package gl; import java.io.Writer; import java.util.ArrayList; 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 util.Log; import android.content.Context; import android.content.pm.ConfigurationInfo; import android.opengl.GLDebugHelper; import android.util.AttributeSet; import android.view.SurfaceHolder; import android.view.SurfaceView; /** * A modified version of * http://code.google.com/p/replicaisland/source/browse/trunk * /src/com/replica/replicaisland/GLSurfaceView.java * * <br> * Auto reloading of opengl context didn't work (textures were gone eg) so this * wont be used but would work (if you change the parent of * {@link CustomGLSurfaceView} to {@link ReplicaGLSurfaceView} and the parent of * {@link GL1Renderer} to {@link ReplicaRenderer}) * * * <br> * Also see http://groups.google.com/group/replica-island-coding-community/ * browse_thread/thread/45bf454a3ee25136 * * <br> * <br> * * An implementation of SurfaceView that uses the dedicated surface for * displaying OpenGL rendering. * <p> * A GLSurfaceView provides the following features: * <p> * <ul> * <li>Manages a surface, which is a special piece of memory that can be * composited into the Android view system. * <li>Manages an EGL display, which enables OpenGL to render into a surface. * <li>Accepts a user-provided Renderer object that does the actual rendering. * <li>Renders on a dedicated thread to decouple rendering performance from the * UI thread. * <li>Supports both on-demand and continuous rendering. * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL * calls. * </ul> * * <h3>Using GLSurfaceView</h3> * <p> * 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(ReplicaRenderer)} call. * <p> * <h3>Initializing GLSurfaceView</h3> * All you have to do to initialize a GLSurfaceView is call * {@link #setRenderer(ReplicaRenderer)}. However, if desired, you can modify * the default behavior of GLSurfaceView by calling one or more of these methods * before calling setRenderer: * <ul> * <li>{@link #setDebugFlags(int)} * <li>{@link #setEGLConfigChooser(boolean)} * <li>{@link #setEGLConfigChooser(EGLConfigChooser)} * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)} * <li>{@link #setGLWrapper(GLWrapper)} * </ul> * <p> * <h4>Choosing an EGL Configuration</h4> * 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. * <p> * 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. * <p> * <h4>Debug Behavior</h4> * 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. * <p> * <h4>Setting a Renderer</h4> * Finally, you must call {@link #setRenderer} to register a * {@link ReplicaRenderer}. The renderer is responsible for doing the actual * OpenGL rendering. * <p> * <h3>Rendering Mode</h3> * 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. * <p> * <h3>Activity Life-cycle</h3> * 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. * <p> * <h3>Handling events</h3> * <p> * 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: * * <pre class="prettyprint"> * 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); * } * } * </pre> * */ @Deprecated public class ReplicaGLSurfaceView extends SurfaceView implements SurfaceHolder.Callback { private final static boolean LOG_THREADS = false; private final static boolean LOG_SURFACE = true; private final static boolean LOG_RENDERER = false; // Work-around for bug 2263168 private final static boolean DRAW_TWICE_AFTER_SIZE_CHANGED = true; /** * 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 ReplicaGLSurfaceView(Context context) { super(context); init(); } /** * Standard View constructor. In order to render something, you must call * {@link #setRenderer} to register a renderer. */ public ReplicaGLSurfaceView(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); holder.setType(SurfaceHolder.SURFACE_TYPE_GPU); } /** * 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. * <p> * Wrapping is typically used for debugging purposes. * <p> * 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. * <p> * This method should be called once and only once in the life-cycle of a * GLSurfaceView. * <p> * The following GLSurfaceView methods can only be called <em>before</em> * setRenderer is called: * <ul> * <li>{@link #setEGLConfigChooser(boolean)} * <li>{@link #setEGLConfigChooser(EGLConfigChooser)} * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)} * </ul> * <p> * The following GLSurfaceView methods can only be called <em>after</em> * setRenderer is called: * <ul> * <li>{@link #getRenderMode()} * <li>{@link #onPause()} * <li>{@link #onResume()} * <li>{@link #queueEvent(Runnable)} * <li>{@link #requestRender()} * <li>{@link #setRenderMode(int)} * </ul> * * @param renderer * the renderer to use to perform OpenGL drawing. */ public void setRenderer(ReplicaRenderer renderer) { checkRenderThreadState(); if (mEGLConfigChooser == null) { mEGLConfigChooser = new SimpleEGLConfigChooser(true); } if (mEGLContextFactory == null) { mEGLContextFactory = new DefaultContextFactory(); } if (mEGLWindowSurfaceFactory == null) { mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory(); } mGLThread = new GLThread(renderer); mGLThread.start(); } /** * Install a custom EGLContextFactory. * <p> * If this method is called, it must be called before * {@link #setRenderer(ReplicaRenderer)} is called. * <p> * If this method is not called, then by default a context will be created * with no shared context and with a null attribute list. */ public void setEGLContextFactory(EGLContextFactory factory) { checkRenderThreadState(); mEGLContextFactory = factory; } /** * Install a custom EGLWindowSurfaceFactory. * <p> * If this method is called, it must be called before * {@link #setRenderer(ReplicaRenderer)} is called. * <p> * If this method is not called, then by default a window surface will be * created with a null attribute list. */ public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) { checkRenderThreadState(); mEGLWindowSurfaceFactory = factory; } /** * Install a custom EGLConfigChooser. * <p> * If this method is called, it must be called before * {@link #setRenderer(ReplicaRenderer)} is called. * <p> * 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) { checkRenderThreadState(); 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. * <p> * If this method is called, it must be called before * {@link #setRenderer(ReplicaRenderer)} is called. * <p> * 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. * <p> * If this method is called, it must be called before * {@link #setRenderer(ReplicaRenderer)} is called. * <p> * 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)); } /** * Inform the default EGLContextFactory and default EGLConfigChooser which * EGLContext client version to pick. * <p> * Use this method to create an OpenGL ES 2.0-compatible context. Example: * * <pre class="prettyprint"> * public MyView(Context context) { * super(context); * setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context. * setRenderer(new MyRenderer()); * } * </pre> * <p> * Note: Activities which require OpenGL ES 2.0 should indicate this by * setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the * activity's AndroidManifest.xml file. * <p> * If this method is called, it must be called before * {@link #setRenderer(ReplicaRenderer)} is called. * <p> * This method only affects the behavior of the default EGLContexFactory and * the default EGLConfigChooser. If * {@link #setEGLContextFactory(EGLContextFactory)} has been called, then * the supplied EGLContextFactory is responsible for creating an OpenGL ES * 2.0-compatible context. If {@link #setEGLConfigChooser(EGLConfigChooser)} * has been called, then the supplied EGLConfigChooser is responsible for * choosing an OpenGL ES 2.0-compatible config. * * @param version * The EGLContext client version to choose. Use 2 for OpenGL ES * 2.0 */ public void setEGLContextClientVersion(int version) { checkRenderThreadState(); mEGLContextClientVersion = version; } /** * 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. * <p> * 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. * <p> * This method can only be called after * {@link #setRenderer(ReplicaRenderer)} * * @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. */ @Override 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. */ @Override 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. */ @Override 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(); } public void setSafeMode(boolean safeMode) { mGLThread.setSafeMode(safeMode); } /** * 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); } /** * Inform the view that the window focus has changed. */ @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mGLThread.onWindowFocusChanged(hasFocus); } /** * 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. * <p> * 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: * * <pre class="prettyprint"> * class MyGLWrapper implements GLWrapper { * GL wrap(GL gl) { * return new MyGLImplementation(gl); * } * static class MyGLImplementation implements GL,GL10,GL11,... { * ... * } * } * </pre> * * @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. * <p> * The renderer is responsible for making OpenGL calls to render a frame. * <p> * GLSurfaceView clients typically create their own classes that implement * this interface, and then call {@link ReplicaGLSurfaceView#setRenderer} to * register the renderer with the GLSurfaceView. * <p> * <h3>Threading</h3> * 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 ReplicaGLSurfaceView#queueEvent(Runnable)} convenience method. * <p> * <h3>EGL Context Lost</h3> * 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(ReplicaRenderer) */ public interface