Files
commandergenius/project/java/GLSurfaceView_SDL.java

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42 KiB
Java

/*
* 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 to work with libSDL port */
package net.sourceforge.clonekeenplus;
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.opengl.EGL14; // Android 4.2 or newer
import android.content.Context;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.app.KeyguardManager;
import android.graphics.Rect;
/**
* An implementation of SurfaceView that uses the dedicated surface for
* displaying OpenGL rendering.
* <p>
* A GLSurfaceView provides the following features:
* <p>
* <ul>
* <li>Manages a surface, which is a special piece of memory that can be
* composited into the Android view system.
* <li>Manages an EGL display, which enables OpenGL to render into a surface.
* <li>Accepts a user-provided Renderer object that does the actual rendering.
* <li>Renders on a dedicated thread to decouple rendering performance from the
* UI thread.
* <li>Supports both on-demand and continuous rendering.
* <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
* </ul>
*
* <h3>Using GLSurfaceView</h3>
* <p>
* Typically you use GLSurfaceView by subclassing it and overriding one or more of the
* View system input event methods. If your application does not need to override event
* methods then GLSurfaceView can be used as-is. For the most part
* GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
* For example, unlike a regular View, drawing is delegated to a separate Renderer object which
* is registered with the GLSurfaceView
* using the {@link #setRenderer(Renderer)} call.
* <p>
* <h3>Initializing GLSurfaceView</h3>
* 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:
* <ul>
* <li>{@link #setDebugFlags(int)}
* <li>{@link #setEGLConfigChooser(boolean)}
* <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
* <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
* <li>{@link #setGLWrapper(GLWrapper)}
* </ul>
* <p>
* <h4>Choosing an EGL Configuration</h4>
* A given Android device may support multiple possible types of drawing surfaces.
* The available surfaces may differ in how may channels of data are present, as
* well as how many bits are allocated to each channel. Therefore, the first thing
* GLSurfaceView has to do when starting to render is choose what type of surface to use.
* <p>
* By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface
* with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example,
* if you do not need a depth buffer) you can override the default behavior by calling one of the
* setEGLConfigChooser methods.
* <p>
* <h4>Debug Behavior</h4>
* You can optionally modify the behavior of GLSurfaceView by calling
* one or more of the debugging methods {@link #setDebugFlags(int)},
* and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
* typically they are called before setRenderer so that they take effect immediately.
* <p>
* <h4>Setting a Renderer</h4>
* Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
* The renderer is
* responsible for doing the actual OpenGL rendering.
* <p>
* <h3>Rendering Mode</h3>
* Once the renderer is set, you can control whether the renderer draws
* continuously or on-demand by calling
* {@link #setRenderMode}. The default is continuous rendering.
* <p>
* <h3>Activity Life-cycle</h3>
* A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients
* are required to call {@link #onPause()} when the activity pauses and
* {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to
* pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
* the OpenGL display.
* <p>
* <h3>Handling events</h3>
* <p>
* To handle an event you will typically subclass GLSurfaceView and override the
* appropriate method, just as you would with any other View. However, when handling
* the event, you may need to communicate with the Renderer object
* that's running in the rendering thread. You can do this using any
* standard Java cross-thread communication mechanism. In addition,
* one relatively easy way to communicate with your renderer is
* to call
* {@link #queueEvent(Runnable)}. For example:
* <pre class="prettyprint">
* class MyGLSurfaceView extends GLSurfaceView {
*
* private MyRenderer mMyRenderer;
*
* public void start() {
* mMyRenderer = ...;
* setRenderer(mMyRenderer);
* }
*
* public boolean onKeyDown(int keyCode, KeyEvent event) {
* if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
* queueEvent(new Runnable() {
* // This method will be called on the rendering
* // thread:
* public void run() {
* mMyRenderer.handleDpadCenter();
* }});
* return true;
* }
* return super.onKeyDown(keyCode, event);
* }
* }
* </pre>
*
*/
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);
mKeyguardManager = ((KeyguardManager)getContext().getSystemService(Context.KEYGUARD_SERVICE));
}
/**
* Set the glWrapper. If the glWrapper is not null, its
* {@link GLWrapper#wrap(GL)} method is called
* whenever a surface is created. A GLWrapper can be used to wrap
* the GL object that's passed to the renderer. Wrapping a GL
* object enables examining and modifying the behavior of the
* GL calls made by the renderer.
* <p>
* Wrapping is typically used for debugging purposes.
* <p>
* The default value is null.
* @param glWrapper the new GLWrapper
*/
public void setGLWrapper(GLWrapper glWrapper) {
mGLWrapper = glWrapper;
}
/**
* Set the debug flags to a new value. The value is
* constructed by OR-together zero or more
* of the DEBUG_CHECK_* constants. The debug flags take effect
* whenever a surface is created. The default value is zero.
* @param debugFlags the new debug flags
* @see #DEBUG_CHECK_GL_ERROR
* @see #DEBUG_LOG_GL_CALLS
*/
public void setDebugFlags(int debugFlags) {
mDebugFlags = debugFlags;
}
/**
* Get the current value of the debug flags.
* @return the current value of the debug flags.
*/
public int getDebugFlags() {
return mDebugFlags;
}
/**
* Set the renderer associated with this view. Also starts the thread that
* will call the renderer, which in turn causes the rendering to start.
* <p>This method should be called once and only once in the life-cycle of
* a GLSurfaceView.
* <p>The following GLSurfaceView methods can only be called <em>before</em>
* setRenderer is called:
* <ul>
* <li>{@link #setEGLConfigChooser(boolean)}
* <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
* <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
* </ul>
* <p>
* The following GLSurfaceView methods can only be called <em>after</em>
* setRenderer is called:
* <ul>
* <li>{@link #getRenderMode()}
* <li>{@link #onPause()}
* <li>{@link #onResume()}
* <li>{@link #queueEvent(Runnable)}
* <li>{@link #requestRender()}
* <li>{@link #setRenderMode(int)}
* </ul>
*
* @param renderer the renderer to use to perform OpenGL drawing.
*/
public void setRenderer(Renderer renderer) {
if (mGLThread != null) {
throw new IllegalStateException(
"setRenderer has already been called for this instance.");
}
if (mEGLConfigChooser == null) {
mEGLConfigChooser = getEglConfigChooser(16, false, false, false, false);
}
mGLThread = new GLThread(renderer);
mGLThread.start();
}
/**
* Install a custom EGLConfigChooser.
* <p>If this method is
* called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>
* If no setEGLConfigChooser method is called, then by default the
* view will choose 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.
* <p>If this method is
* called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>
* If no setEGLConfigChooser method is called, then by default the
* view will choose 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(int bpp, boolean needDepth, boolean stencil, boolean gles2, boolean gles3) {
setEGLConfigChooser(getEglConfigChooser(bpp, needDepth, stencil, gles2, gles3));
}
/**
* Install a config chooser which will choose a config
* with at least the specified component sizes, and as close
* to the specified component sizes as possible.
* <p>If this method is
* called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>
* If no setEGLConfigChooser method is called, then by default the
* view will choose a config as close to 16-bit RGB as possible, with
* a depth buffer as close to 16 bits as possible.
*
*/
public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
int alphaSize, int depthSize, int stencilSize, boolean gles2, boolean gles3) {
setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
blueSize, alphaSize, depthSize, stencilSize, gles2, gles3));
}
/**
* Set the rendering mode. When renderMode is
* RENDERMODE_CONTINUOUSLY, the renderer is called
* repeatedly to re-render the scene. When renderMode
* is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
* is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY.
* <p>
* Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
* by allowing the GPU and CPU to idle when the view does not need to be updated.
* <p>
* This method can only be called after {@link #setRenderer(Renderer)}
*
* @param renderMode one of the RENDERMODE_X constants
* @see #RENDERMODE_CONTINUOUSLY
* @see #RENDERMODE_WHEN_DIRTY
*/
public void setRenderMode(int renderMode) {
mGLThread.setRenderMode(renderMode);
}
/**
* Get the current rendering mode. May be called
* from any thread. Must not be called before a renderer has been set.
* @return the current rendering mode.
* @see #RENDERMODE_CONTINUOUSLY
* @see #RENDERMODE_WHEN_DIRTY
*/
public int getRenderMode() {
return mGLThread.getRenderMode();
}
/**
* Request that the renderer render a frame.
* This method is typically used when the render mode has been set to
* {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
* May be called
* from any thread. Must not be called before a renderer has been set.
*/
public void requestRender() {
mGLThread.requestRender();
}
/**
* This method is part of the SurfaceHolder.Callback interface, and is
* not normally called or subclassed by clients of GLSurfaceView.
*/
public void surfaceCreated(SurfaceHolder holder) {
mGLThread.surfaceCreated();
}
/**
* This method is part of the SurfaceHolder.Callback interface, and is
* not normally called or subclassed by clients of GLSurfaceView.
*/
public void surfaceDestroyed(SurfaceHolder holder) {
// Surface will be destroyed when we return
mGLThread.surfaceDestroyed();
}
/**
* This method is part of the SurfaceHolder.Callback interface, and is
* not normally called or subclassed by clients of GLSurfaceView.
*/
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
mGLThread.onWindowResize(w, h);
}
/**
* 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.
* <p>Typically
* used for implementing debugging and tracing on top of the default
* GL interface. You would typically use this by creating your own class
* that implemented all the GL methods by delegating to another GL instance.
* Then you could add your own behavior before or after calling the
* delegate. All the GLWrapper would do was instantiate and return the
* wrapper GL instance:
* <pre class="prettyprint">
* class MyGLWrapper implements GLWrapper {
* GL wrap(GL gl) {
* return new MyGLImplementation(gl);
* }
* static class MyGLImplementation implements GL,GL10,GL11,... {
* ...
* }
* }
* </pre>
* @see #setGLWrapper(GLWrapper)
*/
public interface GLWrapper {
/**
* Wraps a gl interface in another gl interface.
* @param gl a GL interface that is to be wrapped.
* @return either the input argument or another GL object that wraps the input argument.
*/
GL wrap(GL gl);
}
/**
* A generic renderer interface.
* <p>
* The renderer is responsible for making OpenGL calls to render a frame.
* <p>
* GLSurfaceView clients typically create their own classes that implement
* this interface, and then call {@link GLSurfaceView#setRenderer} to
* register the renderer with the GLSurfaceView.
* <p>
* <h3>Threading</h3>
* The renderer will be called on a separate thread, so that rendering
* performance is decoupled from the UI thread. Clients typically need to
* communicate with the renderer from the UI thread, because that's where
* input events are received. Clients can communicate using any of the
* standard Java techniques for cross-thread communication, or they can
* use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
* <p>
* <h3>EGL Context Lost</h3>
* There are situations where the EGL rendering context will be lost. This
* typically happens when device wakes up after going to sleep. When
* the EGL context is lost, all OpenGL resources (such as textures) that are
* associated with that context will be automatically deleted. In order to
* keep rendering correctly, a renderer must recreate any lost resources
* that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
* is a convenient place to do this.
*
*
* @see #setRenderer(Renderer)
*/
public static interface SwapBuffersCallback {
public boolean SwapBuffers();
public void ResetVideoSurface();
public void onWindowResize(int width, int height);
}
public static abstract class Renderer {
/**
* Called when the surface is created or recreated.
* <p>
* Called when the rendering thread
* starts and whenever the EGL context is lost. The context will typically
* be lost when the Android device awakes after going to sleep.
* <p>
* Since this method is called at the beginning of rendering, as well as
* every time the EGL context is lost, this method is a convenient place to put
* code to create resources that need to be created when the rendering
* starts, and that need to be recreated when the EGL context is lost.
* Textures are an example of a resource that you might want to create
* here.
* <p>
* Note that when the EGL context is lost, all OpenGL resources associated
* with that context will be automatically deleted. You do not need to call
* the corresponding "glDelete" methods such as glDeleteTextures to
* manually delete these lost resources.
* <p>
* @param gl the GL interface. Use <code>instanceof</code> to
* test if the interface supports GL11 or higher interfaces.
* @param config the EGLConfig of the created surface. Can be used
* to create matching pbuffers.
*/
public abstract void onSurfaceCreated(GL10 gl, EGLConfig config);
public abstract void onSurfaceDestroyed();
/**
* Called when the surface changed size.
* <p>
* Called after the surface is created and whenever
* the OpenGL ES surface size changes.
* <p>
* Typically you will set your viewport here. If your camera
* is fixed then you could also set your projection matrix here:
* <pre class="prettyprint">
* void onSurfaceChanged(GL10 gl, int width, int height) {
* gl.glViewport(0, 0, width, height);
* // for a fixed camera, set the projection too
* float ratio = (float) width / height;
* gl.glMatrixMode(GL10.GL_PROJECTION);
* gl.glLoadIdentity();
* gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
* }
* </pre>
* @param gl the GL interface. Use <code>instanceof</code> to
* test if the interface supports GL11 or higher interfaces.
* @param width
* @param height
*/
public abstract void onSurfaceChanged(GL10 gl, int width, int height);
/** Called when screen size changes */
public void onWindowResize(int width, int height)
{
if( mSwapBuffersCallback != null )
mSwapBuffersCallback.onWindowResize(width, height);
}
/**
* Called to draw the current frame.
* <p>
* This method is responsible for drawing the current frame.
* <p>
* The implementation of this method typically looks like this:
* <pre class="prettyprint">
* void onDrawFrame(GL10 gl) {
* gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
* //... other gl calls to render the scene ...
* }
* </pre>
* @param gl the GL interface. Use <code>instanceof</code> to
* test if the interface supports GL11 or higher interfaces.
*/
public abstract void onDrawFrame(GL10 gl);
public boolean SwapBuffers() {
if( mSwapBuffersCallback != null )
return mSwapBuffersCallback.SwapBuffers();
return false;
}
public void ResetVideoSurface() {
if( mSwapBuffersCallback != null )
mSwapBuffersCallback.ResetVideoSurface();
}
public void setSwapBuffersCallback( SwapBuffersCallback c ) {
mSwapBuffersCallback = c;
}
private SwapBuffersCallback mSwapBuffersCallback = null;
}
/**
* An interface for choosing an EGLConfig configuration from a list of
* potential configurations.
* <p>
* This interface must be implemented by clients wishing to call
* {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
*/
public interface EGLConfigChooser {
/**
* Choose a configuration from the list. Implementors typically
* implement this method by calling
* {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
* EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
* @param egl the EGL10 for the current display.
* @param display the current display.
* @return the chosen configuration.
*/
EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
public boolean isGles2Required();
public boolean isGles3Required();
}
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, boolean isGles2, boolean isGles3) {
super(new int[] {EGL10.EGL_NONE}); // Get all possible configs
mValue = new int[1];
mRedSize = redSize;
mGreenSize = greenSize;
mBlueSize = blueSize;
mAlphaSize = alphaSize;
mDepthSize = depthSize;
mStencilSize = stencilSize;
mIsGles2 = isGles2;
mIsGles3 = isGles3;
}
@Override
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
EGLConfig closestConfig = null;
int closestDistance = 1000;
String cfglog = "";
int idx = 0;
int selectidx = -1;
Log.v("SDL", "Desired GL config: " + "R" + mRedSize + "G" + mGreenSize + "B" + mBlueSize + "A" + mAlphaSize + " depth " + mDepthSize + " stencil " + mStencilSize + " type " + (mIsGles3 ? "GLES3" : mIsGles2 ? "GLES2" : "GLES"));
for(EGLConfig config : configs) {
if ( config == null )
continue;
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 rendertype = findConfigAttrib(egl, display, config,
EGL10.EGL_RENDERABLE_TYPE, 0);
int desiredtype = mIsGles3 ? EGL_OPENGL_ES3_BIT : mIsGles2 ? EGL_OPENGL_ES2_BIT : EGL_OPENGL_ES_BIT;
int nativeRender = findConfigAttrib(egl, display, config,
EGL10.EGL_NATIVE_RENDERABLE, 0);
int caveat = findConfigAttrib(egl, display, config,
EGL10.EGL_CONFIG_CAVEAT, EGL10.EGL_NONE);
int distance = Math.abs(r - mRedSize) + Math.abs(g - mGreenSize) + Math.abs(b - mBlueSize);
int dist1 = distance;
if( mAlphaSize - a > 0 )
distance += mAlphaSize - a;
else if( mAlphaSize - a < 0 )
distance += 1; // Small penalty if we don't need alpha channel but it is present
int dist2 = distance;
if( (d > 0) != (mDepthSize > 0) )
distance += (mDepthSize > 0) ? 5 : 1; // Small penalty if we don't need zbuffer but it is present
int dist3 = distance;
if( (s > 0) != (mStencilSize > 0) )
distance += (mStencilSize > 0) ? 5 : 1; // Small penalty if we don't need stencil buffer but it is present
int dist4 = distance;
if( (rendertype & desiredtype) == 0 )
distance += 5;
int dist5 = distance;
if( caveat == EGL10.EGL_SLOW_CONFIG )
distance += 4;
if( caveat == EGL10.EGL_NON_CONFORMANT_CONFIG ) // dunno what that means, probably R and B channels swapped
distance += 1;
String cfgcur = "R" + r + "G" + g + "B" + b + "A" + a + " depth " + d + " stencil " + s +
" type " + rendertype + " (";
if((rendertype & EGL_OPENGL_ES_BIT) != 0)
cfgcur += "GLES";
if((rendertype & EGL_OPENGL_ES2_BIT) != 0)
cfgcur += " GLES2";
if((rendertype & EGL_OPENGL_ES3_BIT) != 0)
cfgcur += " GLES3";
if((rendertype & EGL_OPENGL_BIT) != 0)
cfgcur += " OPENGL";
if((rendertype & EGL_OPENVG_BIT) != 0)
cfgcur += " OPENVG";
cfgcur += ")";
cfgcur += " caveat " + (caveat == EGL10.EGL_NONE ? "none" :
(caveat == EGL10.EGL_SLOW_CONFIG ? "SLOW" :
caveat == EGL10.EGL_NON_CONFORMANT_CONFIG ? "non-conformant" :
String.valueOf(caveat)));
cfgcur += " nr " + nativeRender;
cfgcur += " pos " + distance + " (" + dist1 + "," + dist2 + "," + dist3 + "," + dist4 + "," + dist5 + ")";
Log.v("SDL", "GL config " + idx + ": " + cfgcur);
if (distance < closestDistance) {
closestDistance = distance;
closestConfig = config;
cfglog = new String(cfgcur);
selectidx = idx;
}
idx += 1;
}
Log.v("SDL", "GLSurfaceView_SDL::EGLConfigChooser::chooseConfig(): selected " + selectidx + ": " + cfglog );
return closestConfig;
}
private int findConfigAttrib(EGL10 egl, EGLDisplay display,
EGLConfig config, int attribute, int defaultValue) {
mValue[0] = -1;
if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
return mValue[0];
}
Log.w("SDL", "GLSurfaceView_SDL::EGLConfigChooser::findConfigAttrib(): attribute doesn't exist: " + attribute);
return defaultValue;
}
public boolean isGles2Required()
{
return mIsGles2;
}
public boolean isGles3Required()
{
return mIsGles3;
}
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;
protected boolean mIsGles2 = false;
protected boolean mIsGles3 = false;
public static final int EGL_OPENGL_ES_BIT = 1;
public static final int EGL_OPENVG_BIT = 2;
public static final int EGL_OPENGL_ES2_BIT = 4;
public static final int EGL_OPENGL_BIT = 8;
public static final int EGL_OPENGL_ES3_BIT = 16;
}
/**
* This class will choose a supported surface as close to
* RGB565 as possible, with or without a depth buffer.
*
*/
private static class SimpleEGLConfigChooser16 extends ComponentSizeChooser {
public SimpleEGLConfigChooser16(boolean withDepthBuffer, boolean stencil, boolean gles2, boolean gles3) {
super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, stencil ? 8 : 0, gles2, gles3);
// 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;
}
}
private static class SimpleEGLConfigChooser24 extends ComponentSizeChooser {
public SimpleEGLConfigChooser24(boolean withDepthBuffer, boolean stencil, boolean gles2, boolean gles3) {
super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, stencil ? 8 : 0, gles2, gles3);
mRedSize = 8;
mGreenSize = 8;
mBlueSize = 8;
}
}
private static class SimpleEGLConfigChooser32 extends ComponentSizeChooser {
public SimpleEGLConfigChooser32(boolean withDepthBuffer, boolean stencil, boolean gles2, boolean gles3) {
super(8, 8, 8, 8, withDepthBuffer ? 16 : 0, stencil ? 8 : 0, gles2, gles3);
mRedSize = 8;
mGreenSize = 8;
mBlueSize = 8;
mAlphaSize = 8;
}
}
private static ComponentSizeChooser getEglConfigChooser(int videoDepthBpp, boolean withDepthBuffer, boolean stencil, boolean gles2, boolean gles3) {
if(videoDepthBpp == 16)
return new SimpleEGLConfigChooser16(withDepthBuffer, stencil, gles2, gles3);
if(videoDepthBpp == 24)
return new SimpleEGLConfigChooser24(withDepthBuffer, stencil, gles2, gles3);
if(videoDepthBpp == 32)
return new SimpleEGLConfigChooser32(withDepthBuffer, stencil, gles2, gles3);
return null;
};
/**
* An EGL helper class.
*/
private class EglHelper {
public EglHelper() {
}
/**
* Initialize EGL for a given configuration spec.
* @param configSpec
*/
public void start(){
Log.v("SDL", "GLSurfaceView_SDL::EglHelper::start(): creating GL context");
/*
* 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);
if( mEglConfig == null )
Log.e("SDL", "GLSurfaceView_SDL::EglHelper::start(): mEglConfig is NULL");
/*
* Create an OpenGL ES context. This must be done only once, an
* OpenGL context is a somewhat heavy object.
*/
final int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
final int[] gles2_attrib_list = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
final int[] gles3_attrib_list = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL10.EGL_NONE };
mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig,
EGL10.EGL_NO_CONTEXT,
mEGLConfigChooser.isGles3Required() ? gles3_attrib_list :
mEGLConfigChooser.isGles2Required() ? gles2_attrib_list : null );
if( mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT )
Log.e("SDL", "GLSurfaceView_SDL::EglHelper::start(): mEglContext is EGL_NO_CONTEXT, error: " + mEgl.eglGetError());
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) {
Log.v("SDL", "GLSurfaceView_SDL::EglHelper::createSurface(): creating GL context");
/*
* 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.
*/
/*
// This does not have any effect on Galaxy Note
int [] attribList = new int[4];
attribList[0] = mEgl.EGL_RENDER_BUFFER;
attribList[1] = mEgl.EGL_SINGLE_BUFFER;
attribList[2] = mEgl.EGL_NONE;
attribList[3] = mEgl.EGL_NONE;
*/
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() {
Log.v("SDL", "GLSurfaceView_SDL::EglHelper::finish(): destroying GL context");
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("SDLVideoThread");
}
@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;
mSizeChanged = true;
SwapBuffers();
mRenderer.onDrawFrame(mGL);
mEglHelper.finish();
/*
synchronized (sGLThreadManager) {
stopEglLocked();
}
sGLThreadManager.threadExiting(this);
*/
sEglSemaphore.release();
}
/* You need to call SwapBuffers() after this function */
public void ResetVideoSurface() {
mResetVideoSurface = true;
}
public boolean SwapBuffers() {
boolean tellRendererSurfaceCreated = false;
boolean tellRendererSurfaceChanged = false;
while(true) { // Loop until we're re-created GL context and successfully called swap()
int w, h;
boolean changed = false;
synchronized (this) {
if (mPaused) {
mRenderer.onSurfaceDestroyed();
mEglHelper.finish();
mNeedStart = true;
if( Globals.NonBlockingSwapBuffers )
return false;
}
}
while (needToWait()) {
//Log.v("SDL", "GLSurfaceView_SDL::run(): paused");
synchronized(this) {
try
{
wait(500);
}
catch(InterruptedException e)
{
Log.v("SDL", "GLSurfaceView_SDL::GLThread::SwapBuffers(): Who dared to interrupt my slumber?");
Thread.interrupted(); // Clear the flag
}
}
}
synchronized (this) {
if (mDone)
return false;
// changed = mSizeChanged;
w = mWidth;
h = mHeight;
mSizeChanged = false;
mRequestRender = false;
}
if (mNeedStart) {
mEglHelper.start();
tellRendererSurfaceCreated = true;
changed = true;
mNeedStart = false;
}
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
*/
if( !mResetVideoSurface && mEglHelper.swap() )
return true;
// We've lost GL context - recreate it
mResetVideoSurface = false;
mRenderer.onSurfaceDestroyed();
mEglHelper.finish();
mNeedStart = true;
if( Globals.NonBlockingSwapBuffers )
return false;
}
}
private boolean needToWait() {
if (mKeyguardManager.inKeyguardRestrictedInputMode()) {
return true; // We're in lockscreen - sleep until user unlocks the device
}
synchronized (this) {
if (mDone) {
return false;
}
if ( Globals.HorizontalOrientation != (mWidth > mHeight) )
return true; // Wait until screen orientation changes
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() {
Log.v("SDL", "GLSurfaceView_SDL::onPause()");
synchronized (this) {
mPaused = true;
}
}
public void onResume() {
Log.v("SDL", "GLSurfaceView_SDL::onResume()");
synchronized (this) {
mPaused = false;
notify();
}
}
public void onWindowResize(int w, int h) {
Log.v("SDL", "GLSurfaceView_SDL::onWindowResize(): " + w + "x" + h);
synchronized (this) {
mWidth = w;
mHeight = h;
mSizeChanged = true;
mRenderer.onWindowResize(w, h);
notify();
}
}
public void requestExitAndWait() {
// don't call this from GLThread thread or it is a guaranteed
// deadlock!
Log.v("SDL", "GLSurfaceView_SDL::requestExitAndWait()");
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<Runnable> mEventQueue = new ArrayList<Runnable>();
private EglHelper mEglHelper;
private GL10 mGL = null;
private boolean mNeedStart = false;
private boolean mResetVideoSurface = 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;
private KeyguardManager mKeyguardManager;
}