Closed phcbest closed 2 months ago
矩阵是外部传入的,已经封装好了可以直接用,之前是使用原生View来实现的,现在切换到GLView了有点不太了解,如果您能抽空给予解答我会很感激
可以把 SurfaceView 改成 TextureView, 就也能支持这些操作了
可以把 SurfaceView 改成 TextureView, 就也能支持这些操作了
感谢解答,刚刚翻了一下,看了下CGEFrameRecorder的demo成功实现了
我补充一下实现的代码,后面的朋友也可以参考一下
import android.content.Context
import android.graphics.Bitmap
import android.graphics.Matrix
import android.graphics.SurfaceTexture
import android.opengl.GLES20
import android.util.Log
import com.gowow.aiphotoretouch.compose.photoEdit.state.PhotoEditState
import com.gowow.commontools.android.GLTextureView
import org.wysaid.nativePort.CGEImageHandler
import org.wysaid.texUtils.TextureRenderer
import org.wysaid.view.ImageGLSurfaceView
import org.wysaid.view.VideoPlayerGLSurfaceView
import javax.microedition.khronos.egl.EGLConfig
import javax.microedition.khronos.opengles.GL10
private const val TAG = "ObjRemImageView"
class ObjRemImageView(context: Context) : GLTextureView(context), GLTextureView.Renderer, SurfaceTexture.OnFrameAvailableListener {
private var mImageHandler: CGEImageHandler? = null
private var mRenderViewport: TextureRenderer.Viewport = TextureRenderer.Viewport()
private var mDisplayMode: ImageGLSurfaceView.DisplayMode? = null
private var mSettingIntensityLock: Any? = null
private var mSettingIntensityCount: Int = 0
private var mFilterIntensity: Float = 1.0f
init {
this.mDisplayMode = ImageGLSurfaceView.DisplayMode.DISPLAY_SCALE_TO_FILL
this.mSettingIntensityLock = Any()
this.mSettingIntensityCount = 1
this.setEGLContextClientVersion(2)
this.setEGLConfigChooser(8, 8, 8, 8, 8, 0)
this.setRenderer(this)
this.renderMode = 0
Log.i("libCGE_java", "ImageGLSurfaceView Construct...")
}
private var mImageWidth: Int = 0
private var mImageHeight: Int = 0
private var mViewWidth: Int = 0
private var mViewHeight: Int = 0
private var originImage: Bitmap? = null
private var scaleImageMatrix: Matrix = Matrix()
var image: Bitmap? = null
set(value) {
field = value
if (value == null) {
return
}
originImage = value
scaleImageMatrix.setScale(value.width / width.toFloat(), value.height / height.toFloat())
setImageBitmap(value)
applyFilter(cacheFilterData)
}
var syncMatrix: Matrix = Matrix()
set(value) {
field = value
val finalMatrix = Matrix(value)
finalMatrix.preConcat(scaleImageMatrix)
setTransform(finalMatrix)
invalidate()
}
var isParallel: Boolean = false
set(value) {
Log.i(TAG, "isParallel: 对比模式${value}")
field = value
if (value) {
applyFilter(null)
} else {
applyFilter(cacheFilterData)
}
}
private var cacheFilterData: PhotoEditState.FilterData? = null
var filterAdjust: Float = 0.6F
set(value) {
field = value
setFilterIntensity(value.coerceIn(0F, 1F))
}
fun applyFilter(filterData: PhotoEditState.FilterData?) {
if (filterData != null) {
cacheFilterData = filterData
val glsl = "@adjust lut ${filterData.filterPath}"
Log.i(TAG, "applyFilter: 滤镜着色器为${glsl}")
setFilterWithConfig(glsl)
setFilterIntensity(filterAdjust.coerceIn(0F, 1F))
} else {
Log.i(TAG, "applyFilter: 空滤镜着色器")
setFilterWithConfig("")
}
}
@Synchronized
fun setFilterWithConfig(config: String?) {
queueEvent {
if (mImageHandler != null) {
mImageHandler?.setFilterWithConfig(config)
} else {
Log.e(TAG, "setFilterWithConfig after release!!")
}
}
}
private fun setFilterIntensity(intensity: Float) {
if (this.mImageHandler != null) {
this.mFilterIntensity = intensity
synchronized(mSettingIntensityLock!!) {
if (this.mSettingIntensityCount <= 0) {
Log.i("libCGE_java", "Too fast, skipping...")
return
}
--this.mSettingIntensityCount
}
this.queueEvent {
if (this.mImageHandler == null) {
Log.e("libCGE_java", "set intensity after release!!")
} else {
this.mImageHandler?.setFilterIntensity(this.mFilterIntensity, true)
this.requestRender()
}
synchronized(this.mSettingIntensityLock!!) {
++this.mSettingIntensityCount
}
}
}
}
private fun setImageBitmap(bmp: Bitmap?) {
if (bmp != null) {
if (this.mImageHandler == null) {
Log.e("libCGE_java", "Handler not initialized!")
} else {
this.mImageWidth = bmp.width
this.mImageHeight = bmp.height
queueEvent {
if (this.mImageHandler == null) {
Log.e("libCGE_java", "set image after release!!")
} else {
if (this.mImageHandler?.initWithBitmap(bmp) == true) {
this.calcViewport()
this.requestRender()
} else {
Log.e("libCGE_java", "setImageBitmap: init handler failed!")
}
}
}
}
}
}
private fun calcViewport() {
if (this.mDisplayMode == ImageGLSurfaceView.DisplayMode.DISPLAY_SCALE_TO_FILL) {
this.mRenderViewport.x = 0
this.mRenderViewport.y = 0
this.mRenderViewport.width = this.mViewWidth
this.mRenderViewport.height = this.mViewHeight
} else {
val scaling = mImageWidth.toFloat() / mImageHeight.toFloat()
val viewRatio = mViewWidth.toFloat() / mViewHeight.toFloat()
val s = scaling / viewRatio
val w: Int
val h: Int
when (this.mDisplayMode) {
ImageGLSurfaceView.DisplayMode.DISPLAY_ASPECT_FILL -> if (s.toDouble() > 1.0) {
w = (mViewHeight.toFloat() * scaling).toInt()
h = this.mViewHeight
} else {
w = this.mViewWidth
h = (mViewWidth.toFloat() / scaling).toInt()
}
ImageGLSurfaceView.DisplayMode.DISPLAY_ASPECT_FIT -> if (s.toDouble() < 1.0) {
w = (mViewHeight.toFloat() * scaling).toInt()
h = this.mViewHeight
} else {
w = this.mViewWidth
h = (mViewWidth.toFloat() / scaling).toInt()
}
else -> {
Log.i("libCGE_java", "Error occured, please check the code...")
return
}
}
this.mRenderViewport.width = w
this.mRenderViewport.height = h
this.mRenderViewport.x = (this.mViewWidth - w) / 2
this.mRenderViewport.y = (this.mViewHeight - h) / 2
Log.i(
"libCGE_java", String.format(
"View port: %d, %d, %d, %d", this.mRenderViewport.x, this.mRenderViewport.y, this.mRenderViewport.width, this.mRenderViewport.height
)
)
}
}
override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
Log.i("libCGE_java", "ImageGLSurfaceView onSurfaceCreated...")