ReplicaRenderer { /** * Called when the surface is created or recreated. * <p> * 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. * <p> * 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. * <p> * 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. * <p> * * @param gl * the GL interface. Use <code>instanceof</code> 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. * <p> * Called after the surface is created and whenever the OpenGL ES * surface size changes. * <p> * Typically you will set your viewport here. If your camera is fixed * then you could also set your projection matrix here: * * <pre class="prettyprint"> * 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); * } * </pre> * * @param gl * the GL interface. Use <code>instanceof</code> 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. * <p> * This method is responsible for drawing the current frame. * <p> * The implementation of this method typically looks like this: * * <pre class="prettyprint"> * void onDrawFrame(GL10 gl) { * gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); * // ... other gl calls to render the scene ... * } * </pre> * * @param gl * the GL interface. Use <code>instanceof</code> to test if * the interface supports GL11 or higher interfaces. */ void onDrawFrame(GL10 gl); } /** * An interface for customizing the eglCreateContext and eglDestroyContext * calls. * <p> * This interface must be implemented by clients wishing to call * {@link ReplicaGLSurfaceView#setEGLContextFactory(EGLContextFactory)} */ public interface EGLContextFactory { EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig); void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context); } private class DefaultContextFactory implements EGLContextFactory { private int EGL_CONTEXT_CLIENT_VERSION = 0x3098; @Override public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) { int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, mEGLContextClientVersion, EGL10.EGL_NONE }; return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, mEGLContextClientVersion != 0 ? attrib_list : null); } @Override public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) { egl.eglDestroyContext(display, context); } } /** * An interface for customizing the eglCreateWindowSurface and * eglDestroySurface calls. * <p> * This interface must be implemented by clients wishing to call * {@link ReplicaGLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)} */ public interface EGLWindowSurfaceFactory { EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, Object nativeWindow); void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface); } private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory { @Override public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, Object nativeWindow) { return egl.eglCreateWindowSurface(display, config, nativeWindow, null); } @Override public void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface) { egl.eglDestroySurface(display, surface); } } /** * An interface for choosing an EGLConfig configuration from a list of * potential configurations. * <p> * This interface must be implemented by clients wishing to call * {@link ReplicaGLSurfaceView#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 abstract class BaseConfigChooser implements EGLConfigChooser { public BaseConfigChooser(int[] configSpec) { mConfigSpec = filterConfigSpec(configSpec); } @Override public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) { int[] num_config = new int[1]; if (!egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config)) { throw new IllegalArgumentException("eglChooseConfig failed"); } int numConfigs = num_config[0]; if (numConfigs <= 0) { throw new IllegalArgumentException( "No configs match configSpec"); } EGLConfig[] configs = new EGLConfig[numConfigs]; if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs, num_config)) { throw new IllegalArgumentException("eglChooseConfig#2 failed"); } 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 int[] filterConfigSpec(int[] configSpec) { if (mEGLContextClientVersion != 2) { return configSpec; } /* * We know none of the subclasses define EGL_RENDERABLE_TYPE. And we * know the configSpec is well formed. */ int len = configSpec.length; int[] newConfigSpec = new int[len + 2]; System.arraycopy(configSpec, 0, newConfigSpec, 0, len - 1); newConfigSpec[len - 1] = EGL10.EGL_RENDERABLE_TYPE; newConfigSpec[len] = 4; /* EGL_OPENGL_ES2_BIT */ newConfigSpec[len + 1] = EGL10.EGL_NONE; return newConfigSpec; } } private 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 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); if (mEglDisplay == EGL10.EGL_NO_DISPLAY) { throw new RuntimeException("eglGetDisplay failed"); } /* * We can now initialize EGL for that display */ int[] version = new int[2]; if (!mEgl.eglInitialize(mEglDisplay, version)) { throw new RuntimeException("eglInitialize failed"); } 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 = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig); if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) { throwEglException("createContext"); } 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 && mEglSurface != EGL10.EGL_NO_SURFACE) { /* * 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); mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); } /* * Create an EGL surface we can render into. */ mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl, mEglDisplay, mEglConfig, holder); if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { throwEglException("createWindowSurface"); } /* * Before we can issue GL commands, we need to make sure the context * is current and bound to a surface. */ if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { throwEglException("eglMakeCurrent"); } 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 && mEglSurface != EGL10.EGL_NO_SURFACE) { mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); mEglSurface = null; } } public void finish() { if (mEglContext != null) { mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); mEglContext = null; } if (mEglDisplay != null) { mEgl.eglTerminate(mEglDisplay); mEglDisplay = null; } } private void throwEglException(String function) { throw new RuntimeException(function + " failed: " + mEgl.eglGetError()); } /** Checks to see if the current context is valid. **/ public boolean verifyContext() { EGLContext currentContext = mEgl.eglGetCurrentContext(); return currentContext != EGL10.EGL_NO_CONTEXT && mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST; } 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. * * All potentially blocking synchronization is done through the * sGLThreadManager object. This avoids multiple-lock ordering issues. * */ private class GLThread extends Thread { public GLThread(ReplicaRenderer renderer) { super(); mWidth = 0; mHeight = 0; mRequestRender = true; mRenderMode = RENDERMODE_CONTINUOUSLY; mRenderer = renderer; } @Override public void run() { setName("GLThread " + getId()); if (LOG_THREADS) { Log.i("GLThread", "starting tid=" + getId()); } try { guardedRun(); } catch (InterruptedException e) { // fall thru and exit normally } finally { sGLThreadManager.threadExiting(this); } } /* * This private method should only be called inside a * synchronized(sGLThreadManager) block. */ private void stopEglLocked() { if (mHaveEglSurface) { mHaveEglSurface = false; mEglHelper.destroySurface(); sGLThreadManager.releaseEglSurfaceLocked(this); } } private void guardedRun() throws InterruptedException { mEglHelper = new EglHelper(); mHaveEglContext = false; mHaveEglSurface = false; try { GL10 gl = null; boolean createEglSurface = false; boolean sizeChanged = false; boolean wantRenderNotification = false; boolean doRenderNotification = false; int w = 0; int h = 0; Runnable event = null; int framesSinceResetHack = 0; while (true) { synchronized (sGLThreadManager) { while (true) { if (mShouldExit) { return; } if (!mEventQueue.isEmpty()) { event = mEventQueue.remove(0); break; } // Do we need to release the EGL surface? if (mHaveEglSurface && mPaused) { if (LOG_SURFACE) { Log.i("GLThread", "releasing EGL surface because paused tid=" + getId()); } stopEglLocked(); } // Have we lost the surface view surface? if ((!mHasSurface) && (!mWaitingForSurface)) { if (LOG_SURFACE) { Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId()); } if (mHaveEglSurface) { stopEglLocked(); } mWaitingForSurface = true; sGLThreadManager.notifyAll(); } // Have we acquired the surface view surface? if (mHasSurface && mWaitingForSurface) { if (LOG_SURFACE) { Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId()); } mWaitingForSurface = false; sGLThreadManager.notifyAll(); } if (doRenderNotification) { wantRenderNotification = false; doRenderNotification = false; mRenderComplete = true; sGLThreadManager.notifyAll(); } // Ready to draw? if ((!mPaused) && mHasSurface && (mWidth > 0) && (mHeight > 0) && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) { if (mHaveEglContext && !mHaveEglSurface) { // Let's make sure the context hasn't been // lost. if (!mEglHelper.verifyContext()) { mEglHelper.finish(); mHaveEglContext = false; } } // If we don't have an egl surface, try to // acquire one. if ((!mHaveEglContext) && sGLThreadManager .tryAcquireEglSurfaceLocked(this)) { mHaveEglContext = true; mEglHelper.start(); sGLThreadManager.notifyAll(); } if (mHaveEglContext && !mHaveEglSurface) { mHaveEglSurface = true; createEglSurface = true; sizeChanged = true; } if (mHaveEglSurface) { if (mSizeChanged) { sizeChanged = true; w = mWidth; h = mHeight; wantRenderNotification = true; if (DRAW_TWICE_AFTER_SIZE_CHANGED) { // We