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+// clang-format off
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+
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+/*
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+ * Copyright (C) 2008 The Android Open Source Project
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+ *
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+ * Licensed under the Apache License, Version 2.0 (the "License");
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+ * you may not use this file except in compliance with the License.
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+ * You may obtain a copy of the License at
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+ *
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+ * http://www.apache.org/licenses/LICENSE-2.0
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+ *
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+ * Unless required by applicable law or agreed to in writing, software
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+ * distributed under the License is distributed on an "AS IS" BASIS,
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+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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+ * See the License for the specific language governing permissions and
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+ * limitations under the License.
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+ */
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+
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+package org.godotengine.godot.gl;
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+
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+import android.content.Context;
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+import android.opengl.EGL14;
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+import android.opengl.EGLExt;
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+import android.opengl.GLDebugHelper;
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+import android.util.AttributeSet;
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+import android.util.Log;
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+import android.view.SurfaceHolder;
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+import android.view.SurfaceView;
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+
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+import java.io.Writer;
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+import java.lang.ref.WeakReference;
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+import java.util.ArrayList;
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+
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+import javax.microedition.khronos.egl.EGL10;
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+import javax.microedition.khronos.egl.EGL11;
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+import javax.microedition.khronos.egl.EGLConfig;
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+import javax.microedition.khronos.egl.EGLContext;
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+import javax.microedition.khronos.egl.EGLDisplay;
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+import javax.microedition.khronos.egl.EGLSurface;
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+import javax.microedition.khronos.opengles.GL;
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+import javax.microedition.khronos.opengles.GL10;
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+
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+/**
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+ * An implementation of SurfaceView that uses the dedicated surface for
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+ * displaying OpenGL rendering.
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+ * <p>
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+ * A GLSurfaceView provides the following features:
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+ * <p>
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+ * <ul>
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+ * <li>Manages a surface, which is a special piece of memory that can be
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+ * composited into the Android view system.
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+ * <li>Manages an EGL display, which enables OpenGL to render into a surface.
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+ * <li>Accepts a user-provided Renderer object that does the actual rendering.
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+ * <li>Renders on a dedicated thread to decouple rendering performance from the
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+ * UI thread.
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+ * <li>Supports both on-demand and continuous rendering.
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+ * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
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+ * </ul>
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+ *
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+ * <div class="special reference">
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+ * <h3>Developer Guides</h3>
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+ * <p>For more information about how to use OpenGL, read the
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+ * <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer guide.</p>
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+ * </div>
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+ *
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+ * <h3>Using GLSurfaceView</h3>
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+ * <p>
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+ * Typically you use GLSurfaceView by subclassing it and overriding one or more of the
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+ * View system input event methods. If your application does not need to override event
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+ * methods then GLSurfaceView can be used as-is. For the most part
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+ * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
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+ * For example, unlike a regular View, drawing is delegated to a separate Renderer object which
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+ * is registered with the GLSurfaceView
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+ * using the {@link #setRenderer(Renderer)} call.
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+ * <p>
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+ * <h3>Initializing GLSurfaceView</h3>
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+ * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}.
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+ * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
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+ * more of these methods before calling setRenderer:
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+ * <ul>
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+ * <li>{@link #setDebugFlags(int)}
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+ * <li>{@link #setEGLConfigChooser(boolean)}
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+ * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
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+ * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
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+ * <li>{@link #setGLWrapper(GLWrapper)}
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+ * </ul>
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+ * <p>
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+ * <h4>Specifying the android.view.Surface</h4>
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+ * By default GLSurfaceView will create a PixelFormat.RGB_888 format surface. If a translucent
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+ * surface is required, call getHolder().setFormat(PixelFormat.TRANSLUCENT).
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+ * The exact format of a TRANSLUCENT surface is device dependent, but it will be
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+ * a 32-bit-per-pixel surface with 8 bits per component.
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+ * <p>
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+ * <h4>Choosing an EGL Configuration</h4>
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+ * A given Android device may support multiple EGLConfig rendering configurations.
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+ * The available configurations may differ in how many channels of data are present, as
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+ * well as how many bits are allocated to each channel. Therefore, the first thing
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+ * GLSurfaceView has to do when starting to render is choose what EGLConfig to use.
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+ * <p>
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+ * By default GLSurfaceView chooses a EGLConfig that has an RGB_888 pixel format,
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+ * with at least a 16-bit depth buffer and no stencil.
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+ * <p>
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+ * If you would prefer a different EGLConfig
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+ * you can override the default behavior by calling one of the
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+ * setEGLConfigChooser methods.
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+ * <p>
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+ * <h4>Debug Behavior</h4>
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+ * You can optionally modify the behavior of GLSurfaceView by calling
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+ * one or more of the debugging methods {@link #setDebugFlags(int)},
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+ * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
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+ * typically they are called before setRenderer so that they take effect immediately.
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+ * <p>
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+ * <h4>Setting a Renderer</h4>
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+ * Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
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+ * The renderer is
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+ * responsible for doing the actual OpenGL rendering.
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+ * <p>
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+ * <h3>Rendering Mode</h3>
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+ * Once the renderer is set, you can control whether the renderer draws
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+ * continuously or on-demand by calling
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+ * {@link #setRenderMode}. The default is continuous rendering.
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+ * <p>
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+ * <h3>Activity Life-cycle</h3>
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+ * A GLSurfaceView must be notified when to pause and resume rendering. GLSurfaceView clients
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+ * are required to call {@link #onPause()} when the activity stops and
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+ * {@link #onResume()} when the activity starts. These calls allow GLSurfaceView to
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+ * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
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+ * the OpenGL display.
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+ * <p>
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+ * <h3>Handling events</h3>
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+ * <p>
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+ * To handle an event you will typically subclass GLSurfaceView and override the
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+ * appropriate method, just as you would with any other View. However, when handling
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+ * the event, you may need to communicate with the Renderer object
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+ * that's running in the rendering thread. You can do this using any
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+ * standard Java cross-thread communication mechanism. In addition,
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+ * one relatively easy way to communicate with your renderer is
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+ * to call
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+ * {@link #queueEvent(Runnable)}. For example:
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+ * <pre class="prettyprint">
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+ * class MyGLSurfaceView extends GLSurfaceView {
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+ *
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+ * private MyRenderer mMyRenderer;
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+ *
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+ * public void start() {
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+ * mMyRenderer = ...;
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+ * setRenderer(mMyRenderer);
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+ * }
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+ *
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+ * public boolean onKeyDown(int keyCode, KeyEvent event) {
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+ * if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
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+ * queueEvent(new Runnable() {
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+ * // This method will be called on the rendering
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+ * // thread:
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+ * public void run() {
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+ * mMyRenderer.handleDpadCenter();
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+ * }});
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+ * return true;
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+ * }
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+ * return super.onKeyDown(keyCode, event);
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+ * }
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+ * }
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+ * </pre>
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+ *
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+ */
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+public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback2 {
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+ private final static String TAG = "GLSurfaceView";
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+ private final static boolean LOG_ATTACH_DETACH = false;
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+ private final static boolean LOG_THREADS = false;
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+ private final static boolean LOG_PAUSE_RESUME = false;
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+ private final static boolean LOG_SURFACE = false;
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+ private final static boolean LOG_RENDERER = false;
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+ private final static boolean LOG_RENDERER_DRAW_FRAME = false;
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+ private final static boolean LOG_EGL = false;
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+ /**
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+ * The renderer only renders
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+ * when the surface is created, or when {@link #requestRender} is called.