GLES20.glDisable(2929)
GLES20.glDisable(2960)
this.mImageHandler = CGEImageHandler()
this.mImageHandler?.setDrawerFlipScale(1.0f, -1.0f)
}
override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
this.mViewWidth = width
this.mViewHeight = height
this.calcViewport()
}
override fun onDrawFrame(gl: GL10?) {
GLES20.glBindFramebuffer(36160, 0)
GLES20.glClear(16384)
if (this.mImageHandler != null) {
GLES20.glViewport(mRenderViewport.x, mRenderViewport.y, mRenderViewport.width, mRenderViewport.height)
mImageHandler!!.drawResult()
}
}
override fun onFrameAvailable(surfaceTexture: SurfaceTexture?) {
}
}
GLTextureView 如下
import android.annotation.TargetApi;
import android.content.Context;
import android.graphics.SurfaceTexture;
import android.opengl.EGL14;
import android.opengl.EGLExt;
import android.opengl.GLDebugHelper;
import android.os.Build;
import android.os.Trace;
import android.util.AttributeSet;
import android.util.Log;
import android.view.TextureView;
import java.io.Writer;
import java.lang.ref.WeakReference;
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;
/**
* create by xieyangxuejun on 2018/3/16
*/
public abstract class GLTextureView extends TextureView implements TextureView.SurfaceTextureListener {
private final static String TAG = "GLSurfaceView";
private final static boolean LOG_ATTACH_DETACH = false;
private final static boolean LOG_THREADS = false;
private final static boolean LOG_PAUSE_RESUME = false;
private final static boolean LOG_SURFACE = false;
private final static boolean LOG_RENDERER = false;
private final static boolean LOG_RENDERER_DRAW_FRAME = false;
private final static boolean LOG_EGL = false;
/**
* The renderer only renders
* when the surface is created, or when {@link #requestRender} is called.
*
* @see #getRenderMode()
* @see #setRenderMode(int)
* @see #requestRender()
*/
public final static int RENDERMODE_WHEN_DIRTY = 0;
/**
* The renderer is called
* continuously to re-render the scene.
*
* @see #getRenderMode()
* @see #setRenderMode(int)
*/
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 "GLTextureView".
*
* @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 GLTextureView(Context context) {
super(context);
init();
}
/**
* Standard View constructor. In order to render something, you
* must call {@link #setRenderer} to register a renderer.
*/
public GLTextureView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
@Override
protected void finalize() throws Throwable {
try {
if (mGLThread != null) {
// GLThread may still be running if this view was never
// attached to a window.
mGLThread.requestExitAndWait();
}
} finally {
super.finalize();
}
}
private void init() {
// Install a SurfaceTexture.Callback so we get notified when the
// underlying surface is created and destroyed
SurfaceTexture holder = getSurfaceTexture();
setSurfaceTextureListener(this);
// setFormat is done by SurfaceView in SDK 2.3 and newer. Uncomment
// this statement if back-porting to 2.2 or older:
// holder.setFormat(PixelFormat.RGB_565);
//
// setType is not needed for SDK 2.0 or newer. Uncomment this
// statement if back-porting this code to older SDKs.
// holder.setType(SurfaceTexture.SURFACE_TYPE_GPU);
}
/**
* Set the glWrapper. If the glWrapper is not null, its
* {@link GLWrapper#wrap(GL)} method is called
* whenever a surface is created. A GLWrapper can be used to wrap
* the GL object that's passed to the renderer. Wrapping a GL
* object enables examining and modifying the behavior of the
* GL calls made by the renderer.
* <p>
* Wrapping is typically used for debugging purposes.
* <p>
* The default value is null.
*
* @param glWrapper the new GLWrapper
*/
public void setGLWrapper(GLWrapper glWrapper) {
mGLWrapper = glWrapper;
}
/**
* Set the debug flags to a new value. The value is
* constructed by OR-together zero or more
* of the DEBUG_CHECK_* constants. The debug flags take effect
* whenever a surface is created. The default value is zero.
*
* @param debugFlags the new debug flags
* @see #DEBUG_CHECK_GL_ERROR
* @see #DEBUG_LOG_GL_CALLS
*/
public void setDebugFlags(int debugFlags) {
mDebugFlags = debugFlags;
}
/**
* Get the current value of the debug flags.
*
* @return the current value of the debug flags.
*/
public int getDebugFlags() {
return mDebugFlags;
}
/**
* Control whether the EGL context is preserved when the GLTextureView is paused and
* resumed.
* <p>
* If set to true, then the EGL context may be preserved when the GLTextureView is paused.
* <p>
* Prior to API level 11, whether the EGL context is actually preserved or not
* depends upon whether the Android device can support an arbitrary number of
* EGL contexts or not. Devices that can only support a limited number of EGL
* contexts must release the EGL context in order to allow multiple applications
* to share the GPU.
* <p>
* If set to false, the EGL context will be released when the GLTextureView is paused,
* and recreated when the GLTextureView is resumed.
* <p>
* <p>
* The default is false.
*
* @param preserveOnPause preserve the EGL context when paused
*/
public void setPreserveEGLContextOnPause(boolean preserveOnPause) {
mPreserveEGLContextOnPause = preserveOnPause;
}
/**
* @return true if the EGL context will be preserved when paused
*/
public boolean getPreserveEGLContextOnPause() {
return mPreserveEGLContextOnPause;
}
/**
* 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 GLTextureView.
* <p>The following GLTextureView 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 GLTextureView methods can only be called <em>after</em>
* setRenderer is called:
* <ul>
* <li>{@link #getRenderMode()}
* <li>{@link #onPause()}
* <li>{@link #onResume()}
* <li>{@link #queueEvent(Runnable)}
* <li>{@link #requestRender()}
* <li>{@link #setRenderMode(int)}
* </ul>
*
* @param renderer the renderer to use to perform OpenGL drawing.
