1 /*
2  * Copyright (C) 2008 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package android.openglperf.cts;
18 
19 // This is a copy of f/b/opengl/java/android/opengl/GlSurfaceView.
20 // Most of the code is used as it is, but there was a need to add a hook
21 // after eglSwapBuffers is called. Also classes not available outside framework is commented out
22 // or replaced.
23 
24 
25 import java.io.Writer;
26 import java.lang.ref.WeakReference;
27 import java.util.ArrayList;
28 
29 import javax.microedition.khronos.egl.EGL10;
30 import javax.microedition.khronos.egl.EGL11;
31 import javax.microedition.khronos.egl.EGLConfig;
32 import javax.microedition.khronos.egl.EGLContext;
33 import javax.microedition.khronos.egl.EGLDisplay;
34 import javax.microedition.khronos.egl.EGLSurface;
35 import javax.microedition.khronos.opengles.GL;
36 import javax.microedition.khronos.opengles.GL10;
37 
38 import android.content.Context;
39 import android.util.AttributeSet;
40 import android.util.Log;
41 import android.view.SurfaceHolder;
42 import android.view.SurfaceView;
43 
44 /**
45  * An implementation of SurfaceView that uses the dedicated surface for
46  * displaying OpenGL rendering.
47  * <p>
48  * A GLSurfaceView provides the following features:
49  * <p>
50  * <ul>
51  * <li>Manages a surface, which is a special piece of memory that can be
52  * composited into the Android view system.
53  * <li>Manages an EGL display, which enables OpenGL to render into a surface.
54  * <li>Accepts a user-provided Renderer object that does the actual rendering.
55  * <li>Renders on a dedicated thread to decouple rendering performance from the
56  * UI thread.
57  * <li>Supports both on-demand and continuous rendering.
58  * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
59  * </ul>
60  *
61  * <div class="special reference">
62  * <h3>Developer Guides</h3>
63  * <p>For more information about how to use OpenGL, read the
64  * <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer guide.</p>
65  * </div>
66  *
67  * <h3>Using GLSurfaceView</h3>
68  * <p>
69  * Typically you use GLSurfaceView by subclassing it and overriding one or more of the
70  * View system input event methods. If your application does not need to override event
71  * methods then GLSurfaceView can be used as-is. For the most part
72  * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
73  * For example, unlike a regular View, drawing is delegated to a separate Renderer object which
74  * is registered with the GLSurfaceView
75  * using the {@link #setRenderer(Renderer)} call.
76  * <p>
77  * <h3>Initializing GLSurfaceView</h3>
78  * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}.
79  * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
80  * more of these methods before calling setRenderer:
81  * <ul>
82  * <li>{@link #setDebugFlags(int)}
83  * <li>{@link #setEGLConfigChooser(boolean)}
84  * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
85  * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
86  * <li>{@link #setGLWrapper(GLWrapper)}
87  * </ul>
88  * <p>
89  * <h4>Specifying the android.view.Surface</h4>
90  * By default GLSurfaceView will create a PixelFormat.RGB_888 format surface. If a translucent
91  * surface is required, call getHolder().setFormat(PixelFormat.TRANSLUCENT).
92  * The exact format of a TRANSLUCENT surface is device dependent, but it will be
93  * a 32-bit-per-pixel surface with 8 bits per component.
94  * <p>
95  * <h4>Choosing an EGL Configuration</h4>
96  * A given Android device may support multiple EGLConfig rendering configurations.
97  * The available configurations may differ in how may channels of data are present, as
98  * well as how many bits are allocated to each channel. Therefore, the first thing
99  * GLSurfaceView has to do when starting to render is choose what EGLConfig to use.
100  * <p>
101  * By default GLSurfaceView chooses a EGLConfig that has an RGB_888 pixel format,
102  * with at least a 16-bit depth buffer and no stencil.
103  * <p>
104  * If you would prefer a different EGLConfig
105  * you can override the default behavior by calling one of the
106  * setEGLConfigChooser methods.
107  * <p>
108  * <h4>Debug Behavior</h4>
109  * You can optionally modify the behavior of GLSurfaceView by calling
110  * one or more of the debugging methods {@link #setDebugFlags(int)},
111  * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
112  * typically they are called before setRenderer so that they take effect immediately.
113  * <p>
114  * <h4>Setting a Renderer</h4>
115  * Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
116  * The renderer is
117  * responsible for doing the actual OpenGL rendering.
118  * <p>
119  * <h3>Rendering Mode</h3>
120  * Once the renderer is set, you can control whether the renderer draws
121  * continuously or on-demand by calling
122  * {@link #setRenderMode}. The default is continuous rendering.
123  * <p>
124  * <h3>Activity Life-cycle</h3>
125  * A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients
126  * are required to call {@link #onPause()} when the activity pauses and
127  * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to
128  * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
129  * the OpenGL display.
130  * <p>
131  * <h3>Handling events</h3>
132  * <p>
133  * To handle an event you will typically subclass GLSurfaceView and override the
134  * appropriate method, just as you would with any other View. However, when handling
135  * the event, you may need to communicate with the Renderer object
136  * that's running in the rendering thread. You can do this using any
137  * standard Java cross-thread communication mechanism. In addition,
138  * one relatively easy way to communicate with your renderer is
139  * to call
140  * {@link #queueEvent(Runnable)}. For example:
141  * <pre class="prettyprint">
142  * class MyGLSurfaceView extends GLSurfaceView {
143  *
144  *     private MyRenderer mMyRenderer;
145  *
146  *     public void start() {
147  *         mMyRenderer = ...;
148  *         setRenderer(mMyRenderer);
149  *     }
150  *
151  *     public boolean onKeyDown(int keyCode, KeyEvent event) {
152  *         if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
153  *             queueEvent(new Runnable() {
154  *                 // This method will be called on the rendering
155  *                 // thread:
156  *                 public void run() {
157  *                     mMyRenderer.handleDpadCenter();
158  *                 }});
159  *             return true;
160  *         }
161  *         return super.onKeyDown(keyCode, event);
162  *     }
163  * }
164  * </pre>
165  *
166  */
167 public class GLSurfaceViewCustom extends SurfaceView implements SurfaceHolder.Callback {
168     private final static String TAG = "GLSurfaceView";
169     private final static boolean LOG_ATTACH_DETACH = false;
170     private final static boolean LOG_THREADS = false;
171     private final static boolean LOG_PAUSE_RESUME = false;
172     private final static boolean LOG_SURFACE = false;
173     private final static boolean LOG_RENDERER = false;
174     private final static boolean LOG_RENDERER_DRAW_FRAME = false;
175     private final static boolean LOG_EGL = false;
176     /**
177      * The renderer only renders
178      * when the surface is created, or when {@link #requestRender} is called.
179      *
180      * @see #getRenderMode()
181      * @see #setRenderMode(int)
182      * @see #requestRender()
183      */
184     public final static int RENDERMODE_WHEN_DIRTY = 0;
185     /**
186      * The renderer is called
187      * continuously to re-render the scene.
188      *
189      * @see #getRenderMode()
190      * @see #setRenderMode(int)
191      */
192     public final static int RENDERMODE_CONTINUOUSLY = 1;
193 
194     /**
195      * Check glError() after every GL call and throw an exception if glError indicates
196      * that an error has occurred. This can be used to help track down which OpenGL ES call
197      * is causing an error.
198      *
199      * @see #getDebugFlags
200      * @see #setDebugFlags
201      */
202     public final static int DEBUG_CHECK_GL_ERROR = 1;
203 
204     /**
205      * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
206      *
207      * @see #getDebugFlags
208      * @see #setDebugFlags
209      */
210     public final static int DEBUG_LOG_GL_CALLS = 2;
211 
212     /**
213      * Standard View constructor. In order to render something, you
214      * must call {@link #setRenderer} to register a renderer.
215      */
GLSurfaceViewCustom(Context context)216     public GLSurfaceViewCustom(Context context) {
217         super(context);
218         init();
219     }
220 
221     /**
222      * Standard View constructor. In order to render something, you
223      * must call {@link #setRenderer} to register a renderer.
224      */
GLSurfaceViewCustom(Context context, AttributeSet attrs)225     public GLSurfaceViewCustom(Context context, AttributeSet attrs) {
226         super(context, attrs);
227         init();
228     }
229 
230     @Override
finalize()231     protected void finalize() throws Throwable {
232         try {
233             if (mGLThread != null) {
234                 // GLThread may still be running if this view was never
235                 // attached to a window.
236                 mGLThread.requestExitAndWait();
237             }
238         } finally {
239             super.finalize();
240         }
241     }
242 
init()243     private void init() {
244         // Install a SurfaceHolder.Callback so we get notified when the
245         // underlying surface is created and destroyed
246         SurfaceHolder holder = getHolder();
247         holder.addCallback(this);
248         // setFormat is done by SurfaceView in SDK 2.3 and newer. Uncomment
249         // this statement if back-porting to 2.2 or older:
250         // holder.setFormat(PixelFormat.RGB_565);
251         //
252         // setType is not needed for SDK 2.0 or newer. Uncomment this
253         // statement if back-porting this code to older SDKs.
