diff --git a/alienblaster/project/src/GLSurfaceView_SDL.java b/alienblaster/project/src/GLSurfaceView_SDL.java index 19f748108..6567ddeff 100644 --- a/alienblaster/project/src/GLSurfaceView_SDL.java +++ b/alienblaster/project/src/GLSurfaceView_SDL.java @@ -18,10 +18,11 @@ fixed with a hammer and rasp to work with libSDL port */ // This string is autogenerated by ChangeAppSettings.sh, do not change spaces amount -package de.schwardtnet.alienblaster; +package com.demo.glxgears; import java.io.Writer; import java.util.ArrayList; +import java.util.concurrent.Semaphore; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGL11; @@ -148,11 +149,6 @@ import android.view.SurfaceView; * */ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Callback { - private final static boolean LOG_THREADS = false; - private final static boolean LOG_SURFACE = false; - private final static boolean LOG_RENDERER = false; - // Work-around for bug 2263168 - private final static boolean DRAW_TWICE_AFTER_SIZE_CHANGED = true; /** * The renderer only renders * when the surface is created, or when {@link #requestRender} is called. @@ -212,6 +208,7 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call // underlying surface is created and destroyed SurfaceHolder holder = getHolder(); holder.addCallback(this); + holder.setType(SurfaceHolder.SURFACE_TYPE_GPU); } /** @@ -279,49 +276,17 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call * @param renderer the renderer to use to perform OpenGL drawing. */ public void setRenderer(Renderer renderer) { - checkRenderThreadState(); + if (mGLThread != null) { + throw new IllegalStateException( + "setRenderer has already been called for this instance."); + } if (mEGLConfigChooser == null) { mEGLConfigChooser = new SimpleEGLConfigChooser(true); } - if (mEGLContextFactory == null) { - mEGLContextFactory = new DefaultContextFactory(); - } - if (mEGLWindowSurfaceFactory == null) { - mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory(); - } mGLThread = new GLThread(renderer); mGLThread.start(); } - /** - * Install a custom EGLContextFactory. - *

If this method is - * called, it must be called before {@link #setRenderer(Renderer)} - * is called. - *

- * 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. - *

If this method is - * called, it must be called before {@link #setRenderer(Renderer)} - * is called. - *

- * 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. *

If this method is @@ -334,7 +299,10 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call * @param configChooser */ public void setEGLConfigChooser(EGLConfigChooser configChooser) { - checkRenderThreadState(); + if (mGLThread != null) { + throw new IllegalStateException( + "setRenderer has already been called for this instance."); + } mEGLConfigChooser = configChooser; } @@ -630,54 +598,6 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call private SwapBuffersCallback mSwapBuffersCallback = null; } - /** - * An interface for customizing the eglCreateContext and eglDestroyContext calls. - *

- * 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 static class DefaultContextFactory implements EGLContextFactory { - - public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) { - return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, null); - } - - public void destroyContext(EGL10 egl, EGLDisplay display, - EGLContext context) { - egl.eglDestroyContext(display, context); - } - } - - /** - * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls. - *