*/
public void setRenderer(Renderer renderer) {
checkRenderThreadState();
if (mEGLConfigChooser == null) {
mEGLConfigChooser = new SimpleEGLConfigChooser(true);
}
if (mEGLContextFactory == null) {
mEGLContextFactory = new DefaultContextFactory();
}
if (mEGLWindowSurfaceFactory == null) {
mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
}
mRenderer = renderer;
mGLThread = new GLThread(mThisWeakRef);
mGLThread.start();
}
/**
* Install a custom EGLContextFactory.
* <p>If this method is
* called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>
* If this method is not called, then by default
* a context will be created with no shared context and
* with a null attribute list.
*/
public void setEGLContextFactory(EGLContextFactory factory) {
checkRenderThreadState();
mEGLContextFactory = factory;
}
/**
* Install a custom EGLWindowSurfaceFactory.
* <p>If this method is
* called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>
* If this method is not called, then by default
* a window surface will be created with a null attribute list.
*/
public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) {
checkRenderThreadState();
mEGLWindowSurfaceFactory = factory;
}
/**
* Install a custom EGLConfigChooser.
* <p>If this method is
* called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>
* If no setEGLConfigChooser method is called, then by default the
* view will choose an EGLConfig that is compatible with the current
* android.view.Surface, with a depth buffer depth of
* at least 16 bits.
*
* @param configChooser
*/
public void setEGLConfigChooser(EGLConfigChooser configChooser) {
checkRenderThreadState();
mEGLConfigChooser = configChooser;
}
/**
* Install a config chooser which will choose a config
* as close to 16-bit RGB as possible, with or without an optional depth
* buffer as close to 16-bits as possible.
* <p>If this method is
* called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>
* If no setEGLConfigChooser method is called, then by default the
* view will choose an RGB_888 surface with a depth buffer depth of
* at least 16 bits.
*
* @param needDepth
*/
public void setEGLConfigChooser(boolean needDepth) {
setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
}
/**
* Install a config chooser which will choose a config
* with at least the specified depthSize and stencilSize,
* and exactly the specified redSize, greenSize, blueSize and alphaSize.
* <p>If this method is
* called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>
* If no setEGLConfigChooser method is called, then by default the
* view will choose an RGB_888 surface with a depth buffer depth of
* at least 16 bits.
*/
public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
int alphaSize, int depthSize, int stencilSize) {
setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
blueSize, alphaSize, depthSize, stencilSize));
}
/**
* Inform the default EGLContextFactory and default EGLConfigChooser
* which EGLContext client version to pick.
* <p>Use this method to create an OpenGL ES 2.0-compatible context.
* Example:
* <pre class="prettyprint">
* public MyView(Context context) {
* super(context);
* setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context.
* setRenderer(new MyRenderer());
* }
* </pre>
* <p>Note: Activities which require OpenGL ES 2.0 should indicate this by
* setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the activity's
* AndroidManifest.xml file.
* <p>If this method is called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>This method only affects the behavior of the default EGLContexFactory and the
* default EGLConfigChooser. If
* {@link #setEGLContextFactory(EGLContextFactory)} has been called, then the supplied
* EGLContextFactory is responsible for creating an OpenGL ES 2.0-compatible context.
* If
* {@link #setEGLConfigChooser(EGLConfigChooser)} has been called, then the supplied
* EGLConfigChooser is responsible for choosing an OpenGL ES 2.0-compatible config.
*
* @param version The EGLContext client version to choose. Use 2 for OpenGL ES 2.0
*/
public void setEGLContextClientVersion(int version) {
checkRenderThreadState();
mEGLContextClientVersion = version;
}
/**
* This method is part of the SurfaceHolder.Callback interface, and is
* not normally called or subclassed by clients of GLSurfaceView.
*/
@Override
public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) {
mGLThread.surfaceCreated();
mGLThread.onWindowResize(width, height);
}
@Override
public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
mGLThread.onWindowResize(width, height);
}
/**
* This method is part of the SurfaceHolder.Callback interface, and is
* not normally called or subclassed by clients of GLSurfaceView.
*/
@Override
public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
mGLThread.surfaceDestroyed();
return true;
}
@Override
public void onSurfaceTextureUpdated(SurfaceTexture surface) {
}
/**
* 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();
}
/**
* Pause the rendering thread, optionally tearing down the EGL context
* depending upon the value of {@link #setPreserveEGLContextOnPause(boolean)}.
* <p>
* This method should be called when it is no longer desirable for the
* GLTextureView to continue rendering, such as in response to
* {@link android.app.Activity#onStop Activity.onStop}.
* <p>
* Must not be called before a renderer has been set.
*/
public void onPause() {
mGLThread.onPause();
}
/**
* Resumes the rendering thread, re-creating the OpenGL context if necessary. It
* is the counterpart to {@link #onPause()}.
* <p>
* This method should typically be called in
* {@link android.app.Activity#onStart Activity.onStart}.
* <p>
* 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 GLTextureView.
*/
@Override
protected void onAttachedToWindow() {
super.onAttachedToWindow();
if (LOG_ATTACH_DETACH) {
Log.d(TAG, "onAttachedToWindow reattach =" + mDetached);
}
if (mDetached && (mRenderer != null)) {
int renderMode = RENDERMODE_CONTINUOUSLY;
if (mGLThread != null) {
renderMode = mGLThread.getRenderMode();
}
mGLThread = new GLThread(mThisWeakRef);
if (renderMode != RENDERMODE_CONTINUOUSLY) {
mGLThread.setRenderMode(renderMode);
}
mGLThread.start();
}
mDetached = false;
}
@Override
protected void onDetachedFromWindow() {
if (LOG_ATTACH_DETACH) {
Log.d(TAG, "onDetachedFromWindow");
}
if (mGLThread != null) {
mGLThread.requestExitAndWait();
}
mDetached = true;
super.onDetachedFromWindow();
}
// ----------------------------------------------------------------------
/**
* An interface used to wrap a GL interface.
* <p>Typically
* used for implementing debugging and tracing on top of the default
* GL interface. You would typically use this by creating your own class
* that implemented all the GL methods by delegating to another GL instance.
* Then you could add your own behavior before or after calling the
* delegate. All the GLWrapper would do was instantiate and return the
* wrapper GL instance:
* <pre class="prettyprint">
* class MyGLWrapper implements GLWrapper {
* GL wrap(GL gl) {
* return new MyGLImplementation(gl);
* }
* static class MyGLImplementation implements GL,GL10,GL11,... {
* ...