254         // holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
255     }
256 
257     /**
258      * Set the glWrapper. If the glWrapper is not null, its
259      * {@link GLWrapper#wrap(GL)} method is called
260      * whenever a surface is created. A GLWrapper can be used to wrap
261      * the GL object that's passed to the renderer. Wrapping a GL
262      * object enables examining and modifying the behavior of the
263      * GL calls made by the renderer.
264      * <p>
265      * Wrapping is typically used for debugging purposes.
266      * <p>
267      * The default value is null.
268      * @param glWrapper the new GLWrapper
269      */
setGLWrapper(GLWrapper glWrapper)270     public void setGLWrapper(GLWrapper glWrapper) {
271         mGLWrapper = glWrapper;
272     }
273 
274     /**
275      * Set the debug flags to a new value. The value is
276      * constructed by OR-together zero or more
277      * of the DEBUG_CHECK_* constants. The debug flags take effect
278      * whenever a surface is created. The default value is zero.
279      * @param debugFlags the new debug flags
280      * @see #DEBUG_CHECK_GL_ERROR
281      * @see #DEBUG_LOG_GL_CALLS
282      */
setDebugFlags(int debugFlags)283     public void setDebugFlags(int debugFlags) {
284         mDebugFlags = debugFlags;
285     }
286 
287     /**
288      * Get the current value of the debug flags.
289      * @return the current value of the debug flags.
290      */
getDebugFlags()291     public int getDebugFlags() {
292         return mDebugFlags;
293     }
294 
295     /**
296      * Control whether the EGL context is preserved when the GLSurfaceView is paused and
297      * resumed.
298      * <p>
299      * If set to true, then the EGL context may be preserved when the GLSurfaceView is paused.
300      * Whether the EGL context is actually preserved or not depends upon whether the
301      * Android device that the program is running on can support an arbitrary number of EGL
302      * contexts or not. Devices that can only support a limited number of EGL contexts must
303      * release the  EGL context in order to allow multiple applications to share the GPU.
304      * <p>
305      * If set to false, the EGL context will be released when the GLSurfaceView is paused,
306      * and recreated when the GLSurfaceView is resumed.
307      * <p>
308      *
309      * The default is false.
310      *
311      * @param preserveOnPause preserve the EGL context when paused
312      */
setPreserveEGLContextOnPause(boolean preserveOnPause)313     public void setPreserveEGLContextOnPause(boolean preserveOnPause) {
314         mPreserveEGLContextOnPause = preserveOnPause;
315     }
316 
317     /**
318      * @return true if the EGL context will be preserved when paused
319      */
getPreserveEGLContextOnPause()320     public boolean getPreserveEGLContextOnPause() {
321         return mPreserveEGLContextOnPause;
322     }
323 
324     /**
325      * Set the renderer associated with this view. Also starts the thread that
326      * will call the renderer, which in turn causes the rendering to start.
327      * <p>This method should be called once and only once in the life-cycle of
328      * a GLSurfaceView.
329      * <p>The following GLSurfaceView methods can only be called <em>before</em>
330      * setRenderer is called:
331      * <ul>
332      * <li>{@link #setEGLConfigChooser(boolean)}
333      * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
334      * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
335      * </ul>
336      * <p>
337      * The following GLSurfaceView methods can only be called <em>after</em>
338      * setRenderer is called:
339      * <ul>
340      * <li>{@link #getRenderMode()}
341      * <li>{@link #onPause()}
342      * <li>{@link #onResume()}
343      * <li>{@link #queueEvent(Runnable)}
344      * <li>{@link #requestRender()}
345      * <li>{@link #setRenderMode(int)}
346      * </ul>
347      *
348      * @param renderer the renderer to use to perform OpenGL drawing.
349      */
setRenderer(Renderer renderer)350     public void setRenderer(Renderer renderer) {
351         checkRenderThreadState();
352         if (mEGLConfigChooser == null) {
353             mEGLConfigChooser = new SimpleEGLConfigChooser(true);
354         }
355         if (mEGLContextFactory == null) {
356             mEGLContextFactory = new DefaultContextFactory();
357         }
358         if (mEGLWindowSurfaceFactory == null) {
359             mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
360         }
361         mRenderer = renderer;
362         mGLThread = new GLThread(mThisWeakRef);
363         mGLThread.start();
364     }
365 
366     /**
367      * Install a custom EGLContextFactory.
368      * <p>If this method is
369      * called, it must be called before {@link #setRenderer(Renderer)}
370      * is called.
371      * <p>
372      * If this method is not called, then by default
373      * a context will be created with no shared context and
374      * with a null attribute list.
375      */
setEGLContextFactory(EGLContextFactory factory)376     public void setEGLContextFactory(EGLContextFactory factory) {
377         checkRenderThreadState();
378         mEGLContextFactory = factory;
379     }
380 
381     /**
382      * Install a custom EGLWindowSurfaceFactory.
383      * <p>If this method is
384      * called, it must be called before {@link #setRenderer(Renderer)}
385      * is called.
386      * <p>
387      * If this method is not called, then by default
388      * a window surface will be created with a null attribute list.
389      */
setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory)390     public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) {
391         checkRenderThreadState();
392         mEGLWindowSurfaceFactory = factory;
393     }
394 
395     /**
396      * Install a custom EGLConfigChooser.
397      * <p>If this method is
398      * called, it must be called before {@link #setRenderer(Renderer)}
399      * is called.
400      * <p>
401      * If no setEGLConfigChooser method is called, then by default the
402      * view will choose an EGLConfig that is compatible with the current
403      * android.view.Surface, with a depth buffer depth of
404      * at least 16 bits.
405      * @param configChooser
406      */
setEGLConfigChooser(EGLConfigChooser configChooser)407     public void setEGLConfigChooser(EGLConfigChooser configChooser) {
408         checkRenderThreadState();
409         mEGLConfigChooser = configChooser;
410     }
411 
412     /**
413      * Install a config chooser which will choose a config
414      * as close to 16-bit RGB as possible, with or without an optional depth
415      * buffer as close to 16-bits as possible.
416      * <p>If this method is
417      * called, it must be called before {@link #setRenderer(Renderer)}
418      * is called.
419      * <p>
420      * If no setEGLConfigChooser method is called, then by default the
421      * view will choose an RGB_888 surface with a depth buffer depth of
422      * at least 16 bits.
423      *
424      * @param needDepth
425      */
setEGLConfigChooser(boolean needDepth)426     public void setEGLConfigChooser(boolean needDepth) {
427         setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
428     }
429 
430     /**
431      * Install a config chooser which will choose a config
432      * with at least the specified depthSize and stencilSize,
433      * and exactly the specified redSize, greenSize, blueSize and alphaSize.
434      * <p>If this method is
435      * called, it must be called before {@link #setRenderer(Renderer)}
436      * is called.
437      * <p>
438      * If no setEGLConfigChooser method is called, then by default the
439      * view will choose an RGB_888 surface with a depth buffer depth of
440      * at least 16 bits.
441      *
442      */
setEGLConfigChooser(int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize)443     public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
444             int alphaSize, int depthSize, int stencilSize) {
445         setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
446                 blueSize, alphaSize, depthSize, stencilSize));
447     }
448 
449     /**
450      * Inform the default EGLContextFactory and default EGLConfigChooser
451      * which EGLContext client version to pick.
452      * <p>Use this method to create an OpenGL ES 2.0-compatible context.
453      * Example:
454      * <pre class="prettyprint">
455      *     public MyView(Context context) {
456      *         super(context);
457      *         setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context.
458      *         setRenderer(new MyRenderer());
459      *     }
460      * </pre>
461      * <p>Note: Activities which require OpenGL ES 2.0 should indicate this by
462      * setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the activity's
463      * AndroidManifest.xml file.
464      * <p>If this method is called, it must be called before {@link #setRenderer(Renderer)}
465      * is called.
466      * <p>This method only affects the behavior of the default EGLContexFactory and the
467      * default EGLConfigChooser. If
468      * {@link #setEGLContextFactory(EGLContextFactory)} has been called, then the supplied
469      * EGLContextFactory is responsible for creating an OpenGL ES 2.0-compatible context.
470      * If
471      * {@link #setEGLConfigChooser(EGLConfigChooser)} has been called, then the supplied
472      * EGLConfigChooser is responsible for choosing an OpenGL ES 2.0-compatible config.