- * This interface must be implemented by clients wishing to call - * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)} - */ - public interface EGLWindowSurfaceFactory { - EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, - Object nativeWindow); - void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface); - } - - private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory { - - public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, - EGLConfig config, Object nativeWindow) { - return egl.eglCreateWindowSurface(display, config, nativeWindow, null); - } - - 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. @@ -756,27 +676,25 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call EGLConfig closestConfig = null; int closestDistance = 1000; for(EGLConfig config : configs) { + int r = findConfigAttrib(egl, display, config, + EGL10.EGL_RED_SIZE, 0); + int g = findConfigAttrib(egl, display, config, + EGL10.EGL_GREEN_SIZE, 0); + int b = findConfigAttrib(egl, display, config, + EGL10.EGL_BLUE_SIZE, 0); + int a = findConfigAttrib(egl, display, config, + EGL10.EGL_ALPHA_SIZE, 0); int d = findConfigAttrib(egl, display, config, EGL10.EGL_DEPTH_SIZE, 0); int s = findConfigAttrib(egl, display, config, EGL10.EGL_STENCIL_SIZE, 0); - if (d >= mDepthSize && s>= mStencilSize) { - int r = findConfigAttrib(egl, display, config, - EGL10.EGL_RED_SIZE, 0); - int g = findConfigAttrib(egl, display, config, - EGL10.EGL_GREEN_SIZE, 0); - int b = findConfigAttrib(egl, display, config, - EGL10.EGL_BLUE_SIZE, 0); - int a = findConfigAttrib(egl, display, config, - EGL10.EGL_ALPHA_SIZE, 0); - int distance = Math.abs(r - mRedSize) - + Math.abs(g - mGreenSize) - + Math.abs(b - mBlueSize) - + Math.abs(a - mAlphaSize); - if (distance < closestDistance) { - closestDistance = distance; - closestConfig = config; - } + int distance = Math.abs(r - mRedSize) + + Math.abs(g - mGreenSize) + + Math.abs(b - mBlueSize) + Math.abs(a - mAlphaSize) + + Math.abs(d - mDepthSize) + Math.abs(s - mStencilSize); + if (distance < closestDistance) { + closestDistance = distance; + closestConfig = config; } } return closestConfig; @@ -852,10 +770,8 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call * Create an OpenGL ES context. This must be done only once, an * OpenGL context is a somewhat heavy object. */ - mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig); - if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) { - throw new RuntimeException("createContext failed"); - } + mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig, + EGL10.EGL_NO_CONTEXT, null); mEglSurface = null; } @@ -869,7 +785,7 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call * The window size has changed, so we need to create a new * surface. */ - if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { + if (mEglSurface != null) { /* * Unbind and destroy the old EGL surface, if @@ -877,26 +793,22 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call */ mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); - mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); + mEgl.eglDestroySurface(mEglDisplay, mEglSurface); } /* * Create an EGL surface we can render into. */ - mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl, - mEglDisplay, mEglConfig, holder); - - if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { - throwEglException("createWindowSurface"); - } + mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, + mEglConfig, holder, null); /* * Before we can issue GL commands, we need to make sure * the context is current and bound to a surface. */ - if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { - throwEglException("eglMakeCurrent"); - } + mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, + mEglContext); + GL gl = mEglContext.getGL(); if (mGLWrapper != null) { @@ -922,19 +834,16 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST; } - public void destroySurface() { - if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { + public void finish() { + if (mEglSurface != null) { mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); - mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); + mEgl.eglDestroySurface(mEglDisplay, mEglSurface); mEglSurface = null; } - } - - public void finish() { if (mEglContext != null) { - mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); + mEgl.eglDestroyContext(mEglDisplay, mEglContext); mEglContext = null; } if (mEglDisplay != null) { @@ -943,10 +852,6 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call } } - private void throwEglException(String function) { - throw new RuntimeException(function + " failed: " + mEgl.eglGetError()); - } - EGL10 mEgl; EGLDisplay mEglDisplay; EGLSurface mEglSurface; @@ -959,181 +864,134 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call * 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. - * */ class GLThread extends Thread implements SwapBuffersCallback { GLThread(Renderer renderer) { super(); + mDone = false; mWidth = 0; mHeight = 0; mRequestRender = true; mRenderMode = RENDERMODE_CONTINUOUSLY; mRenderer = renderer; mRenderer.setSwapBuffersCallback(this); + setName("GLThread"); } @Override public void run() { - setName("GLThread " + getId()); - if (LOG_THREADS) { - Log.i("GLThread", "starting tid=" + getId()); - } + /* + * When the android framework launches a second instance of + * an activity, the new instance's onCreate() method may be + * called before the first instance returns from onDestroy(). + * + * This semaphore ensures that only one instance at a time + * accesses EGL. + */ + try { + sEglSemaphore.acquire(); + } catch (InterruptedException e) { + return; + } - mEglHelper = new EglHelper(); - SwapBuffers(); - SwapBuffers(); + mEglHelper = new EglHelper(); + // mEglHelper.start(); + mNeedStart = true; + SwapBuffers(); + SwapBuffers(); - mRenderer.onDrawFrame(mGL); + mRenderer.onDrawFrame(mGL); - synchronized (sGLThreadManager) { - stopEglLocked(); - } - - sGLThreadManager.threadExiting(this); - } - - /* - * This private method should only be called inside a - * synchronized(sGLThreadManager) block. - */ - private void stopEglLocked() { - if (mHaveEgl) { - mHaveEgl = false; - mEglHelper.destroySurface(); mEglHelper.finish(); - sGLThreadManager.releaseEglSurfaceLocked(this); - } + + /* + synchronized (sGLThreadManager) { + stopEglLocked(); + } + sGLThreadManager.threadExiting(this); + */ + + sEglSemaphore.release(); } public boolean SwapBuffers() { + + boolean tellRendererSurfaceCreated = false; + boolean tellRendererSurfaceChanged = false; + + /* + * This is our main activity thread's loop, we go until + * asked to quit. + */ try { - - boolean createEglSurface = false; - boolean sizeChanged = false; - int w = 0; - int h = 0; - Runnable event = null; - synchronized (sGLThreadManager) { - while (true) { - if (mShouldExit) { - return false; - } - - if (! mEventQueue.isEmpty()) { - event = mEventQueue.remove(0); - break; - } - - // Do we need to release the EGL surface? - if (mHaveEgl && mPaused) { - if (LOG_SURFACE) { - Log.i("GLThread", "releasing EGL surface because paused tid=" + getId()); - } - stopEglLocked(); - } - - // Have we lost the surface view surface? - if ((! mHasSurface) && (! mWaitingForSurface)) { - if (LOG_SURFACE) { - Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId()); - } - if (mHaveEgl) { - stopEglLocked(); - } - mWaitingForSurface = true; - sGLThreadManager.notifyAll(); - } - - // Have we acquired the surface view surface? - if (mHasSurface && mWaitingForSurface) { - if (LOG_SURFACE) { - Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId()); - } - mWaitingForSurface = false; - sGLThreadManager.notifyAll(); - } - - // Ready to draw? - if ((!mPaused) && mHasSurface - && (mWidth > 0) && (mHeight > 0) - && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) { - - // If we don't have an egl surface, try to acquire one. - if ((! mHaveEgl) && sGLThreadManager.tryAcquireEglSurfaceLocked(this)) { - mHaveEgl = true; - mEglHelper.start(); - createEglSurface = true; - sizeChanged = true; - sGLThreadManager.notifyAll(); - } - - if (mHaveEgl) { - if (mSizeChanged) { - sizeChanged = true; - w = mWidth; - h = mHeight; - if (DRAW_TWICE_AFTER_SIZE_CHANGED) { - // We keep mRequestRender true so that we draw twice after the size changes. - // (Once because of mSizeChanged, the second time because of mRequestRender.) - // This forces the updated graphics onto the screen. - } else { - mRequestRender = false; - } - mSizeChanged = false; - } else { - mRequestRender = false; - } - sGLThreadManager.notifyAll(); - break; - } - } - - // By design, this is the only place in a GLThread thread where we wait(). - if (LOG_THREADS) { - Log.i("GLThread", "waiting tid=" + getId()); - } - sGLThreadManager.wait(); - } - } // end of synchronized(sGLThreadManager) - - if (event != null) { - event.run(); - event = null; + /* + * Update the asynchronous state (window size) + */ + int w, h; + boolean changed; + synchronized (this) { + Runnable r; + while ((r = getEvent()) != null) { + r.run(); } - - if (createEglSurface) { - mGL = (GL10) mEglHelper.createSurface(getHolder()); - if (LOG_RENDERER) { - Log.w("GLThread", "onSurfaceCreated"); - } - mRenderer.onSurfaceCreated(mGL, mEglHelper.mEglConfig); - createEglSurface = false; + if (mPaused) { + mEglHelper.finish(); + mNeedStart = true; } - - if (sizeChanged) { - if (LOG_RENDERER) { - Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")"); - } - mRenderer.onSurfaceChanged(mGL, w, h); - sizeChanged = false; + while (needToWait()) { + wait(); } - - if (LOG_RENDERER) { - Log.w("GLThread", "onDrawFrame"); - } - if(!mEglHelper.swap()) { - if (LOG_SURFACE) { - Log.i("GLThread", "egl surface lost tid=" + getId()); - return false; - } + if (mDone) { + return false; } + changed = mSizeChanged; + w = mWidth; + h = mHeight; + mSizeChanged = false; + mRequestRender = false; + } + if (mNeedStart) { + mEglHelper.start(); + tellRendererSurfaceCreated = true; + changed = true; + } + if (changed) { + mGL = (GL10) mEglHelper.createSurface(getHolder()); + tellRendererSurfaceChanged = true; + } + if (tellRendererSurfaceCreated) { + mRenderer.onSurfaceCreated(mGL, mEglHelper.mEglConfig); + tellRendererSurfaceCreated = false; + } + if (tellRendererSurfaceChanged) { + mRenderer.onSurfaceChanged(mGL, w, h); + tellRendererSurfaceChanged = false; + } + /* + * Once we're done with GL, we need to call swapBuffers() + * to instruct the system to display the rendered frame + */ + return mEglHelper.swap(); - } catch (InterruptedException e) { + } catch (java.lang.InterruptedException e) { + return false; + } + } + + private boolean needToWait() { + if (mDone) { return false; } + + if (mPaused || (! mHasSurface)) { + return true; + } + + if ((mWidth > 0) && (mHeight > 0) && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) { + return false; + } + return true; } @@ -1141,90 +999,74 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) { throw new IllegalArgumentException("renderMode"); } - synchronized(sGLThreadManager) { + synchronized(this) { mRenderMode = renderMode; - sGLThreadManager.notifyAll(); + if (renderMode == RENDERMODE_CONTINUOUSLY) { + notify(); + } } } public int getRenderMode() { - synchronized(sGLThreadManager) { + synchronized(this) { return mRenderMode; } } public void requestRender() { - synchronized(sGLThreadManager) { + synchronized(this) { mRequestRender = true; - sGLThreadManager.notifyAll(); + notify(); } } public void surfaceCreated() { - synchronized(sGLThreadManager) { - if (LOG_THREADS) { - Log.i("GLThread", "surfaceCreated tid=" + getId()); - } + synchronized(this) { mHasSurface = true; - sGLThreadManager.notifyAll(); + notify(); } } public void surfaceDestroyed() { - synchronized(sGLThreadManager) { - if (LOG_THREADS) { - Log.i("GLThread", "surfaceDestroyed tid=" + getId()); - } + synchronized(this) { mHasSurface = false; - sGLThreadManager.notifyAll(); - while((!mWaitingForSurface) && (!mExited)) { - try { - sGLThreadManager.wait(); - } catch (InterruptedException e) { - Thread.currentThread().interrupt(); - } - } + notify(); } } public void onPause() { - synchronized (sGLThreadManager) { + synchronized (this) { mPaused = true; - sGLThreadManager.notifyAll(); } } public void onResume() { - synchronized (sGLThreadManager) { + synchronized (this) { mPaused = false; - mRequestRender = true; - sGLThreadManager.notifyAll(); + notify(); } } public void onWindowResize(int w, int h) { - synchronized (sGLThreadManager) { + synchronized (this) { mWidth = w; mHeight = h; mSizeChanged = true; - mRequestRender = true; - sGLThreadManager.notifyAll(); + notify(); } } 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(); - } - } + synchronized(this) { + mDone = true; + notify(); + } + try { + join(); + } catch (InterruptedException ex) { + Thread.currentThread().interrupt(); } } @@ -1233,33 +1075,33 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call * @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) { + synchronized(this) { 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 Runnable getEvent() { + synchronized(this) { + if (mEventQueue.size() > 0) { + return mEventQueue.remove(0); + } + + } + return null; + } + + private boolean mDone; private boolean mPaused; private boolean mHasSurface; - private boolean mWaitingForSurface; - private boolean mHaveEgl; private int mWidth; private int mHeight; private int mRenderMode; private boolean mRequestRender; - private ArrayList mEventQueue = new ArrayList(); - // End of member variables protected by the sGLThreadManager monitor. - private Renderer mRenderer; + private ArrayList mEventQueue = new ArrayList(); private EglHelper mEglHelper; private GL10 mGL = null; + private boolean mNeedStart = false; } static class LogWriter extends Writer { @@ -1294,62 +1136,11 @@ public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Call private StringBuilder mBuilder = new StringBuilder(); } - - private void checkRenderThreadState() { - if (mGLThread != null) { - throw new IllegalStateException( - "setRenderer has already been called for this instance."); - } - } - - private static class GLThreadManager { - - public synchronized void threadExiting(GLThread thread) { - if (LOG_THREADS) { - Log.i("GLThread", "exiting tid=" + thread.getId()); - } - thread.mExited = true; - if (mEglOwner == thread) { - mEglOwner = null; - } - notifyAll(); - } - - /* - * Tries once to acquire the right to use an EGL - * surface. Does not block. Requires that we are already - * in the sGLThreadManager monitor when this is called. - * @return true if the right to use an EGL surface was acquired. - */ - public boolean tryAcquireEglSurfaceLocked(GLThread thread) { - if (mEglOwner == thread || mEglOwner == null) { - mEglOwner = thread; - notifyAll(); - return true; - } - return false; - } - /* - * Releases the EGL surface. Requires that we are already in the - * sGLThreadManager monitor when this is called. - */ - public void releaseEglSurfaceLocked(GLThread thread) { - if (mEglOwner == thread) { - mEglOwner = null; - } - notifyAll(); - } - - private GLThread mEglOwner; - } - - private static final GLThreadManager sGLThreadManager = new GLThreadManager(); + private static final Semaphore sEglSemaphore = new Semaphore(1); private boolean mSizeChanged = true; private GLThread mGLThread; private EGLConfigChooser mEGLConfigChooser; - private EGLContextFactory mEGLContextFactory; - private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; private GLWrapper mGLWrapper; private int mDebugFlags; } diff --git a/alienblaster/project/src_1.6/GLSurfaceView_SDL.java b/alienblaster/project/src_1.6/GLSurfaceView_SDL.java new file mode 100644 index 000000000..6567ddeff --- /dev/null +++ b/alienblaster/project/src_1.6/GLSurfaceView_SDL.java @@ -0,0 +1,1146 @@ +/* + * Copyright (C) 2008 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +/* This is GLSurfaceView class ripped out of Android 2.1 sources, + fixed with a hammer and rasp to work with libSDL port */ + +// This string is autogenerated by ChangeAppSettings.sh, do not change spaces amount +package com.demo.glxgears; + +import java.io.Writer; +import java.util.ArrayList; +import java.util.concurrent.Semaphore; + +import javax.microedition.khronos.egl.EGL10; +import javax.microedition.khronos.egl.EGL11; +import javax.microedition.khronos.egl.EGLConfig; +import javax.microedition.khronos.egl.EGLContext; +import javax.microedition.khronos.egl.EGLDisplay; +import javax.microedition.khronos.egl.EGLSurface; +import javax.microedition.khronos.opengles.GL; +import javax.microedition.khronos.opengles.GL10; + +import android.content.Context; +import android.util.AttributeSet; +import android.util.Log; +import android.view.SurfaceHolder; +import android.view.SurfaceView; + +/** + * An implementation of SurfaceView that uses the dedicated surface for + * displaying OpenGL rendering. + *

+ * A GLSurfaceView provides the following features: + *

+ *

+ * + *

Using GLSurfaceView

+ *

+ * Typically you use GLSurfaceView by subclassing it and overriding one or more of the + * View system input event methods. If your application does not need to override event + * methods then GLSurfaceView can be used as-is. For the most part + * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing. + * For example, unlike a regular View, drawing is delegated to a separate Renderer object which + * is registered with the GLSurfaceView + * using the {@link #setRenderer(Renderer)} call. + *

+ *

Initializing GLSurfaceView

+ * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}. + * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or + * more of these methods before calling setRenderer: + * + *

+ *

Choosing an EGL Configuration

+ * A given Android device may support multiple possible types of drawing surfaces. + * The available surfaces may differ in how may channels of data are present, as + * well as how many bits are allocated to each channel. Therefore, the first thing + * GLSurfaceView has to do when starting to render is choose what type of surface to use. + *

+ * By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface + * with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example, + * if you do not need a depth buffer) you can override the default behavior by calling one of the + * setEGLConfigChooser methods. + *

+ *

Debug Behavior

+ * You can optionally modify the behavior of GLSurfaceView by calling + * one or more of the debugging methods {@link #setDebugFlags(int)}, + * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but + * typically they are called before setRenderer so that they take effect immediately. + *

+ *

Setting a Renderer

+ * Finally, you must call {@link #setRenderer} to register a {@link Renderer}. + * The renderer is + * responsible for doing the actual OpenGL rendering. + *

+ *

Rendering Mode

+ * Once the renderer is set, you can control whether the renderer draws + * continuously or on-demand by calling + * {@link #setRenderMode}. The default is continuous rendering. + *

+ *

Activity Life-cycle

+ * A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients + * are required to call {@link #onPause()} when the activity pauses and + * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to + * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate + * the OpenGL display. + *

+ *

Handling events

+ *

+ * To handle an event you will typically subclass GLSurfaceView and override the + * appropriate method, just as you would with any other View. However, when handling + * the event, you may need to communicate with the Renderer object + * that's running in the rendering thread. You can do this using any + * standard Java cross-thread communication mechanism. In addition, + * one relatively easy way to communicate with your renderer is + * to call + * {@link #queueEvent(Runnable)}. For example: + *

+ * class MyGLSurfaceView extends GLSurfaceView {
+ *
+ *     private MyRenderer mMyRenderer;
+ *
+ *     public void start() {
+ *         mMyRenderer = ...;
+ *         setRenderer(mMyRenderer);
+ *     }
+ *
+ *     public boolean onKeyDown(int keyCode, KeyEvent event) {
+ *         if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
+ *             queueEvent(new Runnable() {
+ *                 // This method will be called on the rendering
+ *                 // thread:
+ *                 public void run() {
+ *                     mMyRenderer.handleDpadCenter();
+ *                 }});
+ *             return true;
+ *         }
+ *         return super.onKeyDown(keyCode, event);
+ *     }
+ * }
+ * 
+ * + */ +public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Callback { + /** + * The renderer only renders + * when the surface is created, or when {@link #requestRender} is called. + * + * @see #getRenderMode() + * @see #setRenderMode(int) + */ + public final static int RENDERMODE_WHEN_DIRTY = 0; + /** + * The renderer is called + * continuously to re-render the scene. + * + * @see #getRenderMode() + * @see #setRenderMode(int) + * @see #requestRender() + */ + public final static int RENDERMODE_CONTINUOUSLY = 1; + + /** + * Check glError() after every GL call and throw an exception if glError indicates + * that an error has occurred. This can be used to help track down which OpenGL ES call + * is causing an error. + * + * @see #getDebugFlags + * @see #setDebugFlags + */ + public final static int DEBUG_CHECK_GL_ERROR = 1; + + /** + * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView". + * + * @see #getDebugFlags + * @see #setDebugFlags + */ + public final static int DEBUG_LOG_GL_CALLS = 2; + + /** + * Standard View constructor. In order to render something, you + * must call {@link #setRenderer} to register a renderer. + */ + public GLSurfaceView_SDL(Context context) { + super(context); + init(); + } + + /** + * Standard View constructor. In order to render something, you + * must call {@link #setRenderer} to register a renderer. + */ + public GLSurfaceView_SDL(Context context, AttributeSet attrs) { + super(context, attrs); + init(); + } + + private void init() { + // Install a SurfaceHolder.Callback so we get notified when the + // underlying surface is created and destroyed + SurfaceHolder holder = getHolder(); + holder.addCallback(this); + holder.setType(SurfaceHolder.SURFACE_TYPE_GPU); + } + + /** + * Set the glWrapper. If the glWrapper is not null, its + * {@link GLWrapper#wrap(GL)} method is called + * whenever a surface is created. A GLWrapper can be used to wrap + * the GL object that's passed to the renderer. Wrapping a GL + * object enables examining and modifying the behavior of the + * GL calls made by the renderer. + *

+ * Wrapping is typically used for debugging purposes. + *

+ * The default value is null. + * @param glWrapper the new GLWrapper + */ + public void setGLWrapper(GLWrapper glWrapper) { + mGLWrapper = glWrapper; + } + + /** + * Set the debug flags to a new value. The value is + * constructed by OR-together zero or more + * of the DEBUG_CHECK_* constants. The debug flags take effect + * whenever a surface is created. The default value is zero. + * @param debugFlags the new debug flags + * @see #DEBUG_CHECK_GL_ERROR + * @see #DEBUG_LOG_GL_CALLS + */ + public void setDebugFlags(int debugFlags) { + mDebugFlags = debugFlags; + } + + /** + * Get the current value of the debug flags. + * @return the current value of the debug flags. + */ + public int getDebugFlags() { + return mDebugFlags; + } + + /** + * Set the renderer associated with this view. Also starts the thread that + * will call the renderer, which in turn causes the rendering to start. + *

This method should be called once and only once in the life-cycle of + * a GLSurfaceView. + *

The following GLSurfaceView methods can only be called before + * setRenderer is called: + *

+ *

+ * The following GLSurfaceView methods can only be called after + * setRenderer is called: + *

+ * + * @param renderer the renderer to use to perform OpenGL drawing. + */ + public void setRenderer(Renderer renderer) { + if (mGLThread != null) { + throw new IllegalStateException( + "setRenderer has already been called for this instance."); + } + if (mEGLConfigChooser == null) { + mEGLConfigChooser = new SimpleEGLConfigChooser(true); + } + mGLThread = new GLThread(renderer); + mGLThread.start(); + } + + /** + * Install a custom EGLConfigChooser. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * If no setEGLConfigChooser method is called, then by default the + * view will choose a config as close to 16-bit RGB as possible, with + * a depth buffer as close to 16 bits as possible. + * @param configChooser + */ + public void setEGLConfigChooser(EGLConfigChooser configChooser) { + if (mGLThread != null) { + throw new IllegalStateException( + "setRenderer has already been called for this instance."); + } + 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. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * If no setEGLConfigChooser method is called, then by default the + * view will choose a config as close to 16-bit RGB as possible, with + * a depth buffer as close to 16 bits as possible. + * + * @param needDepth + */ + public void setEGLConfigChooser(boolean needDepth) { + setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth)); + } + + /** + * Install a config chooser which will choose a config + * with at least the specified component sizes, and as close + * to the specified component sizes as possible. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * If no setEGLConfigChooser method is called, then by default the + * view will choose a config as close to 16-bit RGB as possible, with + * a depth buffer as close to 16 bits as possible. + * + */ + public void setEGLConfigChooser(int redSize, int greenSize, int blueSize, + int alphaSize, int depthSize, int stencilSize) { + setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, + blueSize, alphaSize, depthSize, stencilSize)); + } + /** + * 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. + *

+ * 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. + *

+ * 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); + } + + /** + * Inform the view that the activity is paused. The owner of this view must + * call this method when the activity is paused. Calling this method will + * pause the rendering thread. + * Must not be called before a renderer has been set. + */ + public void onPause() { + mGLThread.onPause(); + } + + /** + * Inform the view that the activity is resumed. The owner of this view must + * call this method when the activity is resumed. Calling this method will + * recreate the OpenGL display and resume the rendering + * thread. + * Must not be called before a renderer has been set. + */ + public void onResume() { + mGLThread.onResume(); + } + + /** + * 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. + * Must not be called before a renderer has been set. + */ + @Override + protected void onDetachedFromWindow() { + super.onDetachedFromWindow(); + mGLThread.requestExitAndWait(); + } + + // ---------------------------------------------------------------------- + + /** + * An interface used to wrap a GL interface. + *

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: + *

+     * class MyGLWrapper implements GLWrapper {
+     *     GL wrap(GL gl) {
+     *         return new MyGLImplementation(gl);
+     *     }
+     *     static class MyGLImplementation implements GL,GL10,GL11,... {
+     *         ...
+     *     }
+     * }
+     * 
+ * @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. + *

+ * The renderer is responsible for making OpenGL calls to render a frame. + *

+ * GLSurfaceView clients typically create their own classes that implement + * this interface, and then call {@link GLSurfaceView#setRenderer} to + * register the renderer with the GLSurfaceView. + *

+ *

Threading

+ * 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. + *

+ *

EGL Context Lost

+ * 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 static interface SwapBuffersCallback { + public boolean SwapBuffers(); + } + + public static abstract class Renderer { + /** + * Called when the surface is created or recreated. + *

+ * Called when the rendering thread + * starts and whenever the EGL context is lost. The context will typically + * be lost when the Android device awakes after going to sleep. + *

+ * 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. + *

+ * 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. + *

+ * @param gl the GL interface. Use instanceof 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. + */ + public abstract void onSurfaceCreated(GL10 gl, EGLConfig config); + + /** + * Called when the surface changed size. + *

+ * Called after the surface is created and whenever + * the OpenGL ES surface size changes. + *

+ * Typically you will set your viewport here. If your camera + * is fixed then you could also set your projection matrix here: + *

+         * 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);
+         * }
+         * 
+ * @param gl the GL interface. Use instanceof to + * test if the interface supports GL11 or higher interfaces. + * @param width + * @param height + */ + public abstract void onSurfaceChanged(GL10 gl, int width, int height); + + /** + * Called to draw the current frame. + *

+ * This method is responsible for drawing the current frame. + *

+ * The implementation of this method typically looks like this: + *

+         * void onDrawFrame(GL10 gl) {
+         *     gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
+         *     //... other gl calls to render the scene ...
+         * }
+         * 
+ * @param gl the GL interface. Use instanceof to + * test if the interface supports GL11 or higher interfaces. + */ + public abstract void onDrawFrame(GL10 gl); + + public boolean SwapBuffers() { + if( mSwapBuffersCallback != null ) + return mSwapBuffersCallback.SwapBuffers(); + return false; + } + + public void setSwapBuffersCallback( SwapBuffersCallback c ) { + mSwapBuffersCallback = c; + } + + private SwapBuffersCallback mSwapBuffersCallback = null; + } + + /** + * An interface for choosing an EGLConfig configuration from a list of + * potential configurations. + *

+ * 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 static abstract class BaseConfigChooser + implements EGLConfigChooser { + public BaseConfigChooser(int[] configSpec) { + mConfigSpec = configSpec; + } + public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) { + int[] num_config = new int[1]; + egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config); + + int numConfigs = num_config[0]; + + if (numConfigs <= 0) { + throw new IllegalArgumentException( + "No configs match configSpec"); + } + + EGLConfig[] configs = new EGLConfig[numConfigs]; + egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs, + num_config); + 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 static class ComponentSizeChooser extends BaseConfigChooser { + public ComponentSizeChooser(int redSize, int greenSize, int blueSize, + int alphaSize, int depthSize, int stencilSize) { + super(new int[] { + EGL10.EGL_RED_SIZE, redSize, + EGL10.EGL_GREEN_SIZE, greenSize, + EGL10.EGL_BLUE_SIZE, blueSize, + EGL10.EGL_ALPHA_SIZE, alphaSize, + EGL10.EGL_DEPTH_SIZE, depthSize, + EGL10.EGL_STENCIL_SIZE, stencilSize, + EGL10.EGL_NONE}); + mValue = new int[1]; + mRedSize = redSize; + mGreenSize = greenSize; + mBlueSize = blueSize; + mAlphaSize = alphaSize; + mDepthSize = depthSize; + mStencilSize = stencilSize; + } + + @Override + public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, + EGLConfig[] configs) { + EGLConfig closestConfig = null; + int closestDistance = 1000; + for(EGLConfig config : configs) { + int r = findConfigAttrib(egl, display, config, + EGL10.EGL_RED_SIZE, 0); + int g = findConfigAttrib(egl, display, config, + EGL10.EGL_GREEN_SIZE, 0); + int b = findConfigAttrib(egl, display, config, + EGL10.EGL_BLUE_SIZE, 0); + int a = findConfigAttrib(egl, display, config, + EGL10.EGL_ALPHA_SIZE, 0); + int d = findConfigAttrib(egl, display, config, + EGL10.EGL_DEPTH_SIZE, 0); + int s = findConfigAttrib(egl, display, config, + EGL10.EGL_STENCIL_SIZE, 0); + int distance = Math.abs(r - mRedSize) + + Math.abs(g - mGreenSize) + + Math.abs(b - mBlueSize) + Math.abs(a - mAlphaSize) + + Math.abs(d - mDepthSize) + Math.abs(s - mStencilSize); + if (distance < closestDistance) { + closestDistance = distance; + closestConfig = config; + } + } + return closestConfig; + } + + private int findConfigAttrib(EGL10 egl, EGLDisplay display, + EGLConfig config, int attribute, int defaultValue) { + + if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) { + return mValue[0]; + } + return defaultValue; + } + + private int[] mValue; + // Subclasses can adjust these values: + protected int mRedSize; + protected int mGreenSize; + protected int mBlueSize; + protected int mAlphaSize; + protected int mDepthSize; + protected int mStencilSize; + } + + /** + * This class will choose a supported surface as close to + * RGB565 as possible, with or without a depth buffer. + * + */ + private static class SimpleEGLConfigChooser extends ComponentSizeChooser { + public SimpleEGLConfigChooser(boolean withDepthBuffer) { + super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0); + // Adjust target values. This way we'll accept a 4444 or + // 555 buffer if there's no 565 buffer available. + mRedSize = 5; + mGreenSize = 6; + mBlueSize = 5; + } + } + + /** + * An EGL helper class. + */ + + private class EglHelper { + public EglHelper() { + + } + + /** + * Initialize EGL for a given configuration spec. + * @param configSpec + */ + public void start(){ + /* + * Get an EGL instance + */ + mEgl = (EGL10) EGLContext.getEGL(); + + /* + * Get to the default display. + */ + mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); + + /* + * We can now initialize EGL for that display + */ + int[] version = new int[2]; + mEgl.eglInitialize(mEglDisplay, version); + mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay); + + /* + * Create an OpenGL ES context. This must be done only once, an + * OpenGL context is a somewhat heavy object. + */ + mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig, + EGL10.EGL_NO_CONTEXT, null); + + mEglSurface = null; + } + + /* + * React to the creation of a new surface by creating and returning an + * OpenGL interface that renders to that surface. + */ + public GL createSurface(SurfaceHolder holder) { + /* + * The window size has changed, so we need to create a new + * surface. + */ + if (mEglSurface != null) { + + /* + * Unbind and destroy the old EGL surface, if + * there is one. + */ + mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, + EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); + mEgl.eglDestroySurface(mEglDisplay, mEglSurface); + } + + /* + * Create an EGL surface we can render into. + */ + mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, + mEglConfig, holder, null); + + /* + * Before we can issue GL commands, we need to make sure + * the context is current and bound to a surface. + */ + mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, + mEglContext); + + + GL gl = mEglContext.getGL(); + if (mGLWrapper != null) { + gl = mGLWrapper.wrap(gl); + } + + return gl; + } + + /** + * Display the current render surface. + * @return false if the context has been lost. + */ + public boolean swap() { + mEgl.eglSwapBuffers(mEglDisplay, mEglSurface); + + /* + * Always check for EGL_CONTEXT_LOST, which means the context + * and all associated data were lost (For instance because + * the device went to sleep). We need to sleep until we + * get a new surface. + */ + return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST; + } + + public void finish() { + if (mEglSurface != null) { + mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, + EGL10.EGL_NO_SURFACE, + EGL10.EGL_NO_CONTEXT); + mEgl.eglDestroySurface(mEglDisplay, mEglSurface); + mEglSurface = null; + } + if (mEglContext != null) { + mEgl.eglDestroyContext(mEglDisplay, mEglContext); + mEglContext = null; + } + if (mEglDisplay != null) { + mEgl.eglTerminate(mEglDisplay); + mEglDisplay = null; + } + } + + 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. + * + */ + class GLThread extends Thread implements SwapBuffersCallback { + GLThread(Renderer renderer) { + super(); + mDone = false; + mWidth = 0; + mHeight = 0; + mRequestRender = true; + mRenderMode = RENDERMODE_CONTINUOUSLY; + mRenderer = renderer; + mRenderer.setSwapBuffersCallback(this); + setName("GLThread"); + } + + @Override + public void run() { + /* + * When the android framework launches a second instance of + * an activity, the new instance's onCreate() method may be + * called before the first instance returns from onDestroy(). + * + * This semaphore ensures that only one instance at a time + * accesses EGL. + */ + try { + sEglSemaphore.acquire(); + } catch (InterruptedException e) { + return; + } + + mEglHelper = new EglHelper(); + // mEglHelper.start(); + mNeedStart = true; + SwapBuffers(); + SwapBuffers(); + + mRenderer.onDrawFrame(mGL); + + mEglHelper.finish(); + + /* + synchronized (sGLThreadManager) { + stopEglLocked(); + } + sGLThreadManager.threadExiting(this); + */ + + sEglSemaphore.release(); + } + + public boolean SwapBuffers() { + + boolean tellRendererSurfaceCreated = false; + boolean tellRendererSurfaceChanged = false; + + /* + * This is our main activity thread's loop, we go until + * asked to quit. + */ + try { + + /* + * Update the asynchronous state (window size) + */ + int w, h; + boolean changed; + synchronized (this) { + Runnable r; + while ((r = getEvent()) != null) { + r.run(); + } + if (mPaused) { + mEglHelper.finish(); + mNeedStart = true; + } + while (needToWait()) { + wait(); + } + if (mDone) { + return false; + } + changed = mSizeChanged; + w = mWidth; + h = mHeight; + mSizeChanged = false; + mRequestRender = false; + } + if (mNeedStart) { + mEglHelper.start(); + tellRendererSurfaceCreated = true; + changed = true; + } + if (changed) { + mGL = (GL10) mEglHelper.createSurface(getHolder()); + tellRendererSurfaceChanged = true; + } + if (tellRendererSurfaceCreated) { + mRenderer.onSurfaceCreated(mGL, mEglHelper.mEglConfig); + tellRendererSurfaceCreated = false; + } + if (tellRendererSurfaceChanged) { + mRenderer.onSurfaceChanged(mGL, w, h); + tellRendererSurfaceChanged = false; + } + /* + * Once we're done with GL, we need to call swapBuffers() + * to instruct the system to display the rendered frame + */ + return mEglHelper.swap(); + + } catch (java.lang.InterruptedException e) { + return false; + } + } + + private boolean needToWait() { + if (mDone) { + return false; + } + + if (mPaused || (! mHasSurface)) { + return true; + } + + if ((mWidth > 0) && (mHeight > 0) && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) { + return false; + } + + return true; + } + + public void setRenderMode(int renderMode) { + if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) { + throw new IllegalArgumentException("renderMode"); + } + synchronized(this) { + mRenderMode = renderMode; + if (renderMode == RENDERMODE_CONTINUOUSLY) { + notify(); + } + } + } + + public int getRenderMode() { + synchronized(this) { + return mRenderMode; + } + } + + public void requestRender() { + synchronized(this) { + mRequestRender = true; + notify(); + } + } + + public void surfaceCreated() { + synchronized(this) { + mHasSurface = true; + notify(); + } + } + + public void surfaceDestroyed() { + synchronized(this) { + mHasSurface = false; + notify(); + } + } + + public void onPause() { + synchronized (this) { + mPaused = true; + } + } + + public void onResume() { + synchronized (this) { + mPaused = false; + notify(); + } + } + + public void onWindowResize(int w, int h) { + synchronized (this) { + mWidth = w; + mHeight = h; + mSizeChanged = true; + notify(); + } + } + + public void requestExitAndWait() { + // don't call this from GLThread thread or it is a guaranteed + // deadlock! + synchronized(this) { + mDone = true; + notify(); + } + try { + join(); + } catch (InterruptedException ex) { + Thread.currentThread().interrupt(); + } + } + + /** + * Queue an "event" to be run on the GL rendering thread. + * @param r the runnable to be run on the GL rendering thread. + */ + public void queueEvent(Runnable r) { + synchronized(this) { + mEventQueue.add(r); + } + } + + private Runnable getEvent() { + synchronized(this) { + if (mEventQueue.size() > 0) { + return mEventQueue.remove(0); + } + + } + return null; + } + + private boolean mDone; + private boolean mPaused; + private boolean mHasSurface; + private int mWidth; + private int mHeight; + private int mRenderMode; + private boolean mRequestRender; + private Renderer mRenderer; + private ArrayList mEventQueue = new ArrayList(); + private EglHelper mEglHelper; + private GL10 mGL = null; + private boolean mNeedStart = false; + } + + 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 static final Semaphore sEglSemaphore = new Semaphore(1); + private boolean mSizeChanged = true; + + private GLThread mGLThread; + private EGLConfigChooser mEGLConfigChooser; + private GLWrapper mGLWrapper; + private int mDebugFlags; +} diff --git a/alienblaster/project/src_2.1/GLSurfaceView_SDL.java b/alienblaster/project/src_2.1/GLSurfaceView_SDL.java new file mode 100644 index 000000000..19f748108 --- /dev/null +++ b/alienblaster/project/src_2.1/GLSurfaceView_SDL.java @@ -0,0 +1,1355 @@ +/* + * Copyright (C) 2008 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +/* This is GLSurfaceView class ripped out of Android 2.1 sources, + fixed with a hammer and rasp to work with libSDL port */ + +// This string is autogenerated by ChangeAppSettings.sh, do not change spaces amount +package de.schwardtnet.alienblaster; + +import java.io.Writer; +import java.util.ArrayList; + +import javax.microedition.khronos.egl.EGL10; +import javax.microedition.khronos.egl.EGL11; +import javax.microedition.khronos.egl.EGLConfig; +import javax.microedition.khronos.egl.EGLContext; +import javax.microedition.khronos.egl.EGLDisplay; +import javax.microedition.khronos.egl.EGLSurface; +import javax.microedition.khronos.opengles.GL; +import javax.microedition.khronos.opengles.GL10; + +import android.content.Context; +import android.util.AttributeSet; +import android.util.Log; +import android.view.SurfaceHolder; +import android.view.SurfaceView; + +/** + * An implementation of SurfaceView that uses the dedicated surface for + * displaying OpenGL rendering. + *

+ * A GLSurfaceView provides the following features: + *

+ *

+ * + *

Using GLSurfaceView

+ *

+ * Typically you use GLSurfaceView by subclassing it and overriding one or more of the + * View system input event methods. If your application does not need to override event + * methods then GLSurfaceView can be used as-is. For the most part + * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing. + * For example, unlike a regular View, drawing is delegated to a separate Renderer object which + * is registered with the GLSurfaceView + * using the {@link #setRenderer(Renderer)} call. + *

+ *

Initializing GLSurfaceView

+ * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}. + * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or + * more of these methods before calling setRenderer: + * + *

+ *

Choosing an EGL Configuration

+ * A given Android device may support multiple possible types of drawing surfaces. + * The available surfaces may differ in how may channels of data are present, as + * well as how many bits are allocated to each channel. Therefore, the first thing + * GLSurfaceView has to do when starting to render is choose what type of surface to use. + *

+ * By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface + * with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example, + * if you do not need a depth buffer) you can override the default behavior by calling one of the + * setEGLConfigChooser methods. + *

+ *

Debug Behavior

+ * You can optionally modify the behavior of GLSurfaceView by calling + * one or more of the debugging methods {@link #setDebugFlags(int)}, + * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but + * typically they are called before setRenderer so that they take effect immediately. + *

+ *

Setting a Renderer

+ * Finally, you must call {@link #setRenderer} to register a {@link Renderer}. + * The renderer is + * responsible for doing the actual OpenGL rendering. + *

+ *

Rendering Mode

+ * Once the renderer is set, you can control whether the renderer draws + * continuously or on-demand by calling + * {@link #setRenderMode}. The default is continuous rendering. + *

+ *

Activity Life-cycle

+ * A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients + * are required to call {@link #onPause()} when the activity pauses and + * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to + * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate + * the OpenGL display. + *

+ *

Handling events

+ *

+ * To handle an event you will typically subclass GLSurfaceView and override the + * appropriate method, just as you would with any other View. However, when handling + * the event, you may need to communicate with the Renderer object + * that's running in the rendering thread. You can do this using any + * standard Java cross-thread communication mechanism. In addition, + * one relatively easy way to communicate with your renderer is + * to call + * {@link #queueEvent(Runnable)}. For example: + *

+ * class MyGLSurfaceView extends GLSurfaceView {
+ *
+ *     private MyRenderer mMyRenderer;
+ *
+ *     public void start() {
+ *         mMyRenderer = ...;
+ *         setRenderer(mMyRenderer);
+ *     }
+ *
+ *     public boolean onKeyDown(int keyCode, KeyEvent event) {
+ *         if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
+ *             queueEvent(new Runnable() {
+ *                 // This method will be called on the rendering
+ *                 // thread:
+ *                 public void run() {
+ *                     mMyRenderer.handleDpadCenter();
+ *                 }});
+ *             return true;
+ *         }
+ *         return super.onKeyDown(keyCode, event);
+ *     }
+ * }
+ * 
+ * + */ +public class GLSurfaceView_SDL extends SurfaceView implements SurfaceHolder.Callback { + private final static boolean LOG_THREADS = false; + private final static boolean LOG_SURFACE = false; + private final static boolean LOG_RENDERER = false; + // Work-around for bug 2263168 + private final static boolean DRAW_TWICE_AFTER_SIZE_CHANGED = true; + /** + * The renderer only renders + * when the surface is created, or when {@link #requestRender} is called. + * + * @see #getRenderMode() + * @see #setRenderMode(int) + */ + public final static int RENDERMODE_WHEN_DIRTY = 0; + /** + * The renderer is called + * continuously to re-render the scene. + * + * @see #getRenderMode() + * @see #setRenderMode(int) + * @see #requestRender() + */ + public final static int RENDERMODE_CONTINUOUSLY = 1; + + /** + * Check glError() after every GL call and throw an exception if glError indicates + * that an error has occurred. This can be used to help track down which OpenGL ES call + * is causing an error. + * + * @see #getDebugFlags + * @see #setDebugFlags + */ + public final static int DEBUG_CHECK_GL_ERROR = 1; + + /** + * Log GL calls to the system log at "verbose" level with tag "GLSurfaceView". + * + * @see #getDebugFlags + * @see #setDebugFlags + */ + public final static int DEBUG_LOG_GL_CALLS = 2; + + /** + * Standard View constructor. In order to render something, you + * must call {@link #setRenderer} to register a renderer. + */ + public GLSurfaceView_SDL(Context context) { + super(context); + init(); + } + + /** + * Standard View constructor. In order to render something, you + * must call {@link #setRenderer} to register a renderer. + */ + public GLSurfaceView_SDL(Context context, AttributeSet attrs) { + super(context, attrs); + init(); + } + + private void init() { + // Install a SurfaceHolder.Callback so we get notified when the + // underlying surface is created and destroyed + SurfaceHolder holder = getHolder(); + holder.addCallback(this); + } + + /** + * Set the glWrapper. If the glWrapper is not null, its + * {@link GLWrapper#wrap(GL)} method is called + * whenever a surface is created. A GLWrapper can be used to wrap + * the GL object that's passed to the renderer. Wrapping a GL + * object enables examining and modifying the behavior of the + * GL calls made by the renderer. + *

+ * Wrapping is typically used for debugging purposes. + *

+ * The default value is null. + * @param glWrapper the new GLWrapper + */ + public void setGLWrapper(GLWrapper glWrapper) { + mGLWrapper = glWrapper; + } + + /** + * Set the debug flags to a new value. The value is + * constructed by OR-together zero or more + * of the DEBUG_CHECK_* constants. The debug flags take effect + * whenever a surface is created. The default value is zero. + * @param debugFlags the new debug flags + * @see #DEBUG_CHECK_GL_ERROR + * @see #DEBUG_LOG_GL_CALLS + */ + public void setDebugFlags(int debugFlags) { + mDebugFlags = debugFlags; + } + + /** + * Get the current value of the debug flags. + * @return the current value of the debug flags. + */ + public int getDebugFlags() { + return mDebugFlags; + } + + /** + * Set the renderer associated with this view. Also starts the thread that + * will call the renderer, which in turn causes the rendering to start. + *

This method should be called once and only once in the life-cycle of + * a GLSurfaceView. + *

The following GLSurfaceView methods can only be called before + * setRenderer is called: + *

+ *

+ * The following GLSurfaceView methods can only be called after + * setRenderer is called: + *

+ * + * @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(); + } + mGLThread = new GLThread(renderer); + mGLThread.start(); + } + + /** + * Install a custom EGLContextFactory. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * 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. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * 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. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * If no setEGLConfigChooser method is called, then by default the + * view will choose a config as close to 16-bit RGB as possible, with + * a depth buffer as close to 16 bits as possible. + * @param configChooser + */ + public void setEGLConfigChooser(EGLConfigChooser configChooser) { + checkRenderThreadState(); + mEGLConfigChooser = configChooser; + } + + /** + * Install a config chooser which will choose a config + * as close to 16-bit RGB as possible, with or without an optional depth + * buffer as close to 16-bits as possible. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * If no setEGLConfigChooser method is called, then by default the + * view will choose a config as close to 16-bit RGB as possible, with + * a depth buffer as close to 16 bits as possible. + * + * @param needDepth + */ + public void setEGLConfigChooser(boolean needDepth) { + setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth)); + } + + /** + * Install a config chooser which will choose a config + * with at least the specified component sizes, and as close + * to the specified component sizes as possible. + *

If this method is + * called, it must be called before {@link #setRenderer(Renderer)} + * is called. + *

+ * If no setEGLConfigChooser method is called, then by default the + * view will choose a config as close to 16-bit RGB as possible, with + * a depth buffer as close to 16 bits as possible. + * + */ + public void setEGLConfigChooser(int redSize, int greenSize, int blueSize, + int alphaSize, int depthSize, int stencilSize) { + setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, + blueSize, alphaSize, depthSize, stencilSize)); + } + /** + * 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. + *

+ * 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. + *

+ * 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); + } + + /** + * Inform the view that the activity is paused. The owner of this view must + * call this method when the activity is paused. Calling this method will + * pause the rendering thread. + * Must not be called before a renderer has been set. + */ + public void onPause() { + mGLThread.onPause(); + } + + /** + * Inform the view that the activity is resumed. The owner of this view must + * call this method when the activity is resumed. Calling this method will + * recreate the OpenGL display and resume the rendering + * thread. + * Must not be called before a renderer has been set. + */ + public void onResume() { + mGLThread.onResume(); + } + + /** + * 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. + * Must not be called before a renderer has been set. + */ + @Override + protected void onDetachedFromWindow() { + super.onDetachedFromWindow(); + mGLThread.requestExitAndWait(); + } + + // ---------------------------------------------------------------------- + + /** + * An interface used to wrap a GL interface. + *

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: + *

+     * class MyGLWrapper implements GLWrapper {
+     *     GL wrap(GL gl) {
+     *         return new MyGLImplementation(gl);
+     *     }
+     *     static class MyGLImplementation implements GL,GL10,GL11,... {
+     *         ...
+     *     }
+     * }
+     * 
+ * @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. + *

+ * The renderer is responsible for making OpenGL calls to render a frame. + *

+ * GLSurfaceView clients typically create their own classes that implement + * this interface, and then call {@link GLSurfaceView#setRenderer} to + * register the renderer with the GLSurfaceView. + *

+ *

Threading

+ * 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. + *

+ *

EGL Context Lost

+ * 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 static interface SwapBuffersCallback { + public boolean SwapBuffers(); + } + + public static abstract class Renderer { + /** + * Called when the surface is created or recreated. + *

+ * Called when the rendering thread + * starts and whenever the EGL context is lost. The context will typically + * be lost when the Android device awakes after going to sleep. + *

+ * 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. + *

+ * 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. + *

+ * @param gl the GL interface. Use instanceof 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. + */ + public abstract void onSurfaceCreated(GL10 gl, EGLConfig config); + + /** + * Called when the surface changed size. + *

+ * Called after the surface is created and whenever + * the OpenGL ES surface size changes. + *

+ * Typically you will set your viewport here. If your camera + * is fixed then you could also set your projection matrix here: + *

+         * 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);
+         * }
+         * 
+ * @param gl the GL interface. Use instanceof to + * test if the interface supports GL11 or higher interfaces. + * @param width + * @param height + */ + public abstract void onSurfaceChanged(GL10 gl, int width, int height); + + /** + * Called to draw the current frame. + *

+ * This method is responsible for drawing the current frame. + *

+ * The implementation of this method typically looks like this: + *

+         * void onDrawFrame(GL10 gl) {
+         *     gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
+         *     //... other gl calls to render the scene ...
+         * }
+         * 
+ * @param gl the GL interface. Use instanceof to + * test if the interface supports GL11 or higher interfaces. + */ + public abstract void onDrawFrame(GL10 gl); + + public boolean SwapBuffers() { + if( mSwapBuffersCallback != null ) + return mSwapBuffersCallback.SwapBuffers(); + return false; + } + + public void setSwapBuffersCallback( SwapBuffersCallback c ) { + mSwapBuffersCallback = c; + } + + private SwapBuffersCallback mSwapBuffersCallback = null; + } + + /** + * An interface for customizing the eglCreateContext and eglDestroyContext calls. + *

+ * 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 static class DefaultContextFactory implements EGLContextFactory { + + public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) { + return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, null); + } + + public void destroyContext(EGL10 egl, EGLDisplay display, + EGLContext context) { + egl.eglDestroyContext(display, context); + } + } + + /** + * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls. + *

+ * This interface must be implemented by clients wishing to call + * {@link GLSurfaceView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)} + */ + public interface EGLWindowSurfaceFactory { + EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, + Object nativeWindow); + void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface); + } + + private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory { + + public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, + EGLConfig config, Object nativeWindow) { + return egl.eglCreateWindowSurface(display, config, nativeWindow, null); + } + + 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. + *

+ * 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 static abstract class BaseConfigChooser + implements EGLConfigChooser { + public BaseConfigChooser(int[] configSpec) { + mConfigSpec = configSpec; + } + public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) { + int[] num_config = new int[1]; + egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config); + + int numConfigs = num_config[0]; + + if (numConfigs <= 0) { + throw new IllegalArgumentException( + "No configs match configSpec"); + } + + EGLConfig[] configs = new EGLConfig[numConfigs]; + egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs, + num_config); + 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 static class ComponentSizeChooser extends BaseConfigChooser { + public ComponentSizeChooser(int redSize, int greenSize, int blueSize, + int alphaSize, int depthSize, int stencilSize) { + super(new int[] { + EGL10.EGL_RED_SIZE, redSize, + EGL10.EGL_GREEN_SIZE, greenSize, + EGL10.EGL_BLUE_SIZE, blueSize, + EGL10.EGL_ALPHA_SIZE, alphaSize, + EGL10.EGL_DEPTH_SIZE, depthSize, + EGL10.EGL_STENCIL_SIZE, stencilSize, + EGL10.EGL_NONE}); + mValue = new int[1]; + mRedSize = redSize; + mGreenSize = greenSize; + mBlueSize = blueSize; + mAlphaSize = alphaSize; + mDepthSize = depthSize; + mStencilSize = stencilSize; + } + + @Override + public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, + EGLConfig[] configs) { + EGLConfig closestConfig = null; + int closestDistance = 1000; + for(EGLConfig config : configs) { + int d = findConfigAttrib(egl, display, config, + EGL10.EGL_DEPTH_SIZE, 0); + int s = findConfigAttrib(egl, display, config, + EGL10.EGL_STENCIL_SIZE, 0); + if (d >= mDepthSize && s>= mStencilSize) { + int r = findConfigAttrib(egl, display, config, + EGL10.EGL_RED_SIZE, 0); + int g = findConfigAttrib(egl, display, config, + EGL10.EGL_GREEN_SIZE, 0); + int b = findConfigAttrib(egl, display, config, + EGL10.EGL_BLUE_SIZE, 0); + int a = findConfigAttrib(egl, display, config, + EGL10.EGL_ALPHA_SIZE, 0); + int distance = Math.abs(r - mRedSize) + + Math.abs(g - mGreenSize) + + Math.abs(b - mBlueSize) + + Math.abs(a - mAlphaSize); + if (distance < closestDistance) { + closestDistance = distance; + closestConfig = config; + } + } + } + return closestConfig; + } + + private int findConfigAttrib(EGL10 egl, EGLDisplay display, + EGLConfig config, int attribute, int defaultValue) { + + if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) { + return mValue[0]; + } + return defaultValue; + } + + private int[] mValue; + // Subclasses can adjust these values: + protected int mRedSize; + protected int mGreenSize; + protected int mBlueSize; + protected int mAlphaSize; + protected int mDepthSize; + protected int mStencilSize; + } + + /** + * This class will choose a supported surface as close to + * RGB565 as possible, with or without a depth buffer. + * + */ + private static class SimpleEGLConfigChooser extends ComponentSizeChooser { + public SimpleEGLConfigChooser(boolean withDepthBuffer) { + super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0); + // Adjust target values. This way we'll accept a 4444 or + // 555 buffer if there's no 565 buffer available. + mRedSize = 5; + mGreenSize = 6; + mBlueSize = 5; + } + } + + /** + * An EGL helper class. + */ + + private class EglHelper { + public EglHelper() { + + } + + /** + * Initialize EGL for a given configuration spec. + * @param configSpec + */ + public void start(){ + /* + * Get an EGL instance + */ + mEgl = (EGL10) EGLContext.getEGL(); + + /* + * Get to the default display. + */ + mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); + + /* + * We can now initialize EGL for that display + */ + int[] version = new int[2]; + mEgl.eglInitialize(mEglDisplay, version); + mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay); + + /* + * Create an OpenGL ES context. This must be done only once, an + * OpenGL context is a somewhat heavy object. + */ + mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig); + if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) { + throw new RuntimeException("createContext failed"); + } + + mEglSurface = null; + } + + /* + * React to the creation of a new surface by creating and returning an + * OpenGL interface that renders to that surface. + */ + public GL createSurface(SurfaceHolder holder) { + /* + * The window size has changed, so we need to create a new + * surface. + */ + if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { + + /* + * Unbind and destroy the old EGL surface, if + * there is one. + */ + mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, + EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); + mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); + } + + /* + * Create an EGL surface we can render into. + */ + mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl, + mEglDisplay, mEglConfig, holder); + + if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { + throwEglException("createWindowSurface"); + } + + /* + * Before we can issue GL commands, we need to make sure + * the context is current and bound to a surface. + */ + if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { + throwEglException("eglMakeCurrent"); + } + + GL gl = mEglContext.getGL(); + if (mGLWrapper != null) { + gl = mGLWrapper.wrap(gl); + } + + return gl; + } + + /** + * Display the current render surface. + * @return false if the context has been lost. + */ + public boolean swap() { + mEgl.eglSwapBuffers(mEglDisplay, mEglSurface); + + /* + * Always check for EGL_CONTEXT_LOST, which means the context + * and all associated data were lost (For instance because + * the device went to sleep). We need to sleep until we + * get a new surface. + */ + return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST; + } + + public void destroySurface() { + if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { + mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, + EGL10.EGL_NO_SURFACE, + EGL10.EGL_NO_CONTEXT); + mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); + mEglSurface = null; + } + } + + public void finish() { + if (mEglContext != null) { + mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); + mEglContext = null; + } + if (mEglDisplay != null) { + mEgl.eglTerminate(mEglDisplay); + mEglDisplay = null; + } + } + + private void throwEglException(String function) { + throw new RuntimeException(function + " failed: " + mEgl.eglGetError()); + } + + 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. + * + */ + class GLThread extends Thread implements SwapBuffersCallback { + GLThread(Renderer renderer) { + super(); + mWidth = 0; + mHeight = 0; + mRequestRender = true; + mRenderMode = RENDERMODE_CONTINUOUSLY; + mRenderer = renderer; + mRenderer.setSwapBuffersCallback(this); + } + + @Override + public void run() { + setName("GLThread " + getId()); + if (LOG_THREADS) { + Log.i("GLThread", "starting tid=" + getId()); + } + + mEglHelper = new EglHelper(); + SwapBuffers(); + SwapBuffers(); + + mRenderer.onDrawFrame(mGL); + + synchronized (sGLThreadManager) { + stopEglLocked(); + } + + sGLThreadManager.threadExiting(this); + } + + /* + * This private method should only be called inside a + * synchronized(sGLThreadManager) block. + */ + private void stopEglLocked() { + if (mHaveEgl) { + mHaveEgl = false; + mEglHelper.destroySurface(); + mEglHelper.finish(); + sGLThreadManager.releaseEglSurfaceLocked(this); + } + } + + public boolean SwapBuffers() { + try { + + boolean createEglSurface = false; + boolean sizeChanged = false; + int w = 0; + int h = 0; + Runnable event = null; + + synchronized (sGLThreadManager) { + while (true) { + if (mShouldExit) { + return false; + } + + if (! mEventQueue.isEmpty()) { + event = mEventQueue.remove(0); + break; + } + + // Do we need to release the EGL surface? + if (mHaveEgl && mPaused) { + if (LOG_SURFACE) { + Log.i("GLThread", "releasing EGL surface because paused tid=" + getId()); + } + stopEglLocked(); + } + + // Have we lost the surface view surface? + if ((! mHasSurface) && (! mWaitingForSurface)) { + if (LOG_SURFACE) { + Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId()); + } + if (mHaveEgl) { + stopEglLocked(); + } + mWaitingForSurface = true; + sGLThreadManager.notifyAll(); + } + + // Have we acquired the surface view surface? + if (mHasSurface && mWaitingForSurface) { + if (LOG_SURFACE) { + Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId()); + } + mWaitingForSurface = false; + sGLThreadManager.notifyAll(); + } + + // Ready to draw? + if ((!mPaused) && mHasSurface + && (mWidth > 0) && (mHeight > 0) + && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) { + + // If we don't have an egl surface, try to acquire one. + if ((! mHaveEgl) && sGLThreadManager.tryAcquireEglSurfaceLocked(this)) { + mHaveEgl = true; + mEglHelper.start(); + createEglSurface = true; + sizeChanged = true; + sGLThreadManager.notifyAll(); + } + + if (mHaveEgl) { + if (mSizeChanged) { + sizeChanged = true; + w = mWidth; + h = mHeight; + if (DRAW_TWICE_AFTER_SIZE_CHANGED) { + // We keep mRequestRender true so that we draw twice after the size changes. + // (Once because of mSizeChanged, the second time because of mRequestRender.) + // This forces the updated graphics onto the screen. + } else { + mRequestRender = false; + } + mSizeChanged = false; + } else { + mRequestRender = false; + } + sGLThreadManager.notifyAll(); + break; + } + } + + // By design, this is the only place in a GLThread thread where we wait(). + if (LOG_THREADS) { + Log.i("GLThread", "waiting tid=" + getId()); + } + sGLThreadManager.wait(); + } + } // end of synchronized(sGLThreadManager) + + if (event != null) { + event.run(); + event = null; + } + + if (createEglSurface) { + mGL = (GL10) mEglHelper.createSurface(getHolder()); + if (LOG_RENDERER) { + Log.w("GLThread", "onSurfaceCreated"); + } + mRenderer.onSurfaceCreated(mGL, mEglHelper.mEglConfig); + createEglSurface = false; + } + + if (sizeChanged) { + if (LOG_RENDERER) { + Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")"); + } + mRenderer.onSurfaceChanged(mGL, w, h); + sizeChanged = false; + } + + if (LOG_RENDERER) { + Log.w("GLThread", "onDrawFrame"); + } + if(!mEglHelper.swap()) { + if (LOG_SURFACE) { + Log.i("GLThread", "egl surface lost tid=" + getId()); + return false; + } + } + + } catch (InterruptedException e) { + return false; + } + return true; + } + + public void setRenderMode(int renderMode) { + if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) { + throw new IllegalArgumentException("renderMode"); + } + synchronized(sGLThreadManager) { + mRenderMode = renderMode; + sGLThreadManager.notifyAll(); + } + } + + public int getRenderMode() { + synchronized(sGLThreadManager) { + return mRenderMode; + } + } + + public void requestRender() { + synchronized(sGLThreadManager) { + mRequestRender = true; + sGLThreadManager.notifyAll(); + } + } + + public void surfaceCreated() { + synchronized(sGLThreadManager) { + if (LOG_THREADS) { + Log.i("GLThread", "surfaceCreated tid=" + getId()); + } + mHasSurface = true; + sGLThreadManager.notifyAll(); + } + } + + public void surfaceDestroyed() { + synchronized(sGLThreadManager) { + if (LOG_THREADS) { + Log.i("GLThread", "surfaceDestroyed tid=" + getId()); + } + mHasSurface = false; + sGLThreadManager.notifyAll(); + while((!mWaitingForSurface) && (!mExited)) { + try { + sGLThreadManager.wait(); + } catch (InterruptedException e) { + Thread.currentThread().interrupt(); + } + } + } + } + + public void onPause() { + synchronized (sGLThreadManager) { + mPaused = true; + sGLThreadManager.notifyAll(); + } + } + + public void onResume() { + synchronized (sGLThreadManager) { + mPaused = false; + mRequestRender = true; + sGLThreadManager.notifyAll(); + } + } + + public void onWindowResize(int w, int h) { + synchronized (sGLThreadManager) { + mWidth = w; + mHeight = h; + mSizeChanged = true; + mRequestRender = true; + sGLThreadManager.notifyAll(); + } + } + + public void requestExitAndWait() { + // don't call this from GLThread thread or it is a guaranteed + // deadlock! + synchronized(sGLThreadManager) { + mShouldExit = true; + sGLThreadManager.notifyAll(); + while (! mExited) { + try { + sGLThreadManager.wait(); + } catch (InterruptedException ex) { + Thread.currentThread().interrupt(); + } + } + } + } + + /** + * Queue an "event" to be run on the GL rendering thread. + * @param r the runnable to be run on the GL rendering thread. + */ + public void queueEvent(Runnable r) { + if (r == null) { + throw new IllegalArgumentException("r must not be null"); + } + synchronized(sGLThreadManager) { + mEventQueue.add(r); + sGLThreadManager.notifyAll(); + } + } + + // Once the thread is started, all accesses to the following member + // variables are protected by the sGLThreadManager monitor + private boolean mShouldExit; + private boolean mExited; + private boolean mPaused; + private boolean mHasSurface; + private boolean mWaitingForSurface; + private boolean mHaveEgl; + private int mWidth; + private int mHeight; + private int mRenderMode; + private boolean mRequestRender; + private ArrayList mEventQueue = new ArrayList(); + // End of member variables protected by the sGLThreadManager monitor. + + private Renderer mRenderer; + private EglHelper mEglHelper; + private GL10 mGL = null; + } + + static class LogWriter extends Writer { + + @Override public void close() { + flushBuilder(); + } + + @Override public void flush() { + flushBuilder(); + } + + @Override public void write(char[] buf, int offset, int count) { + for(int i = 0; i < count; i++) { + char c = buf[offset + i]; + if ( c == '\n') { + flushBuilder(); + } + else { + mBuilder.append(c); + } + } + } + + private void flushBuilder() { + if (mBuilder.length() > 0) { + Log.v("GLSurfaceView", mBuilder.toString()); + mBuilder.delete(0, mBuilder.length()); + } + } + + private StringBuilder mBuilder = new StringBuilder(); + } + + + private void checkRenderThreadState() { + if (mGLThread != null) { + throw new IllegalStateException( + "setRenderer has already been called for this instance."); + } + } + + private static class GLThreadManager { + + public synchronized void threadExiting(GLThread thread) { + if (LOG_THREADS) { + Log.i("GLThread", "exiting tid=" + thread.getId()); + } + thread.mExited = true; + if (mEglOwner == thread) { + mEglOwner = null; + } + notifyAll(); + } + + /* + * Tries once to acquire the right to use an EGL + * surface. Does not block. Requires that we are already + * in the sGLThreadManager monitor when this is called. + * @return true if the right to use an EGL surface was acquired. + */ + public boolean tryAcquireEglSurfaceLocked(GLThread thread) { + if (mEglOwner == thread || mEglOwner == null) { + mEglOwner = thread; + notifyAll(); + return true; + } + return false; + } + /* + * Releases the EGL surface. Requires that we are already in the + * sGLThreadManager monitor when this is called. + */ + public void releaseEglSurfaceLocked(GLThread thread) { + if (mEglOwner == thread) { + mEglOwner = null; + } + notifyAll(); + } + + private GLThread mEglOwner; + } + + private static final GLThreadManager sGLThreadManager = new GLThreadManager(); + private boolean mSizeChanged = true; + + private GLThread mGLThread; + private EGLConfigChooser mEGLConfigChooser; + private EGLContextFactory mEGLContextFactory; + private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; + private GLWrapper mGLWrapper; + private int mDebugFlags; +}