* }
* }
* </pre>
*
* @see #setGLWrapper(GLWrapper)
*/
public interface GLWrapper {
/**
* Wraps a gl interface in another gl interface.
*
* @param gl a GL interface that is to be wrapped.
* @return either the input argument or another GL object that wraps the input argument.
*/
GL wrap(GL gl);
}
/**
* A generic renderer interface.
* <p>
* The renderer is responsible for making OpenGL calls to render a frame.
* <p>
* GLTextureView clients typically create their own classes that implement
* this interface, and then call {@link GLTextureView#setRenderer} to
* register the renderer with the GLTextureView.
* <p>
*
* <div class="special reference">
* <h3>Developer Guides</h3>
* <p>For more information about how to use OpenGL, read the
* <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer guide.</p>
* </div>
*
* <h3>Threading</h3>
* The renderer will be called on a separate thread, so that rendering
* performance is decoupled from the UI thread. Clients typically need to
* communicate with the renderer from the UI thread, because that's where
* input events are received. Clients can communicate using any of the
* standard Java techniques for cross-thread communication, or they can
* use the {@link GLTextureView#queueEvent(Runnable)} convenience method.
* <p>
* <h3>EGL Context Lost</h3>
* There are situations where the EGL rendering context will be lost. This
* typically happens when device wakes up after going to sleep. When
* the EGL context is lost, all OpenGL resources (such as textures) that are
* associated with that context will be automatically deleted. In order to
* keep rendering correctly, a renderer must recreate any lost resources
* that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
* is a convenient place to do this.
*
* @see #setRenderer(Renderer)
*/
public interface Renderer {
/**
* Called when the surface is created or recreated.
* <p>
* Called when the rendering thread
* starts and whenever the EGL context is lost. The EGL context will typically
* be lost when the Android device awakes after going to sleep.
* <p>
* Since this method is called at the beginning of rendering, as well as
* every time the EGL context is lost, this method is a convenient place to put
* code to create resources that need to be created when the rendering
* starts, and that need to be recreated when the EGL context is lost.
* Textures are an example of a resource that you might want to create
* here.
* <p>
* Note that when the EGL context is lost, all OpenGL resources associated
* with that context will be automatically deleted. You do not need to call
* the corresponding "glDelete" methods such as glDeleteTextures to
* manually delete these lost resources.
* <p>
*
* @param gl the GL interface. Use <code>instanceof</code> to
* test if the interface supports GL11 or higher interfaces.
* @param config the EGLConfig of the created surface. Can be used
* to create matching pbuffers.
*/
void onSurfaceCreated(GL10 gl, EGLConfig config);
/**
* Called when the surface changed size.
* <p>
* Called after the surface is created and whenever
* the OpenGL ES surface size changes.
* <p>
* Typically you will set your viewport here. If your camera
* is fixed then you could also set your projection matrix here:
* <pre class="prettyprint">
* void onSurfaceChanged(GL10 gl, int width, int height) {
* gl.glViewport(0, 0, width, height);
* // for a fixed camera, set the projection too
* float ratio = (float) width / height;
* gl.glMatrixMode(GL10.GL_PROJECTION);
* gl.glLoadIdentity();
* gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
* }
* </pre>
*
* @param gl the GL interface. Use <code>instanceof</code> to
* test if the interface supports GL11 or higher interfaces.
* @param width
* @param height
*/
void onSurfaceChanged(GL10 gl, int width, int height);
/**
* Called to draw the current frame.
* <p>
* This method is responsible for drawing the current frame.
* <p>
* The implementation of this method typically looks like this:
* <pre class="prettyprint">
* void onDrawFrame(GL10 gl) {
* gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
* //... other gl calls to render the scene ...
* }
* </pre>
*
* @param gl the GL interface. Use <code>instanceof</code> to
* test if the interface supports GL11 or higher interfaces.
*/
void onDrawFrame(GL10 gl);
}
/**
* An interface for customizing the eglCreateContext and eglDestroyContext calls.
* <p>
* This interface must be implemented by clients wishing to call
* {@link GLTextureView#setEGLContextFactory(EGLContextFactory)}
*/
public interface EGLContextFactory {
EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
}
private class DefaultContextFactory implements EGLContextFactory {
private int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) {
int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, mEGLContextClientVersion,
EGL10.EGL_NONE};
return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT,
mEGLContextClientVersion != 0 ? attrib_list : null);
}
public void destroyContext(EGL10 egl, EGLDisplay display,
EGLContext context) {
if (!egl.eglDestroyContext(display, context)) {
Log.e("DefaultContextFactory", "display:" + display + " context: " + context);
if (LOG_THREADS) {
Log.i("DefaultContextFactory", "tid=" + Thread.currentThread().getId());
}
EglHelper.throwEglException("eglDestroyContex", egl.eglGetError());
}
}
}
/**
* An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls.
* <p>
* This interface must be implemented by clients wishing to call
* {@link GLTextureView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
*/
public interface EGLWindowSurfaceFactory {
/**
* @return null if the surface cannot be constructed.
*/
EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config,
Object nativeWindow);
void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
}
private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory {
public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
EGLConfig config, Object nativeWindow) {
EGLSurface result = null;
try {
result = egl.eglCreateWindowSurface(display, config, nativeWindow, null);
} catch (IllegalArgumentException e) {
// This exception indicates that the surface flinger surface
// is not valid. This can happen if the surface flinger surface has
// been torn down, but the application has not yet been
// notified via SurfaceTexture.Callback.surfaceDestroyed.
// In theory the application should be notified first,
// but in practice sometimes it is not. See b/4588890
Log.e(TAG, "eglCreateWindowSurface", e);
}
return result;
}
public void destroySurface(EGL10 egl, EGLDisplay display,
EGLSurface surface) {
egl.eglDestroySurface(display, surface);
}
}
/**
* An interface for choosing an EGLConfig configuration from a list of
* potential configurations.
* <p>
* This interface must be implemented by clients wishing to call
* {@link GLTextureView#setEGLConfigChooser(EGLConfigChooser)}
*/
public interface EGLConfigChooser {
/**
* Choose a configuration from the list. Implementors typically
* implement this method by calling
* {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
* EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
*
* @param egl the EGL10 for the current display.
* @param display the current display.
* @return the chosen configuration.
