface;
1237        EGLConfig mEglConfig;
1238        EGLContext mEglContext;
1239
1240    }
1241
1242    /**
1243     * A generic GL Thread. Takes care of initializing EGL and GL. Delegates
1244     * to a Renderer instance to do the actual drawing. Can be configured to
1245     * render continuously or on request.
1246     *
1247     * All potentially blocking synchronization is done through the
1248     * sGLThreadManager object. This avoids multiple-lock ordering issues.
1249     *
1250     */
1251    static class GLThread extends Thread {
1252        GLThread(WeakReference<GLSurfaceView> glSurfaceViewWeakRef) {
1253            super();
1254            mWidth = 0;
1255            mHeight = 0;
1256            mRequestRender = true;
1257            mRenderMode = RENDERMODE_CONTINUOUSLY;
1258            mWantRenderNotification = false;
1259            mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
1260        }
1261
1262        @Override
1263        public void run() {
1264            setName("GLThread " + getId());
1265            if (LOG_THREADS) {
1266                Log.i("GLThread", "starting tid=" + getId());
1267            }
1268
1269            try {
1270                guardedRun();
1271            } catch (InterruptedException e) {
1272                // fall thru and exit normally
1273            } finally {
1274                sGLThreadManager.threadExiting(this);
1275            }
1276        }
1277
1278        /*
1279         * This private method should only be called inside a
1280         * synchronized(sGLThreadManager) block.
1281         */
1282        private void stopEglSurfaceLocked() {
1283            if (mHaveEglSurface) {
1284                mHaveEglSurface = false;
1285                mEglHelper.destroySurface();
1286            }
1287        }
1288
1289        /*
1290         * This private method should only be called inside a
1291         * synchronized(sGLThreadManager) block.
1292         */
1293        private void stopEglContextLocked() {
1294            if (mHaveEglContext) {
1295                mEglHelper.finish();
1296                mHaveEglContext = false;
1297                sGLThreadManager.releaseEglContextLocked(this);
1298            }
1299        }
1300        private void guardedRun() throws InterruptedException {
1301            mEglHelper = new EglHelper(mGLSurfaceViewWeakRef);
1302            mHaveEglContext = false;
1303            mHaveEglSurface = false;
1304            mWantRenderNotification = false;
1305
1306            try {
1307                GL10 gl = null;
1308                boolean createEglContext = false;
1309                boolean createEglSurface = false;
1310                boolean createGlInterface = false;
1311                boolean lostEglContext = false;
1312                boolean sizeChanged = false;
1313                boolean wantRenderNotification = false;
1314                boolean doRenderNotification = false;
1315                boolean askedToReleaseEglContext = false;
1316                int w = 0;
1317                int h = 0;
1318                Runnable event = null;
1319                Runnable finishDrawingRunnable = null;
1320
1321                while (true) {
1322                    synchronized (sGLThreadManager) {
1323                        while (true) {
1324                            if (mShouldExit) {
1325                                return;
1326                            }
1327
1328                            if (! mEventQueue.isEmpty()) {
1329                                event = mEventQueue.remove(0);
1330                                break;
1331                            }
1332
1333                            // Update the pause state.
1334                            boolean pausing = false;
1335                            if (mPaused != mRequestPaused) {
1336                                pausing = mRequestPaused;
1337                                mPaused = mRequestPaused;
1338                                sGLThreadManager.notifyAll();
1339                                if (LOG_PAUSE_RESUME) {
1340                                    Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId());
1341                                }
1342                            }
1343
1344                            // Do we need to give up the EGL context?
1345                            if (mShouldReleaseEglContext) {
1346                                if (LOG_SURFACE) {
1347                                    Log.i("GLThread", "releasing EGL context because asked to tid=" + getId());
1348                                }
1349                                stopEglSurfaceLocked();
1350                                stopEglContextLocked();
1351                                mShouldReleaseEglContext = false;
1352                                askedToReleaseEglContext = true;
1353                            }
1354
1355                            // Have we lost the EGL context?
1356                            if (lostEglContext) {
1357                                stopEglSurfaceLocked();
1358                                stopEglContextLocked();
1359                                lostEglContext = false;
1360                            }
1361
1362                            // When pausing, release the EGL surface:
1363                            if (pausing && mHaveEglSurface) {
1364                                if (LOG_SURFACE) {
1365                                    Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
1366                                }
1367                                stopEglSurfaceLocked();
1368                            }
1369
1370                            // When pausing, optionally release the EGL Context:
1371                            if (pausing && mHaveEglContext) {
1372                                GLSurfaceView view = mGLSurfaceViewWeakRef.get();
1373                                boolean preserveEglContextOnPause = view == null ?
1374                                        false : view.mPreserveEGLContextOnPause;
1375                                if (!preserveEglContextOnPause) {
1376                                    stopEglContextLocked();
1377                                    if (LOG_SURFACE) {
1378                                        Log.i("GLThread", "releasing EGL context because paused tid=" + getId());
1379                                    }
1380                                }
1381                            }
1382
1383                            // Have we lost the SurfaceView surface?
1384                            if ((! mHasSurface) && (! mWaitingForSurface)) {
1385                                if (LOG_SURFACE) {
1386                                    Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId());
1387                                }
1388                                if (mHaveEglSurface) {
1389                                    stopEglSurfaceLocked();
1390                                }
1391                                mWaitingForSurface = true;
1392                                mSurfaceIsBad = false;
1393                                sGLThreadManager.notifyAll();
1394                            }
1395
1396                            // Have we acquired the surface view surface?
1397                            if (mHasSurface && mWaitingForSurface) {
1398                                if (LOG_SURFACE) {
1399                                    Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId());
1400                                }
1401                                mWaitingForSurface = false;
1402                                sGLThreadManager.notifyAll();
1403                            }
1404
1405                            if (doRenderNotification) {
1406                                if (LOG_SURFACE) {
1407                                    Log.i("GLThread", "sending render notification tid=" + getId());
1408                                }
1409                                mWantRenderNotification = false;
1410                                doRenderNotification = false;
1411                                mRenderComplete = true;
1412                                sGLThreadManager.notifyAll();
1413                            }
1414
1415                            if (mFinishDrawingRunnable != null) {
1416                                finishDrawingRunnable = mFinishDrawingRunnable;
1417                                mFinishDrawingRunnable = null;
1418                            }
1419
1420                            // Ready to draw?
1421                            if (readyToDraw()) {
1422
1423                                // If we don't have an EGL context, try to acquire one.
1424                                if (! mHaveEglContext) {
1425                                    if (askedToReleaseEglContext) {
1426                                        askedToReleaseEglContext = false;
1427                                    } else {
1428                                        try {
1429                                            mEglHelper.start();
1430                                        } catch (RuntimeException t) {
1431                                            sGLThreadManager.releaseEglContextLocked(this);
1432                                            throw t;
1433                                        }
1434                                        mHaveEglContext = true;
1435                                        createEglContext = true;
1436
1437                                        sGLThreadManager.notifyAll();
1438                                    }
1439                                }
1440
1441                                if (mHaveEglContext && !mHaveEglSurface) {
1442                                    mHaveEglSurface = true;
1443                                    createEglSurface = true;
1444                                    createGlInterface = true;
1445                                    sizeChanged = true;
1446                                }
1447
1448                                if (mHaveEglSurface) {
1449                                    if (mSizeChanged) {
1450                                        sizeChanged = true;
1451                                        w = mWidth;
1452                                        h = mHeight;
1453                                        mWantRenderNotification = true;
1454                                        if (LOG_SURFACE) {
1455                                            Log.i("GLThread",
1456                                                    "noticing that we want render notification tid="
1457                                                    + getId());
1458                                        }
1459
1460                                        // Destroy and recreate the EGL surface.
1461                                        createEglSurface = true;
1462
1463                                        mSizeChanged = false;
1464                                    }
1465                                    mRequestRender = false;
1466                                    sGLThreadManager.notifyAll();
1467                                    if (mWantRenderNotification) {
1468                                        wantRenderNotification = true;
1469                                    }
1470                                    break;
1471                                }
1472                            }
1473                            // By design, this is the only place in a GLThread thread where we wait().
1474                            if (LOG_THREADS) {
1475                                Log.i("GLThread", "waiting tid=" + getId()
1476                                    + " mHaveEglContext: " + mHaveEglContext
1477                                    + " mHaveEglSurface: " + mHaveEglSurface
1478                                    + " mFinishedCreatingEglSurface: " + mFinishedCreatingEglSurface
1479                                    + " mPaused: " + mPaused
1480                                    + " mHasSurface: " + mHasSurface
1481                                    + " mSurfaceIsBad: " + mSurfaceIsBad
1482                                    + " mWaitingForSurface: " + mWaitingForSurface
1483                                    + " mWidth: " + mWidth
1484                                    + " mHeight: " + mHeight
1485                                    + " mRequestRender: " + mRequestRender
1486                                    + " mRenderMode: " + mRenderMode);
1487                            }
1488                            sGLThreadManager.wait();
1489                        }
1490                    } // end of synchronized(sGLThreadManager)
1491
1492                    if (event != null) {
1493                        event.run();
1494                        event = null;
1495                        continue;
1496                    }
1497
1498                    if (createEglSurface) {
1499                        if (LOG_SURFACE) {
1500                            Log.w("GLThread", "egl createSurface");
1501                        }
1502                        if (mEglHelper.createSurface()) {
1503                            synchronized(sGLThreadManager) {
1504                                mFinishedCreatingEglSurface = true;
1505                                sGLThreadManager.notifyAll();
1506                            }
1507                        } else {
1508                            synchronized(sGLThreadManager) {
1509                                mFinishedCreatingEglSurface = true;
1510                                mSurfaceIsBad = true;
1511                                sGLThreadManager.notifyAll();
1512                            }
1513                            continue;
1514                        }
1515                        createEglSurface = false;
1516                    }
1517
1518                    if (createGlInterface) {
1519                        gl = (GL10) mEglHelper.createGL();
1520
1521                        createGlInterface = false;
1522                    }
1523
1524                    if (createEglContext) {
1525                        if (LOG_RENDERER) {
1526                            Log.w("GLThread", "onSurfaceCreated");
1527                        }
1528                        GLSurfaceView view = mGLSurfaceViewWeakRef.get();
1529                        if (view != null) {
1530                            try {
1531                                Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onSurfaceCreated");
1532                                view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
1533                            } finally {
1534                                Trace.traceEnd(Trace.TRACE_TAG_VIEW);
1535                            }
1536                        }
1537                        createEglContext = false;
1538                    }
1539
1540                    if (sizeChanged) {
1541                        if (LOG_RENDERER) {
1542                            Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
1543                        }
1544                        GLSurfaceView view = mGLSurfaceViewWeakRef.get();
1545                        if (view != null) {
1546                            try {
1547                                Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onSurfaceChanged");
1548                                view.mRenderer.onSurfaceChanged(gl, w, h);
1549                            } finally {
1550                                Trace.traceEnd(Trace.TRACE_TAG_VIEW);
1551                            }
1552                        }
1553                        sizeChanged = false;
1554                    }
1555
1556                    if (LOG_RENDERER_DRAW_FRAME) {
1557                        Log.w("GLThread", "onDrawFrame tid=" + getId());
1558                    }
1559                    {
1560                        GLSurfaceView view = mGLSurfaceViewWeakRef.get();
1561                        if (view != null) {
1562                            try {
1563                                Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onDrawFrame");
1564                                view.mRenderer.onDrawFrame(gl);
1565                                if (finishDrawingRunnable != null) {
1566                                    finishDrawingRunnable.run();
1567                                    finishDrawingRunnable = null;
1568                                }
1569                            } finally {
1570                                Trace.traceEnd(Trace.TRACE_TAG_VIEW);
1571                            }
1572                        }
1573                    }
1574                    int swapError = mEglHelper.swap();
1575                    switch (swapError) {
1576                        case EGL10.EGL_SUCCESS:
1577                            break;
1578                        case EGL11.EGL_CONTEXT_LOST:
1579                            if (LOG_SURFACE) {
1580                                Log.i("GLThread", "egl context lost tid=" + getId());
1581                            }
1582                            lostEglContext = true;
1583                            break;
1584                        default:
1585                            // Other errors typically mean that the current surface is bad,
1586                            // probably because the SurfaceView surface has been destroyed,
1587                            // but we haven't been notified yet.
1588                            // Log the error to help developers understand why rendering stopped.
1589                            EglHelper.logEglErrorAsWarning("GLThread", "eglSwapBuffers", swapError);
1590
1591                            synchronized(sGLThreadManager) {
1592                                mSurfaceIsBad = true;
1593                                sGLThreadManager.notifyAll();
1594                            }
1595                            break;
1596                    }
1597
1598                    if (wantRenderNotification) {
1599                        doRenderNotification = true;
1600                        wantRenderNotification = false;
1601                    }
1602                }
1603
1604            } finally {
1605                /*
1606                 * clean-up everything...
1607                 */
1608                synchronized (sGLThreadManager) {
1609                    stopEglSurfaceLocked();
1610                    stopEglContextLocked();
1611                }
1612            }
1613        }
1614
1615        public boolean ableToDraw() {
1616            return mHaveEglContext && mHaveEglSurface && readyToDraw();
1617        }
1618
1619        private boolean readyToDraw() {
1620            return (!mPaused) && mHasSurface && (!mSurfaceIsBad)
1621                && (mWidth > 0) && (mHeight > 0)
1622                && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY));
1623        }
1624
1625        public void setRenderMode(int renderMode) {
1626            if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) {
1627                throw new IllegalArgumentException("renderMode");
1628            }
1629            synchronized(sGLThreadManager) {
1630                mRenderMode = renderMode;
1631                sGLThreadManager.notifyAll();
1632            }
1633        }
1634
1635        public int getRenderMode() {
1636            synchronized(sGLThreadManager) {
1637                return mRenderMode;
1638            }
1639        }
1640
1641        public void requestRender() {
1642            synchronized(sGLThreadManager) {
1643                mRequestRender = true;
1644                sGLThreadManager.notifyAll();
1645            }
1646        }
1647
1648        public void requestRenderAndNotify(Runnable finishDrawing) {
1649            synchronized(sGLThreadManager) {
1650                // If we are already on the GL thread, this means a client callback
1651                // has caused reentrancy, for example via updating the SurfaceView parameters.
1652                // We will return to the client rendering code, so here we don't need to
1653                // do anything.
1654                if (Thread.currentThread() == this) {
1655                    return;
1656                }
1657
1658                mWantRenderNotification = true;
1659                mRequestRender = true;
1660                mRenderComplete = false;
1661                mFinishDrawingRunnable = finishDrawing;
1662
1663                sGLThreadManager.notifyAll();
1664            }
1665        }
1666
1667        public void surfaceCreated() {
1668            synchronized(sGLThreadManager) {
1669                if (LOG_THREADS) {
1670                    Log.i("GLThread", "surfaceCreated tid=" + getId());
1671                }
1672                mHasSurface = true;
1673                mFinishedCreatingEglSurface = false;
1674                sGLThreadManager.notifyAll();
1675                while (mWaitingForSurface
1676                       && !mFinishedCreatingEglSurface
1677                       && !mExited) {
1678                    try {
1679                        sGLThreadManager.wait();
1680                    } catch (InterruptedException e) {
1681                        Thread.currentThread().interrupt();
1682                    }
1683                }
1684            }
1685        }
1686
1687        public void surfaceDestroyed() {
1688            synchronized(sGLThreadManager) {
1689                if (LOG_THREADS) {
1690                    Log.i("GLThread", "surfaceDestroyed tid=" + getId());
1691                }
1692                mHasSurface = false;
1693                sGLThreadManager.notifyAll();
1694                while((!mWaitingForSurface) && (!mExited)) {
1695                    try {
1696                        sGLThreadManager.wait();
1697                    } catch (InterruptedException e) {
1698                        Thread.currentThread().interrupt();
1699                    }
1700                }
1701            }
1702        }
1703
1704        public void onPause() {
1705            synchronized (sGLThreadManager) {
1706                if (LOG_PAUSE_RESUME) {
1707                    Log.i("GLThread", "onPause tid=" + getId());
1708                }
1709                mRequestPaused = true;
1710                sGLThreadManager.notifyAll();
1711                while ((! mExited) && (! mPaused)) {
1712                    if (LOG_PAUSE_RESUME) {
1713                        Log.i("Main thread", "onPause waiting for mPaused.");
1714                    }
1715                    try {
1716                        sGLThreadManager.wait();
1717                    } catch (InterruptedException ex) {
1718                        Thread.currentThread().interrupt();
1719                    }
1720                }
1721            }
1722        }
1723
1724        public void onResume() {
1725            synchronized (sGLThreadManager) {
1726                if (LOG_PAUSE_RESUME) {
1727                    Log.i("GLThread", "onResume tid=" + getId());
1728                }
1729                mRequestPaused = false;
1730                mRequestRender = true;
1731                mRenderComplete = false;
1732                sGLThreadManager.notifyAll();
1733                while ((! mExited) && mPaused && (!mRenderComplete)) {
1734                    if (LOG_PAUSE_RESUME) {
1735                        Log.i("Main thread", "onResume waiting for !mPaused.");
1736                    }
1737                    try {
1738                        sGLThreadManager.wait();
1739                    } catch (InterruptedException ex) {
1740                        Thread.currentThread().interrupt();
1741                    }
1742                }
1743            }
1744        }
1745
1746        public void onWindowResize(int w, int h) {
1747            synchronized (sGLThreadManager) {
1748                mWidth = w;
1749                mHeight = h;
1750                mSizeChanged = true;
1751                mRequestRender = true;
1752                mRenderComplete = false;
1753
1754                // If we are already on the GL thread, this means a client callback
1755                // has caused reentrancy, for example via updating the SurfaceView parameters.
1756                // We need to process the size change eventually though and update our EGLSurface.
1757                // So we set the parameters and return so they can be processed on our
1758                // next iteration.
1759                if (Thread.currentThread() == this) {
1760                    return;
1761                }
1762
1763                sGLThreadManager.notifyAll();
1764
1765                // Wait for thread to react to resize and render a frame
1766                while (! mExited && !mPaused && !mRenderComplete
1767                        && ableToDraw()) {
1768                    if (LOG_SURFACE) {
1769                        Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId());
1770                    }
1771                    try {
1772                        sGLThreadManager.wait();
1773                    } catch (InterruptedException ex) {
1774                        Thread.currentThread().interrupt();
1775                    }
1776                }
1777            }
1778        }
1779
1780        public void requestExitAndWait() {
1781            // don't call this from GLThread thread or it is a guaranteed
1782            // deadlock!
1783            synchronized(sGLThreadManager) {
1784                mShouldExit = true;
1785                sGLThreadManager.notifyAll();
1786                while (! mExited) {
1787                    try {
1788                        sGLThreadManager.wait();
1789                    } catch (InterruptedException ex) {
1790                        Thread.currentThread().interrupt();
1791                    }
1792                }
1793            }
1794        }
1795
1796        public void requestReleaseEglContextLocked() {
1797            mShouldReleaseEglContext = true;
1798            sGLThreadManager.notifyAll();
1799        }
1800
1801        /**
1802         * Queue an "event" to be run on the GL rendering thread.
1803         * @param r the runnable to be run on the GL rendering thread.
1804         */
1805        public void queueEvent(Runnable r) {
1806            if (r == null) {
1807                throw new IllegalArgumentException("r must not be null");
1808            }
1809            synchronized(sGLThreadManager) {
1810                mEventQueue.add(r);
1811                sGLThreadManager.notifyAll();
1812            }
1813        }
1814
1815        // Once the thread is started, all accesses to the following member
1816        // variables are protected by the sGLThreadManager monitor
1817        private boolean mShouldExit;
1818        private boolean mExited;
1819        private boolean mRequestPaused;
1820        private boolean mPaused;
1821        private boolean mHasSurface;
1822        private boolean mSurfaceIsBad;
1823        private boolean mWaitingForSurface;
1824        private boolean mHaveEglContext;
1825        private boolean mHaveEglSurface;
1826        private boolean mFinishedCreatingEglSurface;
1827        private boolean mShouldReleaseEglContext;
1828        private int mWidth;
1829        private int mHeight;
1830        private int mRenderMode;
1831        private boolean mRequestRender;
1832        private boolean mWantRenderNotification;
1833        private boolean mRenderComplete;
1834        private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
1835        private boolean mSizeChanged = true;
1836        private Runnable mFinishDrawingRunnable = null;
1837
1838        // End of member variables protected by the sGLThreadManager monitor.
1839
1840        private EglHelper mEglHelper;
1841
1842        /**
1843         * Set once at thread construction time, nulled out when the parent view is garbage
1844         * called. This weak reference allows the GLSurfaceView to be garbage collected while
1845         * the GLThread is still alive.
1846         */
1847        private WeakReference<GLSurfaceView> mGLSurfaceViewWeakRef;
1848
1849    }
1850
1851    static class LogWriter extends Writer {
1852
1853        @Override public void close() {
1854            flushBuilder();
1855        }
1856
1857        @Override public void flush() {
1858            flushBuilder();
1859        }
1860
1861        @Override public void write(char[] buf, int offset, int count) {
1862            for(int i = 0; i < count; i++) {
1863                char c = buf[offset + i];
1864                if ( c == '\n') {
1865                    flushBuilder();
1866                }
1867                else {
1868                    mBuilder.append(c);
1869                }
1870            }
1871        }
1872
1873        private void flushBuilder() {
1874            if (mBuilder.length() > 0) {
1875                Log.v("GLSurfaceView", mBuilder.toString());
1876                mBuilder.delete(0, mBuilder.length());
1877            }
1878        }
1879
1880        private StringBuilder mBuilder = new StringBuilder();
1881    }
1882
1883
1884    private void checkRenderThreadState() {
1885        if (mGLThread != null) {
1886            throw new IllegalStateException(
1887                    "setRenderer has already been called for this instance.");
1888        }
1889    }
1890
1891    private static class GLThreadManager {
1892        private static String TAG = "GLThreadManager";
1893
1894        public synchronized void threadExiting(GLThread thread) {
1895            if (LOG_THREADS) {
1896                Log.i("GLThread", "exiting tid=" +  thread.getId());
1897            }
1898            thread.mExited = true;
1899            notifyAll();
1900        }
1901
1902        /*
1903         * Releases the EGL context. Requires that we are already in the
1904         * sGLThreadManager monitor when this is called.
1905         */
1906        public void releaseEglContextLocked(GLThread thread) {
1907            notifyAll();
1908        }
1909    }
1910
1911    private static final GLThreadManager sGLThreadManager = new GLThreadManager();
1912
1913    private final WeakReference<GLSurfaceView> mThisWeakRef =
1914            new WeakReference<GLSurfaceView>(this);
1915    private GLThread mGLThread;
1916    private Renderer mRenderer;
1917    private boolean mDetached;
1918    private EGLConfigChooser mEGLConfigChooser;
1919    private EGLContextFactory mEGLContextFactory;
1920    private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
1921    private GLWrapper mGLWrapper;
1922    private int mDebugFlags;
1923    private int mEGLContextClientVersion;
1924    private boolean mPreserveEGLContextOnPause;
1925}
1926