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;
}