*/
EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
}
private abstract class BaseConfigChooser
implements EGLConfigChooser {
public BaseConfigChooser(int[] configSpec) {
mConfigSpec = filterConfigSpec(configSpec);
}
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
int[] num_config = new int[1];
if (!egl.eglChooseConfig(display, mConfigSpec, null, 0,
num_config)) {
throw new IllegalArgumentException("eglChooseConfig failed");
}
int numConfigs = num_config[0];
if (numConfigs <= 0) {
throw new IllegalArgumentException(
"No configs match configSpec");
}
EGLConfig[] configs = new EGLConfig[numConfigs];
if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
num_config)) {
throw new IllegalArgumentException("eglChooseConfig#2 failed");
}
EGLConfig config = chooseConfig(egl, display, configs);
if (config == null) {
throw new IllegalArgumentException("No config chosen");
}
return config;
}
abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs);
protected int[] mConfigSpec;
private int[] filterConfigSpec(int[] configSpec) {
if (mEGLContextClientVersion != 2 && mEGLContextClientVersion != 3) {
return configSpec;
}
/* We know none of the subclasses define EGL_RENDERABLE_TYPE.
* And we know the configSpec is well formed.
*/
int len = configSpec.length;
int[] newConfigSpec = new int[len + 2];
System.arraycopy(configSpec, 0, newConfigSpec, 0, len - 1);
newConfigSpec[len - 1] = EGL10.EGL_RENDERABLE_TYPE;
if (mEGLContextClientVersion == 2) {
newConfigSpec[len] = EGL14.EGL_OPENGL_ES2_BIT; /* EGL_OPENGL_ES2_BIT */
} else {
newConfigSpec[len] = EGLExt.EGL_OPENGL_ES3_BIT_KHR; /* EGL_OPENGL_ES3_BIT_KHR */
}
newConfigSpec[len + 1] = EGL10.EGL_NONE;
return newConfigSpec;
}
}
/**
* Choose a configuration with exactly the specified r,g,b,a sizes,
* and at least the specified depth and stencil sizes.
*/
private class ComponentSizeChooser extends BaseConfigChooser {
public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
int alphaSize, int depthSize, int stencilSize) {
super(new int[]{
EGL10.EGL_RED_SIZE, redSize,
EGL10.EGL_GREEN_SIZE, greenSize,
EGL10.EGL_BLUE_SIZE, blueSize,
EGL10.EGL_ALPHA_SIZE, alphaSize,
EGL10.EGL_DEPTH_SIZE, depthSize,
EGL10.EGL_STENCIL_SIZE, stencilSize,
EGL10.EGL_NONE});
mValue = new int[1];
mRedSize = redSize;
mGreenSize = greenSize;
mBlueSize = blueSize;
mAlphaSize = alphaSize;
mDepthSize = depthSize;
mStencilSize = stencilSize;
}
@Override
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
for (EGLConfig config : configs) {
int d = findConfigAttrib(egl, display, config,
EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config,
EGL10.EGL_STENCIL_SIZE, 0);
if ((d >= mDepthSize) && (s >= mStencilSize)) {
int r = findConfigAttrib(egl, display, config,
EGL10.EGL_RED_SIZE, 0);
int g = findConfigAttrib(egl, display, config,
EGL10.EGL_GREEN_SIZE, 0);
int b = findConfigAttrib(egl, display, config,
EGL10.EGL_BLUE_SIZE, 0);
int a = findConfigAttrib(egl, display, config,
EGL10.EGL_ALPHA_SIZE, 0);
if ((r == mRedSize) && (g == mGreenSize)
&& (b == mBlueSize) && (a == mAlphaSize)) {
return config;
}
}
}
return null;
}
private int findConfigAttrib(EGL10 egl, EGLDisplay display,
EGLConfig config, int attribute, int defaultValue) {
if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
return mValue[0];
}
return defaultValue;
}
private int[] mValue;
// Subclasses can adjust these values:
protected int mRedSize;
protected int mGreenSize;
protected int mBlueSize;
protected int mAlphaSize;
protected int mDepthSize;
protected int mStencilSize;
}
/**
* This class will choose a RGB_888 surface with
* or without a depth buffer.
*/
private class SimpleEGLConfigChooser extends ComponentSizeChooser {
public SimpleEGLConfigChooser(boolean withDepthBuffer) {
super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0);
}
}
/**
* An EGL helper class.
*/
private static class EglHelper {
public EglHelper(WeakReference<GLTextureView> glSurfaceViewWeakRef) {
mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
}
/**
* Initialize EGL for a given configuration spec.
* // * @param configSpec
*/
public void start() {
if (LOG_EGL) {
Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId());
}
/*
* Get an EGL instance
*/
mEgl = (EGL10) EGLContext.getEGL();
/*
* Get to the default display.
*/
mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
throw new RuntimeException("eglGetDisplay failed");
}
/*
* We can now initialize EGL for that display
*/
int[] version = new int[2];
if (!mEgl.eglInitialize(mEglDisplay, version)) {
throw new RuntimeException("eglInitialize failed");
}
GLTextureView view = mGLSurfaceViewWeakRef.get();
if (view == null) {
mEglConfig = null;
mEglContext = null;
} else {
mEglConfig = view.mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
/*
* Create an EGL context. We want to do this as rarely as we can, because an
* EGL context is a somewhat heavy object.
*/
mEglContext = view.mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig);
}
if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
mEglContext = null;
throwEglException("createContext");
}
if (LOG_EGL) {
Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId());
}
mEglSurface = null;
}
/**
* Create an egl surface for the current SurfaceTexture surface. If a surface
* already exists, destroy it before creating the new surface.
*
* @return true if the surface was created successfully.
*/
public boolean createSurface() {
if (LOG_EGL) {
Log.w("EglHelper", "createSurface() tid=" + Thread.currentThread().getId());
}
/*
* Check preconditions.
*/
if (mEgl == null) {
throw new RuntimeException("egl not initialized");
}
if (mEglDisplay == null) {
throw new RuntimeException("eglDisplay not initialized");
}
if (mEglConfig == null) {
throw new RuntimeException("mEglConfig not initialized");
}
/*
* The window size has changed, so we need to create a new
* surface.
*/
destroySurfaceImp();
/*
* Create an EGL surface we can render into.
*/
GLTextureView view = mGLSurfaceViewWeakRef.get();
if (view != null) {
mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
mEglDisplay, mEglConfig, view.getSurfaceTexture());
} else {
mEglSurface = null;
}
if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
int error = mEgl.eglGetError();
if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW.");
}
return false;
}
/*
* Before we can issue GL commands, we need to make sure
* the context is current and bound to a surface.