keep mRequestRender true so // that we draw twice after the size // changes. // (Once because of mSizeChanged, // the second time because of // mRequestRender.) // This forces the updated graphics // onto the screen. } else { mRequestRender = false; } mSizeChanged = false; } else { mRequestRender = false; } sGLThreadManager.notifyAll(); break; } } // By design, this is the only place in a GLThread // thread where we wait(). if (LOG_THREADS) { Log.i("GLThread", "waiting tid=" + getId()); } sGLThreadManager.wait(); } } // end of synchronized(sGLThreadManager) if (event != null) { event.run(); event = null; continue; } if (mHasFocus) { if (createEglSurface) { gl = (GL10) mEglHelper.createSurface(getHolder()); sGLThreadManager.checkGLDriver(gl); if (LOG_RENDERER) { Log.w("GLThread", "onSurfaceCreated"); } mGL = gl; mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig); createEglSurface = false; framesSinceResetHack = 0; } if (sizeChanged) { if (LOG_RENDERER) { Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")"); } mRenderer.onSurfaceChanged(gl, w, h); sizeChanged = false; } if (LOG_RENDERER) { Log.w("GLThread", "onDrawFrame"); } // Some phones (Motorola Cliq, Backflip; also the // Huawei Pulse, and maybe the Samsung Behold II), use a // broken graphics driver from Qualcomm. It fails in a // very specific case: when the EGL context is lost due // to // resource constraints, and then recreated, if GL // commands // are sent within two frames of the surface being // created // then eglSwapBuffers() will hang. Normally, // applications using // the stock GLSurfaceView never run into this problem // because it // discards the EGL context explicitly on every pause. // But // I've modified this class to not do that--I only want // to reload // textures when the context is actually lost--so this // bug // revealed itself as black screens on devices like the // Cliq. // Thus, in "safe mode," I force two swaps to occur // before // issuing any GL commands. Don't ask me how long it // took // to figure this out. if (framesSinceResetHack > 1 || !mSafeMode) { mRenderer.onDrawFrame(gl); } else { Log.w("GLThread", "Safe Mode Wait..."); } framesSinceResetHack++; if (!mEglHelper.swap()) { if (LOG_SURFACE) { Log.i("GLThread", "egl surface lost tid=" + getId()); } stopEglLocked(); } } if (wantRenderNotification) { doRenderNotification = true; } } } finally { mGL = null; /* * clean-up everything... */ synchronized (sGLThreadManager) { stopEglLocked(); mEglHelper.finish(); } } } public void setRenderMode(int renderMode) { if (!((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY))) { throw new IllegalArgumentException("renderMode"); } synchronized (sGLThreadManager) { mRenderMode = renderMode; sGLThreadManager.notifyAll(); } } public int getRenderMode() { synchronized (sGLThreadManager) { return mRenderMode; } } public void requestRender() { synchronized (sGLThreadManager) { mRequestRender = true; sGLThreadManager.notifyAll(); } } public void surfaceCreated() { synchronized (sGLThreadManager) { if (LOG_THREADS) { Log.i("GLThread", "surfaceCreated tid=" + getId()); } mHasSurface = true; sGLThreadManager.notifyAll(); } } public void surfaceDestroyed() { synchronized (sGLThreadManager) { if (LOG_THREADS) { Log.i("GLThread", "surfaceDestroyed tid=" + getId()); } mHasSurface = false; sGLThreadManager.notifyAll(); while ((!mWaitingForSurface) && (!mExited)) { try { sGLThreadManager.wait(); } catch (InterruptedException e) { Thread.currentThread().interrupt(); } } } } public void onPause() { synchronized (sGLThreadManager) { mPaused = true; sGLThreadManager.notifyAll(); } } public void onResume() { synchronized (sGLThreadManager) { mPaused = false; mRequestRender = true; sGLThreadManager.notifyAll(); } } public void onWindowResize(int w, int h) { synchronized (sGLThreadManager) { mWidth = w; mHeight = h; mSizeChanged = true; mRequestRender = true; mRenderComplete = false; sGLThreadManager.notifyAll(); // Wait for thread to react to resize and render a frame while (!mExited && !mPaused && !mRenderComplete) { if (LOG_SURFACE) { Log.i("Main thread", "onWindowResize waiting for render complete."); } try { sGLThreadManager.wait(); } catch (InterruptedException ex) { Thread.currentThread().interrupt(); } } } } // On some Qualcomm devices (such as the HTC Magic running Android 1.6), // there's a bug in the graphics driver that will cause glViewport() to // do the wrong thing in a very specific situation. When the screen is // rotated, if a surface is created in one layout (say, portrait view) // and then rotated to another, subsequent calls to glViewport are // clipped. // So, if the window is, say, 320x480 when the surface is created, and // then the rotation occurs and glViewport() is called with the new // size of 480x320, devices with the buggy driver will clip the viewport // to the old width (which means 320x320...ugh!). This is fixed in // Android 2.1 Qualcomm devices (like Nexus One) and doesn't affect // non-Qualcomm devices (like the Motorola DROID). // // Unfortunately, under Android 1.6 this exact case occurs when the // screen is put to sleep and then wakes up again. The lock screen // comes up in portrait mode, but at the same time the window surface // is also created in the backgrounded game. When the lock screen is // closed // and the game comes forward, the window is fixed to the correct size // which causes the bug to occur. // The solution used here is to simply never render when the window // surface // does not have the focus. When the lock screen (or menu) is up, // rendering // will stop. This resolves the driver bug (as the egl surface won't be // created // until after the screen size has been fixed), and is generally good // practice // since you don't want to be doing a lot of CPU intensive work when the // lock // screen is up (to preserve battery life). public void onWindowFocusChanged(boolean hasFocus) { synchronized (sGLThreadManager) { mHasFocus = hasFocus; sGLThreadManager.notifyAll(); } if (LOG_SURFACE) { Log.i("Main thread", "Focus " + (mHasFocus ? "gained" : "lost")); } } public void requestExitAndWait() { // don't call this from GLThread thread or it is a guaranteed // deadlock! synchronized (sGLThreadManager) { mShouldExit = true; sGLThreadManager.notifyAll(); while (!mExited) { try { sGLThreadManager.wait(); } 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) { if (r == null) { throw new IllegalArgumentException("r must not be null"); } synchronized (sGLThreadManager) { mEventQueue.add(r); sGLThreadManager.notifyAll(); } } public void setSafeMode(boolean on) { mSafeMode = on; } // Once the thread is started, all accesses to the following member // variables are protected by the sGLThreadManager monitor private boolean mShouldExit; private boolean mExited; private boolean mPaused; private boolean mHasSurface; private boolean mWaitingForSurface; private boolean mHaveEglContext; private boolean mHaveEglSurface; private int mWidth; private int mHeight; private int mRenderMode; private boolean mRequestRender; private boolean mRenderComplete; private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>(); private GL10 mGL; private boolean mHasFocus; private boolean mSafeMode = false; // End of member variables protected by the sGLThreadManager monitor. private ReplicaRenderer mRenderer; 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 void checkRenderThreadState() { if (mGLThread != null) { throw new IllegalStateException( "setRenderer has already been called for this instance."); } } private static class GLThreadManager { public synchronized void threadExiting(GLThread thread) { if (LOG_THREADS) { Log.i("GLThread", "exiting tid=" + thread.getId()); } thread.mExited = true; if (mEglOwner == thread) { mEglOwner = null; } notifyAll(); } /* * Tries once to acquire the right to use an EGL surface. Does not * block. Requires that we are already in the sGLThreadManager monitor * when this is called. * * @return true if the right to use an EGL surface was acquired. */ public boolean tryAcquireEglSurfaceLocked(GLThread thread) { if (mEglOwner == thread || mEglOwner == null) { mEglOwner = thread; notifyAll(); return true; } checkGLESVersion(); if (mMultipleGLESContextsAllowed) { return true; } return false; } /* * Releases the EGL surface. Requires that we are already in the * sGLThreadManager monitor when this is called. */ public void releaseEglSurfaceLocked(GLThread thread) { if (mEglOwner == thread) { mEglOwner = null; } notifyAll(); } public synchronized void checkGLDriver(GL10 gl) { if (!mGLESDriverCheckComplete) { checkGLESVersion(); if (mGLESVersion < kGLES_20) { String renderer = gl.glGetString(GL10.GL_RENDERER); mMultipleGLESContextsAllowed = false; notifyAll(); } mGLESDriverCheckComplete = true; } } private void checkGLESVersion() { if (!mGLESVersionCheckComplete) { mGLESVersion = ConfigurationInfo.GL_ES_VERSION_UNDEFINED; if (mGLESVersion >= kGLES_20) { mMultipleGLESContextsAllowed = true; } mGLESVersionCheckComplete = true; } } private boolean mGLESVersionCheckComplete; private int mGLESVersion; private boolean mGLESDriverCheckComplete; private boolean mMultipleGLESContextsAllowed; private int mGLContextCount; private static final int kGLES_20 = 0x20000; private GLThread mEglOwner; } private static final GLThreadManager sGLThreadManager = new GLThreadManager(); private boolean mSizeChanged = true; private GLThread mGLThread; private EGLConfigChooser mEGLConfigChooser; private EGLContextFactory mEGLContextFactory; private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; private GLWrapper mGLWrapper; private int mDebugFlags; private int mEGLContextClientVersion; }