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+ *
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+ * @see #getRenderMode()
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+ * @see #setRenderMode(int)
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+ * @see #requestRender()
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+ */
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+ public final static int RENDERMODE_WHEN_DIRTY = 0;
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+ /**
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+ * The renderer is called
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+ * continuously to re-render the scene.
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+ *
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+ * @see #getRenderMode()
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+ * @see #setRenderMode(int)
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+ */
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+ public final static int RENDERMODE_CONTINUOUSLY = 1;
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+
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+ /**
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+ * Check glError() after every GL call and throw an exception if glError indicates
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+ * that an error has occurred. This can be used to help track down which OpenGL ES call
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+ * is causing an error.
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+ *
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+ * @see #getDebugFlags
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+ * @see #setDebugFlags
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+ */
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+ public final static int DEBUG_CHECK_GL_ERROR = 1;
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+
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+ /**
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+ * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
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+ *
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+ * @see #getDebugFlags
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+ * @see #setDebugFlags
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+ */
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+ public final static int DEBUG_LOG_GL_CALLS = 2;
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+
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+ /**
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+ * Standard View constructor. In order to render something, you
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+ * must call {@link #setRenderer} to register a renderer.
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+ */
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+ public GLSurfaceView(Context context) {
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+ super(context);
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+ init();
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+ }
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+
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+ /**
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+ * Standard View constructor. In order to render something, you
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+ * must call {@link #setRenderer} to register a renderer.
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+ */
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+ public GLSurfaceView(Context context, AttributeSet attrs) {
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+ super(context, attrs);
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+ init();
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+ }
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+
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+ @Override
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+ protected void finalize() throws Throwable {
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+ try {
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+ if (mGLThread != null) {
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+ // GLThread may still be running if this view was never
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+ // attached to a window.
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+ mGLThread.requestExitAndWait();
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+ }
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+ } finally {
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+ super.finalize();
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+ }
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+ }
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+
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+ private void init() {
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+ // Install a SurfaceHolder.Callback so we get notified when the
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+ // underlying surface is created and destroyed
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+ SurfaceHolder holder = getHolder();
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+ holder.addCallback(this);
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+ // setFormat is done by SurfaceView in SDK 2.3 and newer. Uncomment
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+ // this statement if back-porting to 2.2 or older:
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+ // holder.setFormat(PixelFormat.RGB_565);
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+ //
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+ // setType is not needed for SDK 2.0 or newer. Uncomment this
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+ // statement if back-porting this code to older SDKs.
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+ // holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
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+ }
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+
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+ /**
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+ * Set the glWrapper. If the glWrapper is not null, its
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+ * {@link GLWrapper#wrap(GL)} method is called
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+ * whenever a surface is created. A GLWrapper can be used to wrap
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+ * the GL object that's passed to the renderer. Wrapping a GL
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+ * object enables examining and modifying the behavior of the
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+ * GL calls made by the renderer.
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+ * <p>
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+ * Wrapping is typically used for debugging purposes.
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+ * <p>
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+ * The default value is null.
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+ * @param glWrapper the new GLWrapper
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+ */
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+ public void setGLWrapper(GLWrapper glWrapper) {
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+ mGLWrapper = glWrapper;
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+ }
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+
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+ /**
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+ * Set the debug flags to a new value. The value is
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+ * constructed by OR-together zero or more
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+ * of the DEBUG_CHECK_* constants. The debug flags take effect
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+ * whenever a surface is created. The default value is zero.
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+ * @param debugFlags the new debug flags
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+ * @see #DEBUG_CHECK_GL_ERROR
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+ * @see #DEBUG_LOG_GL_CALLS
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+ */
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+ public void setDebugFlags(int debugFlags) {
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+ mDebugFlags = debugFlags;
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+ }
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+
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+ /**
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+ * Get the current value of the debug flags.
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+ * @return the current value of the debug flags.
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+ */
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+ public int getDebugFlags() {
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+ return mDebugFlags;
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+ }
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+
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+ /**
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+ * Control whether the EGL context is preserved when the GLSurfaceView is paused and
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+ * resumed.
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+ * <p>
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+ * If set to true, then the EGL context may be preserved when the GLSurfaceView is paused.
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+ * <p>
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+ * Prior to API level 11, whether the EGL context is actually preserved or not
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+ * depends upon whether the Android device can support an arbitrary number of
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+ * EGL contexts or not. Devices that can only support a limited number of EGL
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+ * contexts must release the EGL context in order to allow multiple applications
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+ * to share the GPU.
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+ * <p>
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+ * If set to false, the EGL context will be released when the GLSurfaceView is paused,
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+ * and recreated when the GLSurfaceView is resumed.
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+ * <p>
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+ *
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+ * The default is false.
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+ *
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+ * @param preserveOnPause preserve the EGL context when paused
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+ */
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+ public void setPreserveEGLContextOnPause(boolean preserveOnPause) {
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+ mPreserveEGLContextOnPause = preserveOnPause;
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+ }
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+
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+ /**
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+ * @return true if the EGL context will be preserved when paused
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+ */
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+ public boolean getPreserveEGLContextOnPause() {
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+ return mPreserveEGLContextOnPause;
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+ }
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+
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+ /**
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+ * Set the renderer associated with this view. Also starts the thread that
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+ * will call the renderer, which in turn causes the rendering to start.
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+ * <p>This method should be called once and only once in the life-cycle of
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+ * a GLSurfaceView.
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+ * <p>The following GLSurfaceView methods can only be called <em>before</em>
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+ * setRenderer is called:
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+ * <ul>
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+ * <li>{@link #setEGLConfigChooser(boolean)}
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+ * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
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+ * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
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+ * </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(Renderer renderer) {
|
|
|
|
+ checkRenderThreadState();
|
|
|
|
+ if (mEGLConfigChooser == null) {
|
|
|
|
+ mEGLConfigChooser = new SimpleEGLConfigChooser(true);
|
|
|
|
+ }
|
|
|
|
+ if (mEGLContextFactory == null) {
|
|
|
|
+ mEGLContextFactory = new DefaultContextFactory();
|
|
|
|
+ }
|
|
|
|
+ if (mEGLWindowSurfaceFactory == null) {
|
|
|
|
+ mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
|
|
|
|
+ }
|
|
|
|
+ mRenderer = renderer;
|
|
|
|
+ mGLThread = new GLThread(mThisWeakRef);
|
|
|
|
+ mGLThread.start();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Install a custom EGLContextFactory.
|
|
|
|
+ * <p>If this method is
|
|
|
|
+ * called, it must be called before {@link #setRenderer(Renderer)}
|
|
|
|
+ * 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(Renderer)}
|
|
|
|
+ * 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(Renderer)}
|
|
|
|
+ * is called.
|
|
|
|
+ * <p>
|
|
|
|
+ * If no setEGLConfigChooser method is called, then by default the
|
|
|
|
+ * view will choose an EGLConfig that is compatible with the current
|
|
|
|
+ * android.view.Surface, with a depth buffer depth of
|
|
|
|
+ * at least 16 bits.
|
|
|
|
+ * @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(Renderer)}
|
|
|
|
+ * is called.
|
|
|
|
+ * <p>
|
|
|
|
+ * If no setEGLConfigChooser method is called, then by default the
|
|
|
|
+ * view will choose an RGB_888 surface with a depth buffer depth of
|
|
|
|
+ * at least 16 bits.
|
|
|
|
+ *
|
|
|
|
+ * @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 depthSize and stencilSize,
|
|
|
|
+ * and exactly the specified redSize, greenSize, blueSize and alphaSize.
|
|
|
|
+ * <p>If this method is
|
|
|
|
+ * called, it must be called before {@link #setRenderer(Renderer)}
|
|
|
|
+ * is called.
|
|
|
|
+ * <p>
|
|
|
|
+ * If no setEGLConfigChooser method is called, then by default the
|
|
|
|
+ * view will choose an RGB_888 surface with a depth buffer depth of
|
|
|
|
+ * at least 16 bits.
|
|
|
|
+ *
|
|
|
|
+ */
|
|
|
|
+ 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(Renderer)}
|
|
|
|
+ * 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(Renderer)}
|
|
|
|
+ *
|
|
|
|
+ * @param renderMode one of the RENDERMODE_X constants
|
|
|
|
+ * @see #RENDERMODE_CONTINUOUSLY
|
|
|
|
+ * @see #RENDERMODE_WHEN_DIRTY
|
|
|
|
+ */
|
|
|
|
+ public void setRenderMode(int renderMode) {
|
|
|
|
+ mGLThread.setRenderMode(renderMode);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Get the current rendering mode. May be called
|
|
|
|
+ * from any thread. Must not be called before a renderer has been set.
|
|
|
|
+ * @return the current rendering mode.
|
|
|
|
+ * @see #RENDERMODE_CONTINUOUSLY
|
|
|
|
+ * @see #RENDERMODE_WHEN_DIRTY
|
|
|
|
+ */
|
|
|
|
+ public int getRenderMode() {
|
|
|
|
+ return mGLThread.getRenderMode();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Request that the renderer render a frame.
|
|
|
|
+ * This method is typically used when the render mode has been set to
|
|
|
|
+ * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
|
|
|
|
+ * May be called
|
|
|
|
+ * from any thread. Must not be called before a renderer has been set.
|
|
|
|
+ */
|
|
|
|
+ public void requestRender() {
|
|
|
|
+ mGLThread.requestRender();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This method is part of the SurfaceHolder.Callback interface, and is
|
|
|
|
+ * not normally called or subclassed by clients of GLSurfaceView.
|
|
|
|
+ */
|
|
|
|
+ public void surfaceCreated(SurfaceHolder holder) {
|
|
|
|
+ mGLThread.surfaceCreated();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This method is part of the SurfaceHolder.Callback interface, and is
|
|
|
|
+ * not normally called or subclassed by clients of GLSurfaceView.
|
|
|
|
+ */
|
|
|
|
+ public void surfaceDestroyed(SurfaceHolder holder) {
|
|
|
|
+ // Surface will be destroyed when we return
|
|
|
|
+ mGLThread.surfaceDestroyed();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This method is part of the SurfaceHolder.Callback interface, and is
|
|
|
|
+ * not normally called or subclassed by clients of GLSurfaceView.
|
|
|
|
+ */
|
|
|
|
+ public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
|
|
|
|
+ mGLThread.onWindowResize(w, h);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This method is part of the SurfaceHolder.Callback2 interface, and is
|
|
|
|
+ * not normally called or subclassed by clients of GLSurfaceView.
|
|
|
|
+ */
|
|
|
|
+ @Override
|
|
|
|
+ public void surfaceRedrawNeededAsync(SurfaceHolder holder, Runnable finishDrawing) {
|
|
|
|
+ if (mGLThread != null) {
|
|
|
|
+ mGLThread.requestRenderAndNotify(finishDrawing);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This method is part of the SurfaceHolder.Callback2 interface, and is
|
|
|
|
+ * not normally called or subclassed by clients of GLSurfaceView.
|
|
|
|
+ */
|
|
|
|
+ @Deprecated
|
|
|
|
+ @Override
|
|
|
|
+ public void surfaceRedrawNeeded(SurfaceHolder holder) {
|
|
|
|
+ // Since we are part of the framework we know only surfaceRedrawNeededAsync
|
|
|
|
+ // will be called.
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Pause the rendering thread, optionally tearing down the EGL context
|
|
|
|
+ * depending upon the value of {@link #setPreserveEGLContextOnPause(boolean)}.
|
|
|
|
+ *
|
|
|
|
+ * This method should be called when it is no longer desirable for the
|
|
|
|
+ * GLSurfaceView to continue rendering, such as in response to
|
|
|
|
+ * {@link android.app.Activity#onStop Activity.onStop}.
|
|
|
|
+ *
|
|
|
|
+ * Must not be called before a renderer has been set.
|
|
|
|
+ */
|
|
|
|
+ public void onPause() {
|
|
|
|
+ mGLThread.onPause();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Resumes the rendering thread, re-creating the OpenGL context if necessary. It
|
|
|
|
+ * is the counterpart to {@link #onPause()}.
|
|
|
|
+ *
|
|
|
|
+ * This method should typically be called in
|
|
|
|
+ * {@link android.app.Activity#onStart Activity.onStart}.
|
|
|
|
+ *
|
|
|
|
+ * Must not be called before a renderer has been set.
|
|
|
|
+ */
|
|
|
|
+ public void onResume() {
|
|
|
|
+ mGLThread.onResume();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Queue a runnable to be run on the GL rendering thread. This can be used
|
|
|
|
+ * to communicate with the Renderer on the rendering thread.
|
|
|
|
+ * Must not be called before a renderer has been set.
|
|
|
|
+ * @param r the runnable to be run on the GL rendering thread.
|
|
|
|
+ */
|
|
|
|
+ public void queueEvent(Runnable r) {
|
|
|
|
+ mGLThread.queueEvent(r);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This method is used as part of the View class and is not normally
|
|
|
|
+ * called or subclassed by clients of GLSurfaceView.
|
|
|
|
+ */
|
|
|
|
+ @Override
|
|
|
|
+ protected void onAttachedToWindow() {
|
|
|
|
+ super.onAttachedToWindow();
|
|
|
|
+ if (LOG_ATTACH_DETACH) {
|
|
|
|
+ Log.d(TAG, "onAttachedToWindow reattach =" + mDetached);
|
|
|
|
+ }
|
|
|
|
+ if (mDetached && (mRenderer != null)) {
|
|
|
|
+ int renderMode = RENDERMODE_CONTINUOUSLY;
|
|
|
|
+ if (mGLThread != null) {
|
|
|
|
+ renderMode = mGLThread.getRenderMode();
|
|
|
|
+ }
|
|
|
|
+ mGLThread = new GLThread(mThisWeakRef);
|
|
|
|
+ if (renderMode != RENDERMODE_CONTINUOUSLY) {
|
|
|
|
+ mGLThread.setRenderMode(renderMode);
|
|
|
|
+ }
|
|
|
|
+ mGLThread.start();
|
|
|
|
+ }
|
|
|
|
+ mDetached = false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ @Override
|
|
|
|
+ protected void onDetachedFromWindow() {
|
|
|
|
+ if (LOG_ATTACH_DETACH) {
|
|
|
|
+ Log.d(TAG, "onDetachedFromWindow");
|
|
|
|
+ }
|
|
|
|
+ if (mGLThread != null) {
|
|
|
|
+ mGLThread.requestExitAndWait();
|
|
|
|
+ }
|
|
|
|
+ mDetached = true;
|
|
|
|
+ super.onDetachedFromWindow();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // ----------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * 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 GLSurfaceView#setRenderer} to
|
|
|
|
+ * register the renderer with the GLSurfaceView.
|
|
|
|
+ * <p>
|
|
|
|
+ *
|
|
|
|
+ * <div class="special reference">
|
|
|
|
+ * <h3>Developer Guides</h3>
|
|
|
|
+ * <p>For more information about how to use OpenGL, read the
|
|
|
|
+ * <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer guide.</p>
|
|
|
|
+ * </div>
|
|
|
|
+ *
|
|
|
|
+ * <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 GLSurfaceView#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(Renderer)
|
|
|
|
+ */
|
|
|
|
+ public interface Renderer {
|
|
|
|
+ /**
|
|
|
|
+ * Called when the surface is created or recreated.
|
|
|
|
+ * <p>
|
|
|
|
+ * Called when the rendering thread
|
|
|
|
+ * starts and whenever the EGL context is lost. The EGL 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);
|
|
|
|
+
|
|
|
|
+ // -- GODOT start --
|
|
|
|
+ /**
|
|
|
|
+ * 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">
|
|
|
|
+ * boolean onDrawFrame(GL10 gl) {
|
|
|
|
+ * gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
|
|
|
+ * //... other gl calls to render the scene ...
|
|
|
|
+ * return true;
|
|
|
|
+ * }
|
|
|
|
+ * </pre>
|
|
|
|
+ * @param gl the GL interface. Use <code>instanceof</code> to
|
|
|
|
+ * test if the interface supports GL11 or higher interfaces.
|
|
|
|
+ *
|
|
|
|
+ * @return true if the buffers should be swapped, false otherwise.
|
|
|
|
+ */
|
|
|
|
+ boolean onDrawFrame(GL10 gl);
|
|
|
|
+ // -- GODOT end --
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * An interface for customizing the eglCreateContext and eglDestroyContext calls.
|
|
|
|
+ * <p>
|
|
|
|
+ * This interface must be implemented by clients wishing to call
|
|
|
|
+ * {@link GLSurfaceView#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;
|
|
|
|
+
|
|
|
|
+ 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);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public void destroyContext(EGL10 egl, EGLDisplay display,
|
|
|
|
+ EGLContext context) {
|
|
|
|
+ if (!egl.eglDestroyContext(display, context)) {
|
|
|
|
+ Log.e("DefaultContextFactory", "display:" + display + " context: " + context);
|
|
|
|
+ if (LOG_THREADS) {
|
|
|
|
+ Log.i("DefaultContextFactory", "tid=" + Thread.currentThread().getId());
|
|
|
|
+ }
|
|
|
|
+ EglHelper.throwEglException("eglDestroyContex", egl.eglGetError());
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls.
|
|
|
|
+ * <p>
|
|
|
|
+ * This interface must be implemented by clients wishing to call
|
|
|
|
+ * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
|
|
|
|
+ */
|
|
|
|
+ public interface EGLWindowSurfaceFactory {
|
|
|
|
+ /**
|
|
|
|
+ * @return null if the surface cannot be constructed.
|
|
|
|
+ */
|
|
|
|
+ EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config,
|
|
|
|
+ Object nativeWindow);
|
|
|
|
+ void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory {
|
|
|
|
+
|
|
|
|
+ public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
|
|
|
|
+ EGLConfig config, Object nativeWindow) {
|
|
|
|
+ EGLSurface result = null;
|
|
|
|
+ try {
|
|
|
|
+ result = egl.eglCreateWindowSurface(display, config, nativeWindow, null);
|
|
|
|
+ } catch (IllegalArgumentException e) {
|
|
|
|
+ // This exception indicates that the surface flinger surface
|
|
|
|
+ // is not valid. This can happen if the surface flinger surface has
|
|
|
|
+ // been torn down, but the application has not yet been
|
|
|
|
+ // notified via SurfaceHolder.Callback.surfaceDestroyed.
|
|
|
|
+ // In theory the application should be notified first,
|
|
|
|
+ // but in practice sometimes it is not. See b/4588890
|
|
|
|
+ Log.e(TAG, "eglCreateWindowSurface", e);
|
|
|
|
+ }
|
|
|
|
+ return result;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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 GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
|
|
|
|
+ */
|
|
|
|
+ public interface EGLConfigChooser {
|
|
|
|
+ /**
|
|
|
|
+ * Choose a configuration from the list. Implementors typically
|
|
|
|
+ * implement this method by calling
|
|
|
|
+ * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
|
|
|
|
+ * EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
|
|
|
|
+ * @param egl the EGL10 for the current display.
|
|
|
|
+ * @param display the current display.
|
|
|
|
+ * @return the chosen configuration.
|
|
|
|
+ */
|
|
|
|
+ EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ private abstract class BaseConfigChooser
|
|
|
|
+ implements EGLConfigChooser {
|
|
|
|
+ public BaseConfigChooser(int[] configSpec) {
|
|
|
|
+ mConfigSpec = filterConfigSpec(configSpec);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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 && mEGLContextClientVersion != 3) {
|
|
|
|
+ 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;
|
|
|
|
+ if (mEGLContextClientVersion == 2) {
|
|
|
|
+ newConfigSpec[len] = EGL14.EGL_OPENGL_ES2_BIT; /* EGL_OPENGL_ES2_BIT */
|
|
|
|
+ } else {
|
|
|
|
+ newConfigSpec[len] = EGLExt.EGL_OPENGL_ES3_BIT_KHR; /* EGL_OPENGL_ES3_BIT_KHR */
|
|
|
|
+ }
|
|
|
|
+ newConfigSpec[len+1] = EGL10.EGL_NONE;
|
|
|
|
+ return newConfigSpec;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Choose a configuration with exactly the specified r,g,b,a sizes,
|
|
|
|
+ * and at least the specified depth and stencil sizes.
|
|
|
|
+ */
|
|
|
|
+ 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) {
|
|
|
|
+ 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);
|
|
|
|
+ if ((r == mRedSize) && (g == mGreenSize)
|
|
|
|
+ && (b == mBlueSize) && (a == mAlphaSize)) {
|
|
|
|
+ return config;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return null;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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 RGB_888 surface with
|
|
|
|
+ * or without a depth buffer.
|
|
|
|
+ *
|
|
|
|
+ */
|
|
|
|
+ private class SimpleEGLConfigChooser extends ComponentSizeChooser {
|
|
|
|
+ public SimpleEGLConfigChooser(boolean withDepthBuffer) {
|
|
|
|
+ super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * An EGL helper class.
|
|
|
|
+ */
|
|
|
|
+
|
|
|
|
+ private static class EglHelper {
|
|
|
|
+ public EglHelper(WeakReference<GLSurfaceView> glSurfaceViewWeakRef) {
|
|
|
|
+ mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Initialize EGL for a given configuration spec.
|
|
|
|
+ */
|
|
|
|
+ public void start() {
|
|
|
|
+ if (LOG_EGL) {
|
|
|
|
+ Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId());
|
|
|
|
+ }
|
|
|
|
+ /*
|
|
|
|
+ * 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");
|
|
|
|
+ }
|
|
|
|
+ GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
|
|
|
+ if (view == null) {
|
|
|
|
+ mEglConfig = null;
|
|
|
|
+ mEglContext = null;
|
|
|
|
+ } else {
|
|
|
|
+ mEglConfig = view.mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
|
|
|
|
+
|
|
|
|
+ /*
|
|
|
|
+ * Create an EGL context. We want to do this as rarely as we can, because an
|
|
|
|
+ * EGL context is a somewhat heavy object.
|
|
|
|
+ */
|
|
|
|
+ mEglContext = view.mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig);
|
|
|
|
+ }
|
|
|
|
+ if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
|
|
|
|
+ mEglContext = null;
|
|
|
|
+ throwEglException("createContext");
|
|
|
|
+ }
|
|
|
|
+ if (LOG_EGL) {
|
|
|
|
+ Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId());
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ mEglSurface = null;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Create an egl surface for the current SurfaceHolder surface. If a surface
|
|
|
|
+ * already exists, destroy it before creating the new surface.
|
|
|
|
+ *
|
|
|
|
+ * @return true if the surface was created successfully.
|
|
|
|
+ */
|
|
|
|
+ public boolean createSurface() {
|
|
|
|
+ if (LOG_EGL) {
|
|
|
|
+ Log.w("EglHelper", "createSurface() tid=" + Thread.currentThread().getId());
|
|
|
|
+ }
|
|
|
|
+ /*
|
|
|
|
+ * Check preconditions.
|
|
|
|
+ */
|
|
|
|
+ if (mEgl == null) {
|
|
|
|
+ throw new RuntimeException("egl not initialized");
|
|
|
|
+ }
|
|
|
|
+ if (mEglDisplay == null) {
|
|
|
|
+ throw new RuntimeException("eglDisplay not initialized");
|
|
|
|
+ }
|
|
|
|
+ if (mEglConfig == null) {
|
|
|
|
+ throw new RuntimeException("mEglConfig not initialized");
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /*
|
|
|
|
+ * The window size has changed, so we need to create a new
|
|
|
|
+ * surface.
|
|
|
|
+ */
|
|
|
|
+ destroySurfaceImp();
|
|
|
|
+
|
|
|
|
+ /*
|
|
|
|
+ * Create an EGL surface we can render into.
|
|
|
|
+ */
|
|
|
|
+ GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
|
|
|
+ if (view != null) {
|
|
|
|
+ mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
|
|
|
|
+ mEglDisplay, mEglConfig, view.getHolder());
|
|
|
|
+ } else {
|
|
|
|
+ mEglSurface = null;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
|
|
|
|
+ int error = mEgl.eglGetError();
|
|
|
|
+ if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
|
|
|
|
+ Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW.");
|
|
|
|
+ }
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /*
|
|
|
|
+ * 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)) {
|
|
|
|
+ /*
|
|
|
|
+ * Could not make the context current, probably because the underlying
|
|
|
|
+ * SurfaceView surface has been destroyed.
|
|
|
|
+ */
|
|
|
|
+ logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError());
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Create a GL object for the current EGL context.
|
|
|
|
+ * @return
|
|
|
|
+ */
|
|
|
|
+ GL createGL() {
|
|
|
|
+
|
|
|
|
+ GL gl = mEglContext.getGL();
|
|
|
|
+ GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
|
|
|
+ if (view != null) {
|
|
|
|
+ if (view.mGLWrapper != null) {
|
|
|
|
+ gl = view.mGLWrapper.wrap(gl);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if ((view.mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
|
|
|
|
+ int configFlags = 0;
|
|
|
|
+ Writer log = null;
|
|
|
|
+ if ((view.mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
|
|
|
|
+ configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
|
|
|
|
+ }
|
|
|
|
+ if ((view.mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
|
|
|
|
+ log = new LogWriter();
|
|
|
|
+ }
|
|
|
|
+ gl = GLDebugHelper.wrap(gl, configFlags, log);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return gl;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Display the current render surface.
|
|
|
|
+ * @return the EGL error code from eglSwapBuffers.
|
|
|
|
+ */
|
|
|
|
+ public int swap() {
|
|
|
|
+ if (! mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {
|
|
|
|
+ return mEgl.eglGetError();
|
|
|
|
+ }
|
|
|
|
+ return EGL10.EGL_SUCCESS;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public void destroySurface() {
|
|
|
|
+ if (LOG_EGL) {
|
|
|
|
+ Log.w("EglHelper", "destroySurface() tid=" + Thread.currentThread().getId());
|
|
|
|
+ }
|
|
|
|
+ destroySurfaceImp();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ private void destroySurfaceImp() {
|
|
|
|
+ if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
|
|
|
|
+ mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
|
|
|
|
+ EGL10.EGL_NO_SURFACE,
|
|
|
|
+ EGL10.EGL_NO_CONTEXT);
|
|
|
|
+ GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
|
|
|
+ if (view != null) {
|
|
|
|
+ view.mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
|
|
|
|
+ }
|
|
|
|
+ mEglSurface = null;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public void finish() {
|
|
|
|
+ if (LOG_EGL) {
|
|
|
|
+ Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId());
|
|
|
|
+ }
|
|
|
|
+ if (mEglContext != null) {
|
|
|
|
+ GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
|
|
|
+ if (view != null) {
|
|
|
|
+ view.mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
|
|
|
|
+ }
|
|
|
|
+ mEglContext = null;
|
|
|
|
+ }
|
|
|
|
+ if (mEglDisplay != null) {
|
|
|
|
+ mEgl.eglTerminate(mEglDisplay);
|
|
|
|
+ mEglDisplay = null;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ private void throwEglException(String function) {
|
|
|
|
+ throwEglException(function, mEgl.eglGetError());
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public static void throwEglException(String function, int error) {
|
|
|
|
+ String message = formatEglError(function, error);
|
|
|
|
+ if (LOG_THREADS) {
|
|
|
|
+ Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " "
|
|
|
|
+ + message);
|
|
|
|
+ }
|
|
|
|
+ throw new RuntimeException(message);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public static void logEglErrorAsWarning(String tag, String function, int error) {
|
|
|
|
+ Log.w(tag, formatEglError(function, error));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public static String formatEglError(String function, int error) {
|
|
|
|
+ return function + " failed: " + EGLLogWrapper.getErrorString(error);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ private WeakReference<GLSurfaceView> mGLSurfaceViewWeakRef;
|
|
|
|
+ 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.
|
|
|
|
+ *
|
|
|
|
+ */
|
|
|
|
+ static class GLThread extends Thread {
|
|
|
|
+ GLThread(WeakReference<GLSurfaceView> glSurfaceViewWeakRef) {
|
|
|
|
+ super();
|
|
|
|
+ mWidth = 0;
|
|
|
|
+ mHeight = 0;
|
|
|
|
+ mRequestRender = true;
|
|
|
|
+ mRenderMode = RENDERMODE_CONTINUOUSLY;
|
|
|
|
+ mWantRenderNotification = false;
|
|
|
|
+ mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ @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 stopEglSurfaceLocked() {
|
|
|
|
+ if (mHaveEglSurface) {
|
|
|
|
+ mHaveEglSurface = false;
|
|
|
|
+ mEglHelper.destroySurface();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /*
|
|
|
|
+ * This private method should only be called inside a
|
|
|
|
+ * synchronized(sGLThreadManager) block.
|
|
|
|
+ */
|
|
|
|
+ private void stopEglContextLocked() {
|
|
|
|
+ if (mHaveEglContext) {
|
|
|
|
+ mEglHelper.finish();
|
|
|
|
+ mHaveEglContext = false;
|
|
|
|
+ sGLThreadManager.releaseEglContextLocked(this);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ private void guardedRun() throws InterruptedException {
|
|
|
|
+ mEglHelper = new EglHelper(mGLSurfaceViewWeakRef);
|
|
|
|
+ mHaveEglContext = false;
|
|
|
|
+ mHaveEglSurface = false;
|
|
|
|
+ mWantRenderNotification = false;
|
|
|
|
+
|
|
|
|
+ try {
|
|
|
|
+ GL10 gl = null;
|
|
|
|
+ boolean createEglContext = false;
|
|
|
|
+ boolean createEglSurface = false;
|
|
|
|
+ boolean createGlInterface = false;
|
|
|
|
+ boolean lostEglContext = false;
|
|
|
|
+ boolean sizeChanged = false;
|
|
|
|
+ boolean wantRenderNotification = false;
|
|
|
|
+ boolean doRenderNotification = false;
|
|
|
|
+ boolean askedToReleaseEglContext = false;
|
|
|
|
+ int w = 0;
|
|
|
|
+ int h = 0;
|
|
|
|
+ Runnable event = null;
|
|
|
|
+ Runnable finishDrawingRunnable = null;
|
|
|
|
+
|
|
|
|
+ while (true) {
|
|
|
|
+ synchronized (sGLThreadManager) {
|
|
|
|
+ while (true) {
|
|
|
|
+ if (mShouldExit) {
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (! mEventQueue.isEmpty()) {
|
|
|
|
+ event = mEventQueue.remove(0);
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Update the pause state.
|
|
|
|
+ boolean pausing = false;
|
|
|
|
+ if (mPaused != mRequestPaused) {
|
|
|
|
+ pausing = mRequestPaused;
|
|
|
|
+ mPaused = mRequestPaused;
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ if (LOG_PAUSE_RESUME) {
|
|
|
|
+ Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Do we need to give up the EGL context?
|
|
|
|
+ if (mShouldReleaseEglContext) {
|
|
|
|
+ if (LOG_SURFACE) {
|
|
|
|
+ Log.i("GLThread", "releasing EGL context because asked to tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ stopEglSurfaceLocked();
|
|
|
|
+ stopEglContextLocked();
|
|
|
|
+ mShouldReleaseEglContext = false;
|
|
|
|
+ askedToReleaseEglContext = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Have we lost the EGL context?
|
|
|
|
+ if (lostEglContext) {
|
|
|
|
+ stopEglSurfaceLocked();
|
|
|
|
+ stopEglContextLocked();
|
|
|
|
+ lostEglContext = false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // When pausing, release the EGL surface:
|
|
|
|
+ if (pausing && mHaveEglSurface) {
|
|
|
|
+ if (LOG_SURFACE) {
|
|
|
|
+ Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ stopEglSurfaceLocked();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // When pausing, optionally release the EGL Context:
|
|
|
|
+ if (pausing && mHaveEglContext) {
|
|
|
|
+ GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
|
|
|
+ boolean preserveEglContextOnPause = view == null ?
|
|
|
|
+ false : view.mPreserveEGLContextOnPause;
|
|
|
|
+ if (!preserveEglContextOnPause) {
|
|
|
|
+ stopEglContextLocked();
|
|
|
|
+ if (LOG_SURFACE) {
|
|
|
|
+ Log.i("GLThread", "releasing EGL context because paused tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Have we lost the SurfaceView surface?
|
|
|
|
+ if ((! mHasSurface) && (! mWaitingForSurface)) {
|
|
|
|
+ if (LOG_SURFACE) {
|
|
|
|
+ Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ if (mHaveEglSurface) {
|
|
|
|
+ stopEglSurfaceLocked();
|
|
|
|
+ }
|
|
|
|
+ mWaitingForSurface = true;
|
|
|
|
+ mSurfaceIsBad = false;
|
|
|
|
+ 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) {
|
|
|
|
+ if (LOG_SURFACE) {
|
|
|
|
+ Log.i("GLThread", "sending render notification tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ mWantRenderNotification = false;
|
|
|
|
+ doRenderNotification = false;
|
|
|
|
+ mRenderComplete = true;
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (mFinishDrawingRunnable != null) {
|
|
|
|
+ finishDrawingRunnable = mFinishDrawingRunnable;
|
|
|
|
+ mFinishDrawingRunnable = null;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Ready to draw?
|
|
|
|
+ if (readyToDraw()) {
|
|
|
|
+
|
|
|
|
+ // If we don't have an EGL context, try to acquire one.
|
|
|
|
+ if (! mHaveEglContext) {
|
|
|
|
+ if (askedToReleaseEglContext) {
|
|
|
|
+ askedToReleaseEglContext = false;
|
|
|
|
+ } else {
|
|
|
|
+ try {
|
|
|
|
+ mEglHelper.start();
|
|
|
|
+ } catch (RuntimeException t) {
|
|
|
|
+ sGLThreadManager.releaseEglContextLocked(this);
|
|
|
|
+ throw t;
|
|
|
|
+ }
|
|
|
|
+ mHaveEglContext = true;
|
|
|
|
+ createEglContext = true;
|
|
|
|
+
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (mHaveEglContext && !mHaveEglSurface) {
|
|
|
|
+ mHaveEglSurface = true;
|
|
|
|
+ createEglSurface = true;
|
|
|
|
+ createGlInterface = true;
|
|
|
|
+ sizeChanged = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (mHaveEglSurface) {
|
|
|
|
+ if (mSizeChanged) {
|
|
|
|
+ sizeChanged = true;
|
|
|
|
+ w = mWidth;
|
|
|
|
+ h = mHeight;
|
|
|
|
+ mWantRenderNotification = true;
|
|
|
|
+ if (LOG_SURFACE) {
|
|
|
|
+ Log.i("GLThread",
|
|
|
|
+ "noticing that we want render notification tid="
|
|
|
|
+ + getId());
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Destroy and recreate the EGL surface.