*/
if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
/*
* Could not make the context current, probably because the underlying
* SurfaceView surface has been destroyed.
*/
logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError());
return false;
}
return true;
}
/**
* Create a GL object for the current EGL context.
*
* @return
*/
GL createGL() {
GL gl = mEglContext.getGL();
GLTextureView view = mGLSurfaceViewWeakRef.get();
if (view != null) {
if (view.mGLWrapper != null) {
gl = view.mGLWrapper.wrap(gl);
}
if ((view.mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
int configFlags = 0;
Writer log = null;
if ((view.mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
}
if ((view.mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
log = new LogWriter();
}
gl = GLDebugHelper.wrap(gl, configFlags, log);
}
}
return gl;
}
/**
* Display the current render surface.
*
* @return the EGL error code from eglSwapBuffers.
*/
public int swap() {
if (!mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {
return mEgl.eglGetError();
}
return EGL10.EGL_SUCCESS;
}
public void destroySurface() {
if (LOG_EGL) {
Log.w("EglHelper", "destroySurface() tid=" + Thread.currentThread().getId());
}
destroySurfaceImp();
}
private void destroySurfaceImp() {
if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_CONTEXT);
GLTextureView view = mGLSurfaceViewWeakRef.get();
if (view != null) {
view.mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
}
mEglSurface = null;
}
}
public void finish() {
if (LOG_EGL) {
Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId());
}
if (mEglContext != null) {
GLTextureView view = mGLSurfaceViewWeakRef.get();
if (view != null) {
view.mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
}
mEglContext = null;
}
if (mEglDisplay != null) {
mEgl.eglTerminate(mEglDisplay);
mEglDisplay = null;
}
}
private void throwEglException(String function) {
throwEglException(function, mEgl.eglGetError());
}
public static void throwEglException(String function, int error) {
String message = formatEglError(function, error);
if (LOG_THREADS) {
Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " "
+ message);
}
throw new RuntimeException(message);
}
public static void logEglErrorAsWarning(String tag, String function, int error) {
Log.w(tag, formatEglError(function, error));
}
public static String formatEglError(String function, int error) {
return function + " failed: " + error;
}
private WeakReference<GLTextureView> mGLSurfaceViewWeakRef;
EGL10 mEgl;
EGLDisplay mEglDisplay;
EGLSurface mEglSurface;
EGLConfig mEglConfig;
EGLContext mEglContext;
}
/**
* A generic GL Thread. Takes care of initializing EGL and GL. Delegates
* to a Renderer instance to do the actual drawing. Can be configured to
* render continuously or on request.
* <p>
* All potentially blocking synchronization is done through the
* sGLThreadManager object. This avoids multiple-lock ordering issues.
*/
static class GLThread extends Thread {
GLThread(WeakReference<GLTextureView> glSurfaceViewWeakRef) {
super();
mWidth = 0;
mHeight = 0;
mRequestRender = true;
mRenderMode = RENDERMODE_CONTINUOUSLY;
mWantRenderNotification = false;
mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
}
@Override
public void run() {
setName("GLThread " + getId());
if (LOG_THREADS) {
Log.i("GLThread", "starting tid=" + getId());
}
try {
guardedRun();
} catch (InterruptedException e) {
// fall thru and exit normally
} finally {
sGLThreadManager.threadExiting(this);
}
}
/*
* This private method should only be called inside a
* synchronized(sGLThreadManager) block.
*/
private void stopEglSurfaceLocked() {
if (mHaveEglSurface) {
mHaveEglSurface = false;
mEglHelper.destroySurface();
}
}
/*
* This private method should only be called inside a
* synchronized(sGLThreadManager) block.
*/
private void stopEglContextLocked() {
if (mHaveEglContext) {
mEglHelper.finish();
mHaveEglContext = false;
sGLThreadManager.releaseEglContextLocked(this);
}
}
@TargetApi(Build.VERSION_CODES.JELLY_BEAN_MR2)
private void guardedRun() throws InterruptedException {
mEglHelper = new EglHelper(mGLSurfaceViewWeakRef);
mHaveEglContext = false;
mHaveEglSurface = false;
mWantRenderNotification = false;
try {
GL10 gl = null;
boolean createEglContext = false;
boolean createEglSurface = false;
boolean createGlInterface = false;
boolean lostEglContext = false;
boolean sizeChanged = false;
boolean wantRenderNotification = false;
boolean doRenderNotification = false;
boolean askedToReleaseEglContext = false;
int w = 0;
int h = 0;
Runnable event = null;
Runnable finishDrawingRunnable = null;
while (true) {
synchronized (sGLThreadManager) {
while (true) {
if (mShouldExit) {
return;
}
if (!mEventQueue.isEmpty()) {
event = mEventQueue.remove(0);
break;
}
// Update the pause state.
boolean pausing = false;
if (mPaused != mRequestPaused) {
pausing = mRequestPaused;
mPaused = mRequestPaused;
sGLThreadManager.notifyAll();
if (LOG_PAUSE_RESUME) {
Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId());
}
}
// Do we need to give up the EGL context?
if (mShouldReleaseEglContext) {
if (LOG_SURFACE) {
Log.i("GLThread", "releasing EGL context because asked to tid=" + getId());
}
stopEglSurfaceLocked();
stopEglContextLocked();
mShouldReleaseEglContext = false;
askedToReleaseEglContext = true;
}
// Have we lost the EGL context?
if (lostEglContext) {
stopEglSurfaceLocked();
stopEglContextLocked();
lostEglContext = false;
}
// When pausing, release the EGL surface:
if (pausing && mHaveEglSurface) {
if (LOG_SURFACE) {
Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
}
stopEglSurfaceLocked();
}
// When pausing, optionally release the EGL Context:
if (pausing && mHaveEglContext) {
GLTextureView view = mGLSurfaceViewWeakRef.get();
boolean preserveEglContextOnPause = view == null ?
false : view.mPreserveEGLContextOnPause;
if (!preserveEglContextOnPause) {
stopEglContextLocked();
if (LOG_SURFACE) {
Log.i("GLThread", "releasing EGL context because paused tid=" + getId());
}
}
}
// Have we lost the SurfaceView surface?
if ((!mHasSurface) && (!mWaitingForSurface)) {
if (LOG_SURFACE) {
Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId());
}
if (mHaveEglSurface) {
stopEglSurfaceLocked();
}
mWaitingForSurface = true;
mSurfaceIsBad = false;
sGLThreadManager.notifyAll();
}
// Have we acquired the surface view surface?