473      * @param version The EGLContext client version to choose. Use 2 for OpenGL ES 2.0
474      */
setEGLContextClientVersion(int version)475     public void setEGLContextClientVersion(int version) {
476         checkRenderThreadState();
477         mEGLContextClientVersion = version;
478     }
479 
480     /**
481      * Set the rendering mode. When renderMode is
482      * RENDERMODE_CONTINUOUSLY, the renderer is called
483      * repeatedly to re-render the scene. When renderMode
484      * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
485      * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY.
486      * <p>
487      * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
488      * by allowing the GPU and CPU to idle when the view does not need to be updated.
489      * <p>
490      * This method can only be called after {@link #setRenderer(Renderer)}
491      *
492      * @param renderMode one of the RENDERMODE_X constants
493      * @see #RENDERMODE_CONTINUOUSLY
494      * @see #RENDERMODE_WHEN_DIRTY
495      */
setRenderMode(int renderMode)496     public void setRenderMode(int renderMode) {
497         mGLThread.setRenderMode(renderMode);
498     }
499 
500     /**
501      * Get the current rendering mode. May be called
502      * from any thread. Must not be called before a renderer has been set.
503      * @return the current rendering mode.
504      * @see #RENDERMODE_CONTINUOUSLY
505      * @see #RENDERMODE_WHEN_DIRTY
506      */
getRenderMode()507     public int getRenderMode() {
508         return mGLThread.getRenderMode();
509     }
510 
511     /**
512      * Request that the renderer render a frame.
513      * This method is typically used when the render mode has been set to
514      * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
515      * May be called
516      * from any thread. Must not be called before a renderer has been set.
517      */
requestRender()518     public void requestRender() {
519         mGLThread.requestRender();
520     }
521 
522     /**
523      * This method is part of the SurfaceHolder.Callback interface, and is
524      * not normally called or subclassed by clients of GLSurfaceView.
525      */
surfaceCreated(SurfaceHolder holder)526     public void surfaceCreated(SurfaceHolder holder) {
527         mGLThread.surfaceCreated();
528     }
529 
530     /**
531      * This method is part of the SurfaceHolder.Callback interface, and is
532      * not normally called or subclassed by clients of GLSurfaceView.
533      */
surfaceDestroyed(SurfaceHolder holder)534     public void surfaceDestroyed(SurfaceHolder holder) {
535         // Surface will be destroyed when we return
536         mGLThread.surfaceDestroyed();
537     }
538 
539     /**
540      * This method is part of the SurfaceHolder.Callback interface, and is
541      * not normally called or subclassed by clients of GLSurfaceView.
542      */
surfaceChanged(SurfaceHolder holder, int format, int w, int h)543     public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
544         mGLThread.onWindowResize(w, h);
545     }
546 
547     /**
548      * Inform the view that the activity is paused. The owner of this view must
549      * call this method when the activity is paused. Calling this method will
550      * pause the rendering thread.
551      * Must not be called before a renderer has been set.
552      */
onPause()553     public void onPause() {
554         mGLThread.onPause();
555     }
556 
557     /**
558      * Inform the view that the activity is resumed. The owner of this view must
559      * call this method when the activity is resumed. Calling this method will
560      * recreate the OpenGL display and resume the rendering
561      * thread.
562      * Must not be called before a renderer has been set.
563      */
onResume()564     public void onResume() {
565         mGLThread.onResume();
566     }
567 
568     /**
569      * Queue a runnable to be run on the GL rendering thread. This can be used
570      * to communicate with the Renderer on the rendering thread.
571      * Must not be called before a renderer has been set.
572      * @param r the runnable to be run on the GL rendering thread.
573      */
queueEvent(Runnable r)574     public void queueEvent(Runnable r) {
575         mGLThread.queueEvent(r);
576     }
577 
578     /**
579      * This method is used as part of the View class and is not normally
580      * called or subclassed by clients of GLSurfaceView.
581      */
582     @Override
onAttachedToWindow()583     protected void onAttachedToWindow() {
584         super.onAttachedToWindow();
585         if (LOG_ATTACH_DETACH) {
586             Log.d(TAG, "onAttachedToWindow reattach =" + mDetached);
587         }
588         if (mDetached && (mRenderer != null)) {
589             int renderMode = RENDERMODE_CONTINUOUSLY;
590             if (mGLThread != null) {
591                 renderMode = mGLThread.getRenderMode();
592             }
593             mGLThread = new GLThread(mThisWeakRef);
594             if (renderMode != RENDERMODE_CONTINUOUSLY) {
595                 mGLThread.setRenderMode(renderMode);
596             }
597             mGLThread.start();
598         }
599         mDetached = false;
600     }
601 
602     /**
603      * This method is used as part of the View class and is not normally
604      * called or subclassed by clients of GLSurfaceView.
605      * Must not be called before a renderer has been set.
606      */
607     @Override
onDetachedFromWindow()608     protected void onDetachedFromWindow() {
609         if (LOG_ATTACH_DETACH) {
610             Log.d(TAG, "onDetachedFromWindow");
611         }
612         if (mGLThread != null) {
613             mGLThread.requestExitAndWait();
614         }
615         mDetached = true;
616         super.onDetachedFromWindow();
617     }
618 
619     // ----------------------------------------------------------------------
620 
621     /**
622      * An interface used to wrap a GL interface.
623      * <p>Typically
624      * used for implementing debugging and tracing on top of the default
625      * GL interface. You would typically use this by creating your own class
626      * that implemented all the GL methods by delegating to another GL instance.
627      * Then you could add your own behavior before or after calling the
628      * delegate. All the GLWrapper would do was instantiate and return the
629      * wrapper GL instance:
630      * <pre class="prettyprint">
631      * class MyGLWrapper implements GLWrapper {
632      *     GL wrap(GL gl) {
633      *         return new MyGLImplementation(gl);
634      *     }
635      *     static class MyGLImplementation implements GL,GL10,GL11,... {
636      *         ...
637      *     }
638      * }
639      * </pre>
640      * @see #setGLWrapper(GLWrapper)
641      */
642     public interface GLWrapper {
643         /**
644          * Wraps a gl interface in another gl interface.
645          * @param gl a GL interface that is to be wrapped.
646          * @return either the input argument or another GL object that wraps the input argument.
647          */
wrap(GL gl)648         GL wrap(GL gl);
649     }
650 
651     /**
652      * A generic renderer interface.
653      * <p>
654      * The renderer is responsible for making OpenGL calls to render a frame.
655      * <p>
656      * GLSurfaceView clients typically create their own classes that implement
657      * this interface, and then call {@link GLSurfaceView#setRenderer} to
658      * register the renderer with the GLSurfaceView.
659      * <p>
660      *
661      * <div class="special reference">
662      * <h3>Developer Guides</h3>
663      * <p>For more information about how to use OpenGL, read the
664      * <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer guide.</p>
665      * </div>
666      *
667      * <h3>Threading</h3>
668      * The renderer will be called on a separate thread, so that rendering
669      * performance is decoupled from the UI thread. Clients typically need to
670      * communicate with the renderer from the UI thread, because that's where
671      * input events are received. Clients can communicate using any of the
672      * standard Java techniques for cross-thread communication, or they can
673      * use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
674      * <p>
675      * <h3>EGL Context Lost</h3>
676      * There are situations where the EGL rendering context will be lost. This
677      * typically happens when device wakes up after going to sleep. When
678      * the EGL context is lost, all OpenGL resources (such as textures) that are
679      * associated with that context will be automatically deleted. In order to
680      * keep rendering correctly, a renderer must recreate any lost resources
681      * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
682      * is a convenient place to do this.
683      *
684      *
685      * @see #setRenderer(Renderer)
686      */
687     public interface Renderer {
688         /**
689          * Called when the surface is created or recreated.
690          * <p>
691          * Called when the rendering thread
692          * starts and whenever the EGL context is lost. The EGL context will typically
693          * be lost when the Android device awakes after going to sleep.
694          * <p>
695          * Since this method is called at the beginning of rendering, as well as
696          * every time the EGL context is lost, this method is a convenient place to put
697          * code to create resources that need to be created when the rendering
698          * starts, and that need to be recreated when the EGL context is lost.
699          * Textures are an example of a resource that you might want to create
700          * here.
701          * <p>
702          * Note that when the EGL context is lost, all OpenGL resources associated
703          * with that context will be automatically deleted. You do not need to call
704          * the corresponding "glDelete" methods such as glDeleteTextures to
705          * manually delete these lost resources.
706          * <p>
707          * @param gl the GL interface. Use <code>instanceof</code> to
708          * test if the interface supports GL11 or higher interfaces.
709          * @param config the EGLConfig of the created surface. Can be used
710          * to create matching pbuffers.
711          */
onSurfaceCreated(GL10 gl, EGLConfig config)712         void onSurfaceCreated(GL10 gl, EGLConfig config);
713 
714         /**
715          * Called when the surface changed size.
716          * <p>
717          * Called after the surface is created and whenever
718          * the OpenGL ES surface size changes.
719          * <p>
720          * Typically you will set your viewport here. If your camera
721          * is fixed then you could also set your projection matrix here:
722          * <pre class="prettyprint">
723          * void onSurfaceChanged(GL10 gl, int width, int height) {
724          *     gl.glViewport(0, 0, width, height);
725          *     // for a fixed camera, set the projection too
726          *     float ratio = (float) width / height;
727          *     gl.glMatrixMode(GL10.GL_PROJECTION);
728          *     gl.glLoadIdentity();
729          *     gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
730          * }
731          * </pre>
732          * @param gl the GL interface. Use <code>instanceof</code> to
733          * test if the interface supports GL11 or higher interfaces.
734          * @param width
735          * @param height
736          */
onSurfaceChanged(GL10 gl, int width, int height)737         void onSurfaceChanged(GL10 gl, int width, int height);
738 
739         /**
740          * Called to draw the current frame.
741          * <p>
742          * This method is responsible for drawing the current frame.
743          * <p>
744          * The implementation of this method typically looks like this:
745          * <pre class="prettyprint">
746          * void onDrawFrame(GL10 gl) {
747          *     gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
748          *     //... other gl calls to render the scene ...
749          * }
750          * </pre>
751          * @param gl the GL interface. Use <code>instanceof</code> to
752          * test if the interface supports GL11 or higher interfaces.
753          */
onDrawFrame(GL10 gl)754         void onDrawFrame(GL10 gl);
755 
756         /**
757          * called after eglSwapBuffers() is called.
758          * can be used for custom synchronization / measurement.
759          */
onEglSwapBuffers()760         void onEglSwapBuffers();
761     }
762 
763     /**
764      * An interface for customizing the eglCreateContext and eglDestroyContext calls.
765      * <p>
766      * This interface must be implemented by clients wishing to call
767      * {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)}
768      */
769     public interface EGLContextFactory {
createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig)770         EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
destroyContext(EGL10 egl, EGLDisplay display, EGLContext context)771         void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
772     }
773 
774     private class DefaultContextFactory implements EGLContextFactory {
775         private int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
776 
createContext(EGL10 egl, EGLDisplay display, EGLConfig config)777         public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) {
778             int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, mEGLContextClientVersion,
779                     EGL10.EGL_NONE };
780 
781             return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT,
782                     mEGLContextClientVersion != 0 ? attrib_list : null);
783         }
784 
destroyContext(EGL10 egl, EGLDisplay display, EGLContext context)785         public void destroyContext(EGL10 egl, EGLDisplay display,
786                 EGLContext context) {
787             if (!egl.eglDestroyContext(display, context)) {
788                 Log.e("DefaultContextFactory", "display:" + display + " context: " + context);
789                 if (LOG_THREADS) {
790                     Log.i("DefaultContextFactory", "tid=" + Thread.currentThread().getId());
791                 }
792                 EglHelper.throwEglException("eglDestroyContex", egl.eglGetError());
793             }
794         }
795     }
796 
797     /**
798      * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls.
799      * <p>
800      * This interface must be implemented by clients wishing to call
801      * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
802      */
803     public interface EGLWindowSurfaceFactory {
804         /**
805          *  @return null if the surface cannot be constructed.
806          */
createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, Object nativeWindow)807         EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config,
808                 Object nativeWindow);
destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface)809         void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
810     }
811 
812     private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory {
813 
createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, Object nativeWindow)814         public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
815                 EGLConfig config, Object nativeWindow) {
816             EGLSurface result = null;
817             try {
818                 result = egl.eglCreateWindowSurface(display, config, nativeWindow, null);
819             } catch (IllegalArgumentException e) {
820                 // This exception indicates that the surface flinger surface
821                 // is not valid. This can happen if the surface flinger surface has
822                 // been torn down, but the application has not yet been
823                 // notified via SurfaceHolder.Callback.surfaceDestroyed.
824                 // In theory the application should be notified first,
825                 // but in practice sometimes it is not. See b/4588890
826                 Log.e(TAG, "eglCreateWindowSurface", e);
827             }
828             return result;
829         }
830 
destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface)831         public void destroySurface(EGL10 egl, EGLDisplay display,
832                 EGLSurface surface) {
833             egl.eglDestroySurface(display, surface);
834         }
835     }
836 
837     /**
838      * An interface for choosing an EGLConfig configuration from a list of
839      * potential configurations.
840      * <p>
841      * This interface must be implemented by clients wishing to call
842      * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
843      */
844     public interface EGLConfigChooser {
845         /**
846          * Choose a configuration from the list. Implementors typically
847          * implement this method by calling
848          * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
849          * EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
850          * @param egl the EGL10 for the current display.
851          * @param display the current display.
852          * @return the chosen configuration.
853          */
chooseConfig(EGL10 egl, EGLDisplay display)854         EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
855     }
856 
857     private abstract class BaseConfigChooser
858             implements EGLConfigChooser {
BaseConfigChooser(int[] configSpec)859         public BaseConfigChooser(int[] configSpec) {
860             mConfigSpec = filterConfigSpec(configSpec);
861         }
862 
chooseConfig(EGL10 egl, EGLDisplay display)863         public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
864             int[] num_config = new int[1];
865             if (!egl.eglChooseConfig(display, mConfigSpec, null, 0,
866                     num_config)) {
867                 throw new IllegalArgumentException("eglChooseConfig failed");
868             }
869 
870             int numConfigs = num_config[0];
871 
872             if (numConfigs <= 0) {
873                 throw new IllegalArgumentException(
874                         "No configs match configSpec");
875             }
876 
877             EGLConfig[] configs = new EGLConfig[numConfigs];
878             if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
879                     num_config)) {
880                 throw new IllegalArgumentException("eglChooseConfig#2 failed");
881             }
882             EGLConfig config = chooseConfig(egl, display, configs);
883             if (config == null) {
884                 throw new IllegalArgumentException("No config chosen");
885             }
886             return config;
887         }
888 
chooseConfig(EGL10 egl, EGLDisplay display, EGLConfig[] configs)889         abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
890                 EGLConfig[] configs);
891 
892         protected int[] mConfigSpec;
893 
filterConfigSpec(int[] configSpec)894         private int[] filterConfigSpec(int[] configSpec) {
895             if (mEGLContextClientVersion != 2) {
896                 return configSpec;
897             }
898             /* We know none of the subclasses define EGL_RENDERABLE_TYPE.
899              * And we know the configSpec is well formed.
900              */
901             int len = configSpec.length;
902             int[] newConfigSpec = new int[len + 2];
903             System.arraycopy(configSpec, 0, newConfigSpec, 0, len-1);
904             newConfigSpec[len-1] = EGL10.EGL_RENDERABLE_TYPE;
905             newConfigSpec[len] = 4; /* EGL_OPENGL_ES2_BIT */
906             newConfigSpec[len+1] = EGL10.EGL_NONE;
907             return newConfigSpec;
908         }
909     }
910 
911     /**
912      * Choose a configuration with exactly the specified r,g,b,a sizes,
913      * and at least the specified depth and stencil sizes.
914      */
915     private class ComponentSizeChooser extends BaseConfigChooser {
ComponentSizeChooser(int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize)916         public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
917                 int alphaSize, int depthSize, int stencilSize) {
918             super(new int[] {
919                     EGL10.EGL_RED_SIZE, redSize,
920                     EGL10.EGL_GREEN_SIZE, greenSize,
921                     EGL10.EGL_BLUE_SIZE, blueSize,
922                     EGL10.EGL_ALPHA_SIZE, alphaSize,
923                     EGL10.EGL_DEPTH_SIZE, depthSize,
924                     EGL10.EGL_STENCIL_SIZE, stencilSize,
925                     EGL10.EGL_NONE});
926             mValue = new int[1];
927             mRedSize = redSize;
928             mGreenSize = greenSize;
929             mBlueSize = blueSize;
930             mAlphaSize = alphaSize;
931             mDepthSize = depthSize;
932             mStencilSize = stencilSize;
933        }
934 
935         @Override
chooseConfig(EGL10 egl, EGLDisplay display, EGLConfig[] configs)936         public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
937                 EGLConfig[] configs) {
938             for (EGLConfig config : configs) {
939                 int d = findConfigAttrib(egl, display, config,
940                         EGL10.EGL_DEPTH_SIZE, 0);
941                 int s = findConfigAttrib(egl, display, config,
942                         EGL10.EGL_STENCIL_SIZE, 0);
943                 if ((d >= mDepthSize) && (s >= mStencilSize)) {
944                     int r = findConfigAttrib(egl, display, config,
945                             EGL10.EGL_RED_SIZE, 0);
946                     int g = findConfigAttrib(egl, display, config,
947                              EGL10.EGL_GREEN_SIZE, 0);
948                     int b = findConfigAttrib(egl, display, config,
949                               EGL10.EGL_BLUE_SIZE, 0);
950                     int a = findConfigAttrib(egl, display, config,
951                             EGL10.EGL_ALPHA_SIZE, 0);
952                     if ((r == mRedSize) && (g == mGreenSize)
953                             && (b == mBlueSize) && (a == mAlphaSize)) {
954                         return config;
955                     }
956                 }
957             }
958             return null;
959         }
960 
findConfigAttrib(EGL10 egl, EGLDisplay display, EGLConfig config, int attribute, int defaultValue)961         private int findConfigAttrib(EGL10 egl, EGLDisplay display,
962                 EGLConfig config, int attribute, int defaultValue) {
963 
964             if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
965                 return mValue[0];
966             }
967             return defaultValue;
968         }
969 
970         private int[] mValue;
971         // Subclasses can adjust these values:
972         protected int mRedSize;
973         protected int mGreenSize;
974         protected int mBlueSize;
975         protected int mAlphaSize;
976         protected int mDepthSize;
977         protected int mStencilSize;
978         }
979 
980     /**
981      * This class will choose a RGB_888 surface with
982      * or without a depth buffer.
983      *
984      */
985     private class SimpleEGLConfigChooser extends ComponentSizeChooser {
SimpleEGLConfigChooser(boolean withDepthBuffer)986         public SimpleEGLConfigChooser(boolean withDepthBuffer) {
987             super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0);
988         }
989     }
990 
991     /**
992      * An EGL helper class.
993      */
994 
995     private static class EglHelper {
EglHelper(WeakReference<GLSurfaceViewCustom> glSurfaceViewWeakRef)996         public EglHelper(WeakReference<GLSurfaceViewCustom> glSurfaceViewWeakRef) {
997             mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
998         }
999 
1000         /**
1001          * Initialize EGL for a given configuration spec.
1002          * @param configSpec
1003          */
start()1004         public void start() {
1005             if (LOG_EGL) {
1006                 Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId());
1007             }
1008             /*
1009              * Get an EGL instance
1010              */
1011             mEgl = (EGL10) EGLContext.getEGL();
1012 
1013             /*
1014              * Get to the default display.
1015              */
1016             mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
1017 
1018             if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
1019                 throw new RuntimeException("eglGetDisplay failed");
1020             }
1021 
1022             /*
1023              * We can now initialize EGL for that display
1024              */
1025             int[] version = new int[2];
1026             if(!mEgl.eglInitialize(mEglDisplay, version)) {
1027                 throw new RuntimeException("eglInitialize failed");
1028             }
1029             GLSurfaceViewCustom view = mGLSurfaceViewWeakRef.get();
1030             if (view == null) {
1031                 mEglConfig = null;
1032                 mEglContext = null;
1033             } else {
1034                 mEglConfig = view.mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
1035 
1036                 /*
1037                 * Create an EGL context. We want to do this as rarely as we can, because an
1038                 * EGL context is a somewhat heavy object.
1039                 */
1040                 mEglContext = view.mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig);
1041             }
1042             if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
1043                 mEglContext = null;
1044                 throwEglException("createContext");
1045             }
1046             if (LOG_EGL) {
1047                 Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId());
1048             }
1049 
1050             mEglSurface = null;
1051         }
1052 
1053         /**
1054          * Create an egl surface for the current SurfaceHolder surface. If a surface
1055          * already exists, destroy it before creating the new surface.
1056          *
1057          * @return true if the surface was created successfully.
1058          */
createSurface()1059         public boolean createSurface() {
1060             if (LOG_EGL) {
1061                 Log.w("EglHelper", "createSurface()  tid=" + Thread.currentThread().getId());
1062             }
1063             /*
1064              * Check preconditions.
1065              */
1066             if (mEgl == null) {
1067                 throw new RuntimeException("egl not initialized");
1068             }
1069             if (mEglDisplay == null) {
1070                 throw new RuntimeException("eglDisplay not initialized");
1071             }
1072             if (mEglConfig == null) {
1073                 throw new RuntimeException("mEglConfig not initialized");
1074             }
1075 
1076             /*
1077              *  The window size has changed, so we need to create a new
1078              *  surface.
1079              */
1080             destroySurfaceImp();
1081 
1082             /*
1083              * Create an EGL surface we can render into.
1084              */
1085             GLSurfaceViewCustom view = mGLSurfaceViewWeakRef.get();
1086             if (view != null) {
1087                 mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
1088                         mEglDisplay, mEglConfig, view.getHolder());
1089             } else {
1090                 mEglSurface = null;
1091             }
1092 
1093             if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
1094                 int error = mEgl.eglGetError();
1095                 if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
1096                     Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW.");
1097                 }
1098                 return false;
1099             }
1100 
1101             /*
1102              * Before we can issue GL commands, we need to make sure
1103              * the context is current and bound to a surface.
1104              */
1105             if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
1106                 /*
1107                  * Could not make the context current, probably because the underlying
1108                  * SurfaceView surface has been destroyed.
1109                  */
1110                 logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError());
1111                 return false;
1112             }
1113 
1114             return true;
1115         }
1116 
1117         /**
1118          * Create a GL object for the current EGL context.
1119          * @return
1120          */
createGL()1121         GL createGL() {
1122 
1123             GL gl = mEglContext.getGL();
1124             GLSurfaceViewCustom view = mGLSurfaceViewWeakRef.get();
1125             if (view != null) {
1126                 if (view.mGLWrapper != null) {
1127                     gl = view.mGLWrapper.wrap(gl);
1128                 }
1129 
1130 /*                if ((view.mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
1131                     int configFlags = 0;
1132                     Writer log = null;
1133                     if ((view.mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
1134                         configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
1135                     }
1136                     if ((view.mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
1137                         log = new LogWriter();
1138                     }
1139                     gl = GLDebugHelper.wrap(gl, configFlags, log);
1140                 }*/
1141             }
1142             return gl;
1143         }
1144 
1145         /**
1146          * Display the current render surface.
1147          * @return the EGL error code from eglSwapBuffers.
1148          */
swap()1149         public int swap() {
1150             if (! mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {
1151                 return mEgl.eglGetError();
1152             }
1153             return EGL10.EGL_SUCCESS;
1154         }
1155 
destroySurface()1156         public void destroySurface() {
1157             if (LOG_EGL) {
1158                 Log.w("EglHelper", "destroySurface()  tid=" + Thread.currentThread().getId());
1159             }
1160             destroySurfaceImp();
1161         }
1162 
destroySurfaceImp()1163         private void destroySurfaceImp() {
1164             if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
1165                 mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
1166                         EGL10.EGL_NO_SURFACE,
1167                         EGL10.EGL_NO_CONTEXT);
1168                 GLSurfaceViewCustom view = mGLSurfaceViewWeakRef.get();
1169                 if (view != null) {
1170                     view.mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
1171                 }
1172                 mEglSurface = null;
1173             }
1174         }
1175 
finish()1176         public void finish() {
1177             if (LOG_EGL) {
1178                 Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId());
1179             }
1180             if (mEglContext != null) {
1181                 GLSurfaceViewCustom view = mGLSurfaceViewWeakRef.get();
1182                 if (view != null) {
1183                     view.mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
1184                 }
1185                 mEglContext = null;
1186             }
1187             if (mEglDisplay != null) {
1188                 mEgl.eglTerminate(mEglDisplay);
1189                 mEglDisplay = null;
1190             }
1191         }
1192 
throwEglException(String function)1193         private void throwEglException(String function) {
1194             throwEglException(function, mEgl.eglGetError());
1195         }
1196 
throwEglException(String function, int error)1197         public static void throwEglException(String function, int error) {
1198             String message = formatEglError(function, error);
1199             if (LOG_THREADS) {
1200                 Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " "
1201                         + message);
1202             }
1203             throw new RuntimeException(message);
1204         }
1205 
logEglErrorAsWarning(String tag, String function, int error)1206         public static void logEglErrorAsWarning(String tag, String function, int error) {
1207             Log.w(tag, formatEglError(function, error));
1208         }
1209 
formatEglError(String function, int error)1210         public static String formatEglError(String function, int error) {
1211             return function + " failed: " + error;
1212         }
1213 
1214         private WeakReference<GLSurfaceViewCustom> mGLSurfaceViewWeakRef;
1215         EGL10 mEgl;
1216         EGLDisplay mEglDisplay;
1217         EGLSurface mEglSurface;
1218         EGLConfig mEglConfig;
1219         EGLContext mEglContext;
1220 
1221     }
1222 
1223     /**
1224      * A generic GL Thread. Takes care of initializing EGL and GL. Delegates
1225      * to a Renderer instance to do the actual drawing. Can be configured to
1226      * render continuously or on request.
1227      *
1228      * All potentially blocking synchronization is done through the
1229      * sGLThreadManager object. This avoids multiple-lock ordering issues.
1230      *
1231      */
1232     static class GLThread extends Thread {
GLThread(WeakReference<GLSurfaceViewCustom> glSurfaceViewWeakRef)1233         GLThread(WeakReference<GLSurfaceViewCustom> glSurfaceViewWeakRef) {
1234             super();
1235             mWidth = 0;
1236             mHeight = 0;
1237             mRequestRender = true;
1238             mRenderMode = RENDERMODE_CONTINUOUSLY;
1239             mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
1240         }
1241 
1242         @Override
run()1243         public void run() {
1244             setName("GLThread " + getId());
1245             if (LOG_THREADS) {
1246                 Log.i("GLThread", "starting tid=" + getId());
1247             }
1248 
1249             try {
1250                 guardedRun();
1251             } catch (InterruptedException e) {
1252                 // fall thru and exit normally
1253             } finally {
1254                 sGLThreadManager.threadExiting(this);
1255             }
1256         }
1257 
1258         /*
1259          * This private method should only be called inside a
1260          * synchronized(sGLThreadManager) block.
1261          */
stopEglSurfaceLocked()1262         private void stopEglSurfaceLocked() {
1263             if (mHaveEglSurface) {
1264                 mHaveEglSurface = false;
1265                 mEglHelper.destroySurface();
1266             }
1267         }
1268 
1269         /*
1270          * This private method should only be called inside a
1271          * synchronized(sGLThreadManager) block.
1272          */
stopEglContextLocked()1273         private void stopEglContextLocked() {
1274             if (mHaveEglContext) {
1275                 mEglHelper.finish();
1276                 mHaveEglContext = false;
1277                 sGLThreadManager.releaseEglContextLocked(this);
1278             }
1279         }
guardedRun()1280         private void guardedRun() throws InterruptedException {
1281             mEglHelper = new EglHelper(mGLSurfaceViewWeakRef);
1282             mHaveEglContext = false;
1283             mHaveEglSurface = false;
1284             try {
1285                 GL10 gl = null;
1286                 boolean createEglContext = false;
1287                 boolean createEglSurface = false;
1288                 boolean createGlInterface = false;
1289                 boolean lostEglContext = false;
1290                 boolean sizeChanged = false;
1291                 boolean wantRenderNotification = false;
1292                 boolean doRenderNotification = false;
1293                 boolean askedToReleaseEglContext = false;
1294                 int w = 0;
1295                 int h = 0;
1296                 Runnable event = null;
1297 
1298                 while (true) {
1299                     synchronized (sGLThreadManager) {
1300                         while (true) {
1301                             if (mShouldExit) {
1302                                 return;
1303                             }
1304 
1305                             if (! mEventQueue.isEmpty()) {
1306                                 event = mEventQueue.remove(0);
1307                                 break;
1308                             }
1309 
1310                             // Update the pause state.
1311                             boolean pausing = false;
1312                             if (mPaused != mRequestPaused) {
1313                                 pausing = mRequestPaused;
1314                                 mPaused = mRequestPaused;
1315                                 sGLThreadManager.notifyAll();
1316                                 if (LOG_PAUSE_RESUME) {
1317                                     Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId());
1318                                 }
1319                             }
1320 
1321                             // Do we need to give up the EGL context?
1322                             if (mShouldReleaseEglContext) {
1323                                 if (LOG_SURFACE) {
1324                                     Log.i("GLThread", "releasing EGL context because asked to tid=" + getId());
1325                                 }
1326                                 stopEglSurfaceLocked();
1327                                 stopEglContextLocked();
1328                                 mShouldReleaseEglContext = false;
1329                                 askedToReleaseEglContext = true;
1330                             }
1331 
1332                             // Have we lost the EGL context?
1333                             if (lostEglContext) {
1334                                 stopEglSurfaceLocked();
1335                                 stopEglContextLocked();
1336                                 lostEglContext = false;
1337                             }
1338 
1339                             // When pausing, release the EGL surface:
1340                             if (pausing && mHaveEglSurface) {
1341                                 if (LOG_SURFACE) {
1342                                     Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
1343                                 }
1344                                 stopEglSurfaceLocked();
1345                             }
1346 
1347                             // When pausing, optionally release the EGL Context:
1348                             if (pausing && mHaveEglContext) {
1349                                 GLSurfaceViewCustom view = mGLSurfaceViewWeakRef.get();
1350                                 boolean preserveEglContextOnPause = view == null ?
1351                                         false : view.mPreserveEGLContextOnPause;
1352                                 if (!preserveEglContextOnPause || sGLThreadManager.shouldReleaseEGLContextWhenPausing()) {
1353                                     stopEglContextLocked();
1354                                     if (LOG_SURFACE) {
1355                                         Log.i("GLThread", "releasing EGL context because paused tid=" + getId());
1356                                     }
1357                                 }
1358                             }
1359 
1360                             // When pausing, optionally terminate EGL:
1361                             if (pausing) {
1362                                 if (sGLThreadManager.shouldTerminateEGLWhenPausing()) {
1363                                     mEglHelper.finish();
1364                                     if (LOG_SURFACE) {
1365                                         Log.i("GLThread", "terminating EGL because paused tid=" + getId());
1366                                     }
1367                                 }
1368                             }
1369 
1370                             // Have we lost the SurfaceView surface?
1371                             if ((! mHasSurface) && (! mWaitingForSurface)) {
1372                                 if (LOG_SURFACE) {
1373                                     Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId());
1374                                 }
1375                                 if (mHaveEglSurface) {
1376                                     stopEglSurfaceLocked();
1377                                 }
1378                                 mWaitingForSurface = true;
1379                                 mSurfaceIsBad = false;
1380                                 sGLThreadManager.notifyAll();
1381                             }
1382 
1383                             // Have we acquired the surface view surface?
1384                             if (mHasSurface && mWaitingForSurface) {
1385                                 if (LOG_SURFACE) {
1386                                     Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId());
1387                                 }
1388                                 mWaitingForSurface = false;
1389                                 sGLThreadManager.notifyAll();
1390                             }
1391 
1392                             if (doRenderNotification) {
1393                                 if (LOG_SURFACE) {
1394                                     Log.i("GLThread", "sending render notification tid=" + getId());
1395                                 }
1396                                 wantRenderNotification = false;
1397                                 doRenderNotification = false;
1398                                 mRenderComplete = true;
1399                                 sGLThreadManager.notifyAll();
1400                             }
1401 
1402                             // Ready to draw?
1403                             if (readyToDraw()) {
1404 
1405                                 // If we don't have an EGL context, try to acquire one.
1406                                 if (! mHaveEglContext) {
1407                                     if (askedToReleaseEglContext) {
1408                                         askedToReleaseEglContext = false;
1409                                     } else if (sGLThreadManager.tryAcquireEglContextLocked(this)) {
1410                                         try {
1411                                             mEglHelper.start();
1412                                         } catch (RuntimeException t) {
1413                                             sGLThreadManager.releaseEglContextLocked(this);
1414                                             throw t;
1415                                         }
1416                                         mHaveEglContext = true;
1417                                         createEglContext = true;
1418 
1419                                         sGLThreadManager.notifyAll();
1420                                     }
1421                                 }
1422 
1423                                 if (mHaveEglContext && !mHaveEglSurface) {
1424                                     mHaveEglSurface = true;
1425                                     createEglSurface = true;
1426                                     createGlInterface = true;
1427                                     sizeChanged = true;
1428                                 }
1429 
1430                                 if (mHaveEglSurface) {
1431                                     if (mSizeChanged) {
1432                                         sizeChanged = true;
1433                                         w = mWidth;
1434                                         h = mHeight;
1435                                         wantRenderNotification = true;
1436                                         if (LOG_SURFACE) {
1437                                             Log.i("GLThread",
1438                                                     "noticing that we want render notification tid="
1439                                                     + getId());
1440                                         }
1441 
1442                                         // Destroy and recreate the EGL surface.
1443                                         createEglSurface = true;
1444 
1445                                         mSizeChanged = false;
1446                                     }
1447                                     mRequestRender = false;
1448                                     sGLThreadManager.notifyAll();
1449                                     break;
1450                                 }
1451                             }
1452 
1453                             // By design, this is the only place in a GLThread thread where we wait().
1454                             if (LOG_THREADS) {
1455                                 Log.i("GLThread", "waiting tid=" + getId()
1456                                     + " mHaveEglContext: " + mHaveEglContext
1457                                     + " mHaveEglSurface: " + mHaveEglSurface
1458                                     + " mPaused: " + mPaused
1459                                     + " mHasSurface: " + mHasSurface
1460                                     + " mSurfaceIsBad: " + mSurfaceIsBad
1461                                     + " mWaitingForSurface: " + mWaitingForSurface
1462                                     + " mWidth: " + mWidth
1463                                     + " mHeight: " + mHeight
1464                                     + " mRequestRender: " + mRequestRender
1465                                     + " mRenderMode: " + mRenderMode);
1466                             }
1467                             sGLThreadManager.wait();
1468                         }
1469                     } // end of synchronized(sGLThreadManager)
1470 
1471                     if (event != null) {
1472                         event.run();
1473                         event = null;
1474                         continue;
1475                     }
1476 
1477                     if (createEglSurface) {
1478                         if (LOG_SURFACE) {
1479                             Log.w("GLThread", "egl createSurface");
1480                         }
1481                         if (!mEglHelper.createSurface()) {
1482                             synchronized(sGLThreadManager) {
1483                                 mSurfaceIsBad = true;
1484                                 sGLThreadManager.notifyAll();
1485                             }
1486                             continue;
1487                         }
1488                         createEglSurface = false;
1489                     }
1490 
1491                     if (createGlInterface) {
1492                         gl = (GL10) mEglHelper.createGL();
1493 
1494                         sGLThreadManager.checkGLDriver(gl);
1495                         createGlInterface = false;
1496                     }
1497 
1498                     if (createEglContext) {
1499                         if (LOG_RENDERER) {
1500                             Log.w("GLThread", "onSurfaceCreated");
1501                         }
1502                         GLSurfaceViewCustom view = mGLSurfaceViewWeakRef.get();
1503                         if (view != null) {
1504                             view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
1505                         }
1506                         createEglContext = false;
1507                     }
1508 
1509                     if (sizeChanged) {
1510                         if (LOG_RENDERER) {
1511                             Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
1512                         }
1513                         GLSurfaceViewCustom view = mGLSurfaceViewWeakRef.get();
1514                         if (view != null) {
1515                             view.mRenderer.onSurfaceChanged(gl, w, h);
1516                         }
1517                         sizeChanged = false;
1518                     }
1519 
1520                     if (LOG_RENDERER_DRAW_FRAME) {
1521                         Log.w("GLThread", "onDrawFrame tid=" + getId());
1522                     }
1523                     {
1524                         GLSurfaceViewCustom view = mGLSurfaceViewWeakRef.get();
1525                         if (view != null) {
1526                             view.mRenderer.onDrawFrame(gl);
1527                         }
1528                     }
1529                     int swapError = mEglHelper.swap();
1530                     switch (swapError) {
1531                         case EGL10.EGL_SUCCESS:
1532                             GLSurfaceViewCustom view = mGLSurfaceViewWeakRef.get();
1533                             if (view != null) {
1534                                 view.mRenderer.onEglSwapBuffers();
1535                             }
1536                             break;
1537                         case EGL11.EGL_CONTEXT_LOST:
1538                             if (LOG_SURFACE) {
1539                                 Log.i("GLThread", "egl context lost tid=" + getId());
1540                             }
1541                             lostEglContext = true;
1542                             break;
1543                         default:
1544                             // Other errors typically mean that the current surface is bad,
1545                             // probably because the SurfaceView surface has been destroyed,
1546                             // but we haven't been notified yet.
1547                             // Log the error to help developers understand why rendering stopped.
1548                             EglHelper.logEglErrorAsWarning("GLThread", "eglSwapBuffers", swapError);
1549 
1550                             synchronized(sGLThreadManager) {
1551                                 mSurfaceIsBad = true;
1552                                 sGLThreadManager.notifyAll();
1553                             }
1554                             break;
1555                     }
1556 
1557                     if (wantRenderNotification) {
1558                         doRenderNotification = true;
1559                     }
1560                 }
1561 
1562             } finally {
1563                 /*
1564                  * clean-up everything...
1565                  */
1566                 synchronized (sGLThreadManager) {
1567                     stopEglSurfaceLocked();
1568                     stopEglContextLocked();
1569                 }
1570             }
1571         }
1572 
ableToDraw()1573         public boolean ableToDraw() {
1574             return mHaveEglContext && mHaveEglSurface && readyToDraw();
1575         }
1576 
readyToDraw()1577         private boolean readyToDraw() {
1578             return (!mPaused) && mHasSurface && (!mSurfaceIsBad)
1579                 && (mWidth > 0) && (mHeight > 0)
1580                 && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY));
1581         }
1582 
setRenderMode(int renderMode)1583         public void setRenderMode(int renderMode) {
1584             if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) {
1585                 throw new IllegalArgumentException("renderMode");
1586             }
1587             synchronized(sGLThreadManager) {
1588                 mRenderMode = renderMode;
1589                 sGLThreadManager.notifyAll();
1590             }
1591         }
1592 
getRenderMode()1593         public int getRenderMode() {
1594             synchronized(sGLThreadManager) {
1595                 return mRenderMode;
1596             }
1597         }
1598 
requestRender()1599         public void requestRender() {
1600             synchronized(sGLThreadManager) {
1601                 mRequestRender = true;
1602                 sGLThreadManager.notifyAll();
1603             }
1604         }
1605 
surfaceCreated()1606         public void surfaceCreated() {
1607             synchronized(sGLThreadManager) {
1608                 if (LOG_THREADS) {
1609                     Log.i("GLThread", "surfaceCreated tid=" + getId());
1610                 }
1611                 mHasSurface = true;
1612                 sGLThreadManager.notifyAll();
1613                 while((mWaitingForSurface) && (!mExited)) {
1614                     try {
1615                         sGLThreadManager.wait();
1616                     } catch (InterruptedException e) {
1617                         Thread.currentThread().interrupt();
1618                     }
1619                 }
1620             }
1621         }
1622 
surfaceDestroyed()1623         public void surfaceDestroyed() {
1624             synchronized(sGLThreadManager) {
1625                 if (LOG_THREADS) {
1626                     Log.i("GLThread", "surfaceDestroyed tid=" + getId());
1627                 }
1628                 mHasSurface = false;
1629                 sGLThreadManager.notifyAll();
1630                 while((!mWaitingForSurface) && (!mExited)) {
1631                     try {
1632                         sGLThreadManager.wait();
1633                     } catch (InterruptedException e) {
1634                         Thread.currentThread().interrupt();
1635                     }
1636                 }
1637             }
1638         }
1639 
onPause()1640         public void onPause() {
1641             synchronized (sGLThreadManager) {
1642                 if (LOG_PAUSE_RESUME) {
1643                     Log.i("GLThread", "onPause tid=" + getId());
1644                 }
1645                 mRequestPaused = true;
1646                 sGLThreadManager.notifyAll();
1647                 while ((! mExited) && (! mPaused)) {
1648                     if (LOG_PAUSE_RESUME) {
1649                         Log.i("Main thread", "onPause waiting for mPaused.");
1650                     }
1651                     try {
1652                         sGLThreadManager.wait();
1653                     } catch (InterruptedException ex) {
1654                         Thread.currentThread().interrupt();
1655                     }
1656                 }
1657             }
1658         }
1659 
onResume()1660         public void onResume() {
1661             synchronized (sGLThreadManager) {
1662                 if (LOG_PAUSE_RESUME) {
1663                     Log.i("GLThread", "onResume tid=" + getId());
1664                 }
1665                 mRequestPaused = false;
1666                 mRequestRender = true;
1667                 mRenderComplete = false;
1668                 sGLThreadManager.notifyAll();
1669                 while ((! mExited) && mPaused && (!mRenderComplete)) {
1670                     if (LOG_PAUSE_RESUME) {
1671                         Log.i("Main thread", "onResume waiting for !mPaused.");
1672                     }
1673                     try {
1674                         sGLThreadManager.wait();
1675                     } catch (InterruptedException ex) {
1676                         Thread.currentThread().interrupt();
1677                     }
1678                 }
1679             }
1680         }
1681 
onWindowResize(int w, int h)1682         public void onWindowResize(int w, int h) {
1683             synchronized (sGLThreadManager) {
1684                 mWidth = w;
1685                 mHeight = h;
1686                 mSizeChanged = true;
1687                 mRequestRender = true;
1688                 mRenderComplete = false;
1689                 sGLThreadManager.notifyAll();
1690 
1691                 // Wait for thread to react to resize and render a frame
1692                 while (! mExited && !mPaused && !mRenderComplete
1693                         && ableToDraw()) {
1694                     if (LOG_SURFACE) {
1695                         Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId());
1696                     }
1697                     try {
1698                         sGLThreadManager.wait();
1699                     } catch (InterruptedException ex) {
1700                         Thread.currentThread().interrupt();
1701                     }
1702                 }
1703             }
1704         }
1705 
requestExitAndWait()1706         public void requestExitAndWait() {
1707             // don't call this from GLThread thread or it is a guaranteed
1708             // deadlock!
1709             synchronized(sGLThreadManager) {
1710                 mShouldExit = true;
1711                 sGLThreadManager.notifyAll();
1712                 while (! mExited) {
1713                     try {
1714                         sGLThreadManager.wait();
1715                     } catch (InterruptedException ex) {
1716                         Thread.currentThread().interrupt();
1717                     }
1718                 }
1719             }
1720         }
1721 
requestReleaseEglContextLocked()1722         public void requestReleaseEglContextLocked() {
1723             mShouldReleaseEglContext = true;
1724             sGLThreadManager.notifyAll();
1725         }
1726 
1727         /**
1728          * Queue an "event" to be run on the GL rendering thread.
1729          * @param r the runnable to be run on the GL rendering thread.
1730          */
queueEvent(Runnable r)1731         public void queueEvent(Runnable r) {
1732             if (r == null) {
1733                 throw new IllegalArgumentException("r must not be null");
1734             }
1735             synchronized(sGLThreadManager) {
1736                 mEventQueue.add(r);
1737                 sGLThreadManager.notifyAll();
1738             }
1739         }
1740 
1741         // Once the thread is started, all accesses to the following member
1742         // variables are protected by the sGLThreadManager monitor
1743         private boolean mShouldExit;
1744         private boolean mExited;
1745         private boolean mRequestPaused;
1746         private boolean mPaused;
1747         private boolean mHasSurface;
1748         private boolean mSurfaceIsBad;
1749         private boolean mWaitingForSurface;
1750         private boolean mHaveEglContext;
1751         private boolean mHaveEglSurface;
1752         private boolean mShouldReleaseEglContext;
1753         private int mWidth;
1754         private int mHeight;
1755         private int mRenderMode;
1756         private boolean mRequestRender;
1757         private boolean mRenderComplete;
1758         private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
1759         private boolean mSizeChanged = true;
1760 
1761         // End of member variables protected by the sGLThreadManager monitor.
1762 
1763         private EglHelper mEglHelper;
1764 
1765         /**
1766          * Set once at thread construction time, nulled out when the parent view is garbage
1767          * called. This weak reference allows the GLSurfaceView to be garbage collected while
1768          * the GLThread is still alive.
1769          */
1770         private WeakReference<GLSurfaceViewCustom> mGLSurfaceViewWeakRef;
1771 
1772     }
1773 
1774     static class LogWriter extends Writer {
1775 
close()1776         @Override public void close() {
1777             flushBuilder();
1778         }
1779 
flush()1780         @Override public void flush() {
1781             flushBuilder();
1782         }
1783 
write(char[] buf, int offset, int count)1784         @Override public void write(char[] buf, int offset, int count) {
1785             for(int i = 0; i < count; i++) {
1786                 char c = buf[offset + i];
1787                 if ( c == '\n') {
1788                     flushBuilder();
1789                 }
1790                 else {
1791                     mBuilder.append(c);
1792                 }
1793             }
1794         }
1795 
flushBuilder()1796         private void flushBuilder() {
1797             if (mBuilder.length() > 0) {
1798                 Log.v("GLSurfaceViewCustom", mBuilder.toString());
1799                 mBuilder.delete(0, mBuilder.length());
1800             }
1801         }
1802 
1803         private StringBuilder mBuilder = new StringBuilder();
1804     }
1805 
1806 
checkRenderThreadState()1807     private void checkRenderThreadState() {
1808         if (mGLThread != null) {
1809             throw new IllegalStateException(
1810                     "setRenderer has already been called for this instance.");
1811         }
1812     }
1813 
1814     private static class GLThreadManager {
1815         private static String TAG = "GLThreadManager";
1816 
threadExiting(GLThread thread)1817         public synchronized void threadExiting(GLThread thread) {
1818             if (LOG_THREADS) {
1819                 Log.i("GLThread", "exiting tid=" +  thread.getId());
1820             }
1821             thread.mExited = true;
1822             if (mEglOwner == thread) {
1823                 mEglOwner = null;
1824             }
1825             notifyAll();
1826         }
1827 
1828         /*
1829          * Tries once to acquire the right to use an EGL
1830          * context. Does not block. Requires that we are already
1831          * in the sGLThreadManager monitor when this is called.
1832          *
1833          * @return true if the right to use an EGL context was acquired.
1834          */
tryAcquireEglContextLocked(GLThread thread)1835         public boolean tryAcquireEglContextLocked(GLThread thread) {
1836             if (mEglOwner == thread || mEglOwner == null) {
1837                 mEglOwner = thread;
1838                 notifyAll();
1839                 return true;
1840             }
1841             checkGLESVersion();
1842             if (mMultipleGLESContextsAllowed) {
1843                 return true;
1844             }
1845             // Notify the owning thread that it should release the context.
1846             // TODO: implement a fairness policy. Currently
1847             // if the owning thread is drawing continuously it will just
1848             // reacquire the EGL context.
1849             if (mEglOwner != null) {
1850                 mEglOwner.requestReleaseEglContextLocked();
1851             }
1852             return false;
1853         }
1854 
1855         /*
1856          * Releases the EGL context. Requires that we are already in the
1857          * sGLThreadManager monitor when this is called.
1858          */
releaseEglContextLocked(GLThread thread)1859         public void releaseEglContextLocked(GLThread thread) {
1860             if (mEglOwner == thread) {
1861                 mEglOwner = null;
1862             }
1863             notifyAll();
1864         }
1865 
shouldReleaseEGLContextWhenPausing()1866         public synchronized boolean shouldReleaseEGLContextWhenPausing() {
1867             // Release the EGL context when pausing even if
1868             // the hardware supports multiple EGL contexts.
1869             // Otherwise the device could run out of EGL contexts.
1870             return mLimitedGLESContexts;
1871         }
1872 
shouldTerminateEGLWhenPausing()1873         public synchronized boolean shouldTerminateEGLWhenPausing() {
1874             checkGLESVersion();
1875             return !mMultipleGLESContextsAllowed;
1876         }
1877 
checkGLDriver(GL10 gl)1878         public synchronized void checkGLDriver(GL10 gl) {
1879             if (! mGLESDriverCheckComplete) {
1880                 checkGLESVersion();
1881                 String renderer = gl.glGetString(GL10.GL_RENDERER);
1882                 if (mGLESVersion < kGLES_20) {
1883                     mMultipleGLESContextsAllowed =
1884                         ! renderer.startsWith(kMSM7K_RENDERER_PREFIX);
1885                     notifyAll();
1886                 }
1887                 mLimitedGLESContexts = !mMultipleGLESContextsAllowed;
1888                 if (LOG_SURFACE) {
1889                     Log.w(TAG, "checkGLDriver renderer = \"" + renderer + "\" multipleContextsAllowed = "
1890                         + mMultipleGLESContextsAllowed
1891                         + " mLimitedGLESContexts = " + mLimitedGLESContexts);
1892                 }
1893                 mGLESDriverCheckComplete = true;
1894             }
1895         }
1896 
checkGLESVersion()1897         private void checkGLESVersion() {
1898             if (! mGLESVersionCheckComplete) {
1899                 mGLESVersion = kGLES_20; /*SystemProperties.getInt(
1900                         "ro.opengles.version",
1901                         ConfigurationInfo.GL_ES_VERSION_UNDEFINED); */
1902                 if (mGLESVersion >= kGLES_20) {
1903                     mMultipleGLESContextsAllowed = true;
1904                 }
1905                 if (LOG_SURFACE) {
1906                     Log.w(TAG, "checkGLESVersion mGLESVersion =" +
1907                             " " + mGLESVersion + " mMultipleGLESContextsAllowed = " + mMultipleGLESContextsAllowed);
1908                 }
1909                 mGLESVersionCheckComplete = true;
1910             }
1911         }
1912 
1913         /**
1914          * This check was required for some pre-Android-3.0 hardware. Android 3.0 provides
1915          * support for hardware-accelerated views, therefore multiple EGL contexts are
1916          * supported on all Android 3.0+ EGL drivers.
1917          */
1918         private boolean mGLESVersionCheckComplete;
1919         private int mGLESVersion;
1920         private boolean mGLESDriverCheckComplete;
1921         private boolean mMultipleGLESContextsAllowed;
1922         private boolean mLimitedGLESContexts;
1923         private static final int kGLES_20 = 0x20000;
1924         private static final String kMSM7K_RENDERER_PREFIX =
1925             "Q3Dimension MSM7500 ";
1926         private GLThread mEglOwner;
1927     }
1928 
1929     private static final GLThreadManager sGLThreadManager = new GLThreadManager();
1930 
1931     private final WeakReference<GLSurfaceViewCustom> mThisWeakRef =
1932             new WeakReference<GLSurfaceViewCustom>(this);
1933     private GLThread mGLThread;
1934     private Renderer mRenderer;
1935     private boolean mDetached;
1936     private EGLConfigChooser mEGLConfigChooser;
1937     private EGLContextFactory mEGLContextFactory;
1938     private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
1939     private GLWrapper mGLWrapper;
1940     private int mDebugFlags;
1941     private int mEGLContextClientVersion;
1942     private boolean mPreserveEGLContextOnPause;
1943 }
1944