|
|
|
|
+ createEglSurface = true;
|
|
|
|
+
|
|
|
|
+ mSizeChanged = false;
|
|
|
|
+ }
|
|
|
|
+ mRequestRender = false;
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ if (mWantRenderNotification) {
|
|
|
|
+ wantRenderNotification = true;
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ if (finishDrawingRunnable != null) {
|
|
|
|
+ Log.w(TAG, "Warning, !readyToDraw() but waiting for " +
|
|
|
|
+ "draw finished! Early reporting draw finished.");
|
|
|
|
+ finishDrawingRunnable.run();
|
|
|
|
+ finishDrawingRunnable = null;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ // By design, this is the only place in a GLThread thread where we wait().
|
|
|
|
+ if (LOG_THREADS) {
|
|
|
|
+ Log.i("GLThread", "waiting tid=" + getId()
|
|
|
|
+ + " mHaveEglContext: " + mHaveEglContext
|
|
|
|
+ + " mHaveEglSurface: " + mHaveEglSurface
|
|
|
|
+ + " mFinishedCreatingEglSurface: " + mFinishedCreatingEglSurface
|
|
|
|
+ + " mPaused: " + mPaused
|
|
|
|
+ + " mHasSurface: " + mHasSurface
|
|
|
|
+ + " mSurfaceIsBad: " + mSurfaceIsBad
|
|
|
|
+ + " mWaitingForSurface: " + mWaitingForSurface
|
|
|
|
+ + " mWidth: " + mWidth
|
|
|
|
+ + " mHeight: " + mHeight
|
|
|
|
+ + " mRequestRender: " + mRequestRender
|
|
|
|
+ + " mRenderMode: " + mRenderMode);
|
|
|
|
+ }
|
|
|
|
+ sGLThreadManager.wait();
|
|
|
|
+ }
|
|
|
|
+ } // end of synchronized(sGLThreadManager)
|
|
|
|
+
|
|
|
|
+ if (event != null) {
|
|
|
|
+ event.run();
|
|
|
|
+ event = null;
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (createEglSurface) {
|
|
|
|
+ if (LOG_SURFACE) {
|
|
|
|
+ Log.w("GLThread", "egl createSurface");
|
|
|
|
+ }
|
|
|
|
+ if (mEglHelper.createSurface()) {
|
|
|
|
+ synchronized(sGLThreadManager) {
|
|
|
|
+ mFinishedCreatingEglSurface = true;
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ synchronized(sGLThreadManager) {
|
|
|
|
+ mFinishedCreatingEglSurface = true;
|
|
|
|
+ mSurfaceIsBad = true;
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ }
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ createEglSurface = false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (createGlInterface) {
|
|
|
|
+ gl = (GL10) mEglHelper.createGL();
|
|
|
|
+
|
|
|
|
+ createGlInterface = false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // -- GODOT start --
|
|
|
|
+ if (createEglContext) {
|
|
|
|
+ if (LOG_RENDERER) {
|
|
|
|
+ Log.w("GLThread", "onSurfaceCreated");
|
|
|
|
+ }
|
|
|
|
+ GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
|
|
|
+ if (view != null) {
|
|
|
|
+ try {
|
|
|
|
+ view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
|
|
|
|
+ } finally {
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ createEglContext = false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (sizeChanged) {
|
|
|
|
+ if (LOG_RENDERER) {
|
|
|
|
+ Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
|
|
|
|
+ }
|
|
|
|
+ GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
|
|
|
+ if (view != null) {
|
|
|
|
+ try {
|
|
|
|
+ view.mRenderer.onSurfaceChanged(gl, w, h);
|
|
|
|
+ } finally {
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ sizeChanged = false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ boolean swapBuffers = false;
|
|
|
|
+ if (LOG_RENDERER_DRAW_FRAME) {
|
|
|
|
+ Log.w("GLThread", "onDrawFrame tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ {
|
|
|
|
+ GLSurfaceView view = mGLSurfaceViewWeakRef.get();
|
|
|
|
+ if (view != null) {
|
|
|
|
+ try {
|
|
|
|
+ swapBuffers = view.mRenderer.onDrawFrame(gl);
|
|
|
|
+ if (finishDrawingRunnable != null) {
|
|
|
|
+ finishDrawingRunnable.run();
|
|
|
|
+ finishDrawingRunnable = null;
|
|
|
|
+ }
|
|
|
|
+ } finally {}
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ if (swapBuffers) {
|
|
|
|
+ int swapError = mEglHelper.swap();
|
|
|
|
+ switch (swapError) {
|
|
|
|
+ case EGL10.EGL_SUCCESS:
|
|
|
|
+ break;
|
|
|
|
+ case EGL11.EGL_CONTEXT_LOST:
|
|
|
|
+ if (LOG_SURFACE) {
|
|
|
|
+ Log.i("GLThread", "egl context lost tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ lostEglContext = true;
|
|
|
|
+ break;
|
|
|
|
+ default:
|
|
|
|
+ // Other errors typically mean that the current surface is bad,
|
|
|
|
+ // probably because the SurfaceView surface has been destroyed,
|
|
|
|
+ // but we haven't been notified yet.
|
|
|
|
+ // Log the error to help developers understand why rendering stopped.
|
|
|
|
+ EglHelper.logEglErrorAsWarning("GLThread", "eglSwapBuffers", swapError);
|
|
|
|
+
|
|
|
|
+ synchronized (sGLThreadManager) {
|
|
|
|
+ mSurfaceIsBad = true;
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ // -- GODOT end --
|
|
|
|
+
|
|
|
|
+ if (wantRenderNotification) {
|
|
|
|
+ doRenderNotification = true;
|
|
|
|
+ wantRenderNotification = false;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ } finally {
|
|
|
|
+ /*
|
|
|
|
+ * clean-up everything...
|
|
|
|
+ */
|
|
|
|
+ synchronized (sGLThreadManager) {
|
|
|
|
+ stopEglSurfaceLocked();
|
|
|
|
+ stopEglContextLocked();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public boolean ableToDraw() {
|
|
|
|
+ return mHaveEglContext && mHaveEglSurface && readyToDraw();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ private boolean readyToDraw() {
|
|
|
|
+ return (!mPaused) && mHasSurface && (!mSurfaceIsBad)
|
|
|
|
+ && (mWidth > 0) && (mHeight > 0)
|
|
|
|
+ && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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 requestRenderAndNotify(Runnable finishDrawing) {
|
|
|
|
+ synchronized(sGLThreadManager) {
|
|
|
|
+ // If we are already on the GL thread, this means a client callback
|
|
|
|
+ // has caused reentrancy, for example via updating the SurfaceView parameters.
|
|
|
|
+ // We will return to the client rendering code, so here we don't need to
|
|
|
|
+ // do anything.
|
|
|
|
+ if (Thread.currentThread() == this) {
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ mWantRenderNotification = true;
|
|
|
|
+ mRequestRender = true;
|
|
|
|
+ mRenderComplete = false;
|
|
|
|
+ mFinishDrawingRunnable = finishDrawing;
|
|
|
|
+
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public void surfaceCreated() {
|
|
|
|
+ synchronized(sGLThreadManager) {
|
|
|
|
+ if (LOG_THREADS) {
|
|
|
|
+ Log.i("GLThread", "surfaceCreated tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ mHasSurface = true;
|
|
|
|
+ mFinishedCreatingEglSurface = false;
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ while (mWaitingForSurface
|
|
|
|
+ && !mFinishedCreatingEglSurface
|
|
|
|
+ && !mExited) {
|
|
|
|
+ try {
|
|
|
|
+ sGLThreadManager.wait();
|
|
|
|
+ } catch (InterruptedException e) {
|
|
|
|
+ Thread.currentThread().interrupt();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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) {
|
|
|
|
+ if (LOG_PAUSE_RESUME) {
|
|
|
|
+ Log.i("GLThread", "onPause tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ mRequestPaused = true;
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ while ((! mExited) && (! mPaused)) {
|
|
|
|
+ if (LOG_PAUSE_RESUME) {
|
|
|
|
+ Log.i("Main thread", "onPause waiting for mPaused.");
|
|
|
|
+ }
|
|
|
|
+ try {
|
|
|
|
+ sGLThreadManager.wait();
|
|
|
|
+ } catch (InterruptedException ex) {
|
|
|
|
+ Thread.currentThread().interrupt();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public void onResume() {
|
|
|
|
+ synchronized (sGLThreadManager) {
|
|
|
|
+ if (LOG_PAUSE_RESUME) {
|
|
|
|
+ Log.i("GLThread", "onResume tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ mRequestPaused = false;
|
|
|
|
+ mRequestRender = true;
|
|
|
|
+ mRenderComplete = false;
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ while ((! mExited) && mPaused && (!mRenderComplete)) {
|
|
|
|
+ if (LOG_PAUSE_RESUME) {
|
|
|
|
+ Log.i("Main thread", "onResume waiting for !mPaused.");
|
|
|
|
+ }
|
|
|
|
+ try {
|
|
|
|
+ sGLThreadManager.wait();
|
|
|
|
+ } catch (InterruptedException ex) {
|
|
|
|
+ Thread.currentThread().interrupt();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public void onWindowResize(int w, int h) {
|
|
|
|
+ synchronized (sGLThreadManager) {
|
|
|
|
+ mWidth = w;
|
|
|
|
+ mHeight = h;
|
|
|
|
+ mSizeChanged = true;
|
|
|
|
+ mRequestRender = true;
|
|
|
|
+ mRenderComplete = false;
|
|
|
|
+
|
|
|
|
+ // If we are already on the GL thread, this means a client callback
|
|
|
|
+ // has caused reentrancy, for example via updating the SurfaceView parameters.
|
|
|
|
+ // We need to process the size change eventually though and update our EGLSurface.
|
|
|
|
+ // So we set the parameters and return so they can be processed on our
|
|
|
|
+ // next iteration.
|
|
|
|
+ if (Thread.currentThread() == this) {
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+
|
|
|
|
+ // Wait for thread to react to resize and render a frame
|
|
|
|
+ while (! mExited && !mPaused && !mRenderComplete
|
|
|
|
+ && ableToDraw()) {
|
|
|
|
+ if (LOG_SURFACE) {
|
|
|
|
+ Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId());
|
|
|
|
+ }
|
|
|
|
+ try {
|
|
|
|
+ sGLThreadManager.wait();
|
|
|
|
+ } catch (InterruptedException ex) {
|
|
|
|
+ Thread.currentThread().interrupt();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public void requestReleaseEglContextLocked() {
|
|
|
|
+ mShouldReleaseEglContext = true;
|
|
|
|
+ sGLThreadManager.notifyAll();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * 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();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // 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 mRequestPaused;
|
|
|
|
+ private boolean mPaused;
|
|
|
|
+ private boolean mHasSurface;
|
|
|
|
+ private boolean mSurfaceIsBad;
|
|
|
|
+ private boolean mWaitingForSurface;
|
|
|
|
+ private boolean mHaveEglContext;
|
|
|
|
+ private boolean mHaveEglSurface;
|
|
|
|
+ private boolean mFinishedCreatingEglSurface;
|
|
|
|
+ private boolean mShouldReleaseEglContext;
|
|
|
|
+ private int mWidth;
|
|
|
|
+ private int mHeight;
|
|
|
|
+ private int mRenderMode;
|
|
|
|
+ private boolean mRequestRender;
|
|
|
|
+ private boolean mWantRenderNotification;
|
|
|
|
+ private boolean mRenderComplete;
|
|
|
|
+ private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
|
|
|
|
+ private boolean mSizeChanged = true;
|
|
|
|
+ private Runnable mFinishDrawingRunnable = null;
|
|
|
|
+
|
|
|
|
+ // End of member variables protected by the sGLThreadManager monitor.
|
|
|
|
+
|
|
|
|
+ private EglHelper mEglHelper;
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Set once at thread construction time, nulled out when the parent view is garbage
|
|
|
|
+ * called. This weak reference allows the GLSurfaceView to be garbage collected while
|
|
|
|
+ * the GLThread is still alive.
|
|
|
|
+ */
|
|
|
|
+ private WeakReference<GLSurfaceView> mGLSurfaceViewWeakRef;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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 {
|
|
|
|
+ private static String TAG = "GLThreadManager";
|
|
|
|
+
|
|
|
|
+ public synchronized void threadExiting(GLThread thread) {
|
|
|
|
+ if (LOG_THREADS) {
|
|
|
|
+ Log.i("GLThread", "exiting tid=" + thread.getId());
|
|
|
|
+ }
|
|
|
|
+ thread.mExited = true;
|
|
|
|
+ notifyAll();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /*
|
|
|
|
+ * Releases the EGL context. Requires that we are already in the
|
|
|
|
+ * sGLThreadManager monitor when this is called.
|
|
|
|
+ */
|
|
|
|
+ public void releaseEglContextLocked(GLThread thread) {
|
|
|
|
+ notifyAll();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ private static final GLThreadManager sGLThreadManager = new GLThreadManager();
|
|
|
|
+
|
|
|
|
+ private final WeakReference<GLSurfaceView> mThisWeakRef =
|
|
|
|
+ new WeakReference<GLSurfaceView>(this);
|
|
|
|
+ private GLThread mGLThread;
|
|
|
|
+ private Renderer mRenderer;
|
|
|
|
+ private boolean mDetached;
|
|
|
|
+ private EGLConfigChooser mEGLConfigChooser;
|
|
|
|
+ private EGLContextFactory mEGLContextFactory;
|
|
|
|
+ private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
|
|
|
|
+ private GLWrapper mGLWrapper;
|
|
|
|
+ private int mDebugFlags;
|
|
|
|
+ private int mEGLContextClientVersion;
|
|
|
|
+ private boolean mPreserveEGLContextOnPause;
|
|
|
|
+}
|
|
|
|
+
|