if (mHasSurface && mWaitingForSurface) {
if (LOG_SURFACE) {
Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId());
}
mWaitingForSurface = false;
sGLThreadManager.notifyAll();
}
if (doRenderNotification) {
if (LOG_SURFACE) {
Log.i("GLThread", "sending render notification tid=" + getId());
}
mWantRenderNotification = false;
doRenderNotification = false;
mRenderComplete = true;
sGLThreadManager.notifyAll();
}
if (mFinishDrawingRunnable != null) {
finishDrawingRunnable = mFinishDrawingRunnable;
mFinishDrawingRunnable = null;
}
// Ready to draw?
if (readyToDraw()) {
// If we don't have an EGL context, try to acquire one.
if (!mHaveEglContext) {
if (askedToReleaseEglContext) {
askedToReleaseEglContext = false;
} else {
try {
mEglHelper.start();
} catch (RuntimeException t) {
sGLThreadManager.releaseEglContextLocked(this);
throw t;
}
mHaveEglContext = true;
createEglContext = true;
sGLThreadManager.notifyAll();
}
}
if (mHaveEglContext && !mHaveEglSurface) {
mHaveEglSurface = true;
createEglSurface = true;
createGlInterface = true;
sizeChanged = true;
}
if (mHaveEglSurface) {
if (mSizeChanged) {
sizeChanged = true;
w = mWidth;
h = mHeight;
mWantRenderNotification = true;
if (LOG_SURFACE) {
Log.i("GLThread",
"noticing that we want render notification tid="
+ getId());
}
// Destroy and recreate the EGL surface.
createEglSurface = true;
mSizeChanged = false;
}
mRequestRender = false;
sGLThreadManager.notifyAll();
if (mWantRenderNotification) {
wantRenderNotification = true;
}
break;
}
} else {
if (finishDrawingRunnable != null) {
Log.w(TAG, "Warning, !readyToDraw() but waiting for " +
"draw finished! Early reporting draw finished.");
finishDrawingRunnable.run();
finishDrawingRunnable = null;
}
}
// By design, this is the only place in a GLThread thread where we wait().
if (LOG_THREADS) {
Log.i("GLThread", "waiting tid=" + getId()
+ " mHaveEglContext: " + mHaveEglContext
+ " mHaveEglSurface: " + mHaveEglSurface
+ " mFinishedCreatingEglSurface: " + mFinishedCreatingEglSurface
+ " mPaused: " + mPaused
+ " mHasSurface: " + mHasSurface
+ " mSurfaceIsBad: " + mSurfaceIsBad
+ " mWaitingForSurface: " + mWaitingForSurface
+ " mWidth: " + mWidth
+ " mHeight: " + mHeight
+ " mRequestRender: " + mRequestRender
+ " mRenderMode: " + mRenderMode);
}
sGLThreadManager.wait();
}
} // end of synchronized(sGLThreadManager)
if (event != null) {
event.run();
event = null;
continue;
}
if (createEglSurface) {
if (LOG_SURFACE) {
Log.w("GLThread", "egl createSurface");
}
if (mEglHelper.createSurface()) {
synchronized (sGLThreadManager) {
mFinishedCreatingEglSurface = true;
sGLThreadManager.notifyAll();
}
} else {
synchronized (sGLThreadManager) {
mFinishedCreatingEglSurface = true;
mSurfaceIsBad = true;
sGLThreadManager.notifyAll();
}
continue;
}
createEglSurface = false;
}
if (createGlInterface) {
gl = (GL10) mEglHelper.createGL();
createGlInterface = false;
}
if (createEglContext) {
if (LOG_RENDERER) {
Log.w("GLThread", "onSurfaceCreated");
}
GLTextureView view = mGLSurfaceViewWeakRef.get();
if (view != null) {
try {
Trace.beginSection("onSurfaceChanged");
view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
} finally {
Trace.endSection();
}
}
createEglContext = false;
}
if (sizeChanged) {
if (LOG_RENDERER) {
Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
}
GLTextureView view = mGLSurfaceViewWeakRef.get();
if (view != null) {
try {
Trace.beginSection("onSurfaceChanged");
view.mRenderer.onSurfaceChanged(gl, w, h);
} finally {
Trace.endSection();
}
}
sizeChanged = false;
}
if (LOG_RENDERER_DRAW_FRAME) {
Log.w("GLThread", "onDrawFrame tid=" + getId());
}
{
GLTextureView view = mGLSurfaceViewWeakRef.get();
if (view != null) {
try {
Trace.beginSection("onDrawFrame");
view.mRenderer.onDrawFrame(gl);
if (finishDrawingRunnable != null) {
finishDrawingRunnable.run();
finishDrawingRunnable = null;
}
} finally {
Trace.endSection();
}
}
}
int swapError = mEglHelper.swap();
switch (swapError) {
case EGL10.EGL_SUCCESS:
break;
case EGL11.EGL_CONTEXT_LOST:
if (LOG_SURFACE) {
Log.i("GLThread", "egl context lost tid=" + getId());
}
lostEglContext = true;
break;
default:
// Other errors typically mean that the current surface is bad,
// probably because the SurfaceView surface has been destroyed,
// but we haven't been notified yet.
// Log the error to help developers understand why rendering stopped.
EglHelper.logEglErrorAsWarning("GLThread", "eglSwapBuffers", swapError);
synchronized (sGLThreadManager) {
mSurfaceIsBad = true;
sGLThreadManager.notifyAll();
}
break;
}
if (wantRenderNotification) {
doRenderNotification = true;
wantRenderNotification = false;
}
}
} finally {
/*
* clean-up everything...
*/
synchronized (sGLThreadManager) {
stopEglSurfaceLocked();
stopEglContextLocked();
}
}
}
public boolean ableToDraw() {
return mHaveEglContext && mHaveEglSurface && readyToDraw();
}
private boolean readyToDraw() {
return (!mPaused) && mHasSurface && (!mSurfaceIsBad)
&& (mWidth > 0) && (mHeight > 0)
&& (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY));
}
public void setRenderMode(int renderMode) {
if (!((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY))) {
throw new IllegalArgumentException("renderMode");
}
synchronized (sGLThreadManager) {
mRenderMode = renderMode;
sGLThreadManager.notifyAll();
}
}
public int getRenderMode() {
synchronized (sGLThreadManager) {
return mRenderMode;
}
}
public void requestRender() {
synchronized (sGLThreadManager) {
mRequestRender = true;
sGLThreadManager.notifyAll();
}
}
public void requestRenderAndNotify(Runnable finishDrawing) {
synchronized (sGLThreadManager) {
// If we are already on the GL thread, this means a client callback
// has caused reentrancy, for example via updating the SurfaceView parameters.
// We will return to the client rendering code, so here we don't need to
// do anything.
if (Thread.currentThread() == this) {
return;
}
mWantRenderNotification = true;
mRequestRender = true;
mRenderComplete = false;
mFinishDrawingRunnable = finishDrawing;
sGLThreadManager.notifyAll();
}
}
public void surfaceCreated() {
synchronized (sGLThreadManager) {
if (LOG_THREADS) {
Log.i("GLThread", "surfaceCreated tid=" + getId());
}
mHasSurface = true;
mFinishedCreatingEglSurface = false;
sGLThreadManager.notifyAll();
while (mWaitingForSurface
&& !mFinishedCreatingEglSurface
&& !mExited) {
try {
sGLThreadManager.wait();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
}
}
}
public void surfaceDestroyed() {
synchronized (sGLThreadManager) {
if (LOG_THREADS) {
Log.i("GLThread", "surfaceDestroyed tid=" + getId());
}
mHasSurface = false;
sGLThreadManager.notifyAll();
while ((!mWaitingForSurface) && (!mExited)) {
try {
sGLThreadManager.wait();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
}
}
}
public void onPause() {
synchronized (sGLThreadManager) {
if (LOG_PAUSE_RESUME) {
Log.i("GLThread", "onPause tid=" + getId());
}
mRequestPaused = true;
sGLThreadManager.notifyAll();
while ((!mExited) && (!mPaused)) {
if (LOG_PAUSE_RESUME) {
Log.i("Main thread", "onPause waiting for mPaused.");
}
try {
sGLThreadManager.wait();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}
public void onResume() {
synchronized (sGLThreadManager) {
if (LOG_PAUSE_RESUME) {
Log.i("GLThread", "onResume tid=" + getId());
}
mRequestPaused = false;
mRequestRender = true;
mRenderComplete = false;
sGLThreadManager.notifyAll();
while ((!mExited) && mPaused && (!mRenderComplete)) {
if (LOG_PAUSE_RESUME) {
Log.i("Main thread", "onResume waiting for !mPaused.");
}
try {
sGLThreadManager.wait();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}
public void onWindowResize(int w, int h) {
synchronized (sGLThreadManager) {
mWidth = w;
mHeight = h;
mSizeChanged = true;
mRequestRender = true;
mRenderComplete = false;
// If we are already on the GL thread, this means a client callback
// has caused reentrancy, for example via updating the SurfaceView parameters.
// We need to process the size change eventually though and update our EGLSurface.
// So we set the parameters and return so they can be processed on our
// next iteration.
if (Thread.currentThread() == this) {
return;
}
sGLThreadManager.notifyAll();
// Wait for thread to react to resize and render a frame
while (!mExited && !mPaused && !mRenderComplete
&& ableToDraw()) {
if (LOG_SURFACE) {
Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId());
}
try {
sGLThreadManager.wait();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}
public void requestExitAndWait() {
// don't call this from GLThread thread or it is a guaranteed
// deadlock!
synchronized (sGLThreadManager) {
mShouldExit = true;
sGLThreadManager.notifyAll();
while (!mExited) {
try {
sGLThreadManager.wait();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}
public void requestReleaseEglContextLocked() {
mShouldReleaseEglContext = true;
sGLThreadManager.notifyAll();
}
/**
* Queue an "event" to be run on the GL rendering thread.
*
* @param r the runnable to be run on the GL rendering thread.
*/
public void queueEvent(Runnable r) {
if (r == null) {
throw new IllegalArgumentException("r must not be null");
}
synchronized (sGLThreadManager) {
mEventQueue.add(r);
sGLThreadManager.notifyAll();
}
}
// Once the thread is started, all accesses to the following member
// variables are protected by the sGLThreadManager monitor
private boolean mShouldExit;
private boolean mExited;
private boolean mRequestPaused;
private boolean mPaused;
private boolean mHasSurface;
private boolean mSurfaceIsBad;
private boolean mWaitingForSurface;
private boolean mHaveEglContext;
private boolean mHaveEglSurface;
private boolean mFinishedCreatingEglSurface;
private boolean mShouldReleaseEglContext;
private int mWidth;
private int mHeight;
private int mRenderMode;
private boolean mRequestRender;
private boolean mWantRenderNotification;
private boolean mRenderComplete;
private ArrayList<Runnable> mEventQueue = new ArrayList<>();
private boolean mSizeChanged = true;
private Runnable mFinishDrawingRunnable = null;
// End of member variables protected by the sGLThreadManager monitor.
private EglHelper mEglHelper;
/**
* Set once at thread construction time, nulled out when the parent view is garbage
* called. This weak reference allows the GLTextureView to be garbage collected while
* the GLThread is still alive.
*/
private WeakReference<GLTextureView> mGLSurfaceViewWeakRef;
}
static class LogWriter extends Writer {
@Override
public void close() {
flushBuilder();
}
@Override
public void flush() {
flushBuilder();
}
@Override
public void write(char[] buf, int offset, int count) {
for (int i = 0; i < count; i++) {
char c = buf[offset + i];
if (c == '\n') {
flushBuilder();
} else {
mBuilder.append(c);
}
}
}
private void flushBuilder() {
if (mBuilder.length() > 0) {
Log.v("GLTextureView", mBuilder.toString());
mBuilder.delete(0, mBuilder.length());
}
}
private StringBuilder mBuilder = new StringBuilder();
}
private void checkRenderThreadState() {
if (mGLThread != null) {
throw new IllegalStateException(
"setRenderer has already been called for this instance.");
}
}
private static class GLThreadManager {
private static String TAG = "GLThreadManager";
public synchronized void threadExiting(GLThread thread) {
if (LOG_THREADS) {
Log.i("GLThread", "exiting tid=" + thread.getId());
}
thread.mExited = true;
notifyAll();
}
/*
* Releases the EGL context. Requires that we are already in the
* sGLThreadManager monitor when this is called.
*/
public void releaseEglContextLocked(GLThread thread) {
notifyAll();
}
}
private static final GLThreadManager sGLThreadManager = new GLThreadManager();
private final WeakReference<GLTextureView> mThisWeakRef =
new WeakReference<GLTextureView>(this);
private GLThread mGLThread;
private Renderer mRenderer;
private boolean mDetached;
private EGLConfigChooser mEGLConfigChooser;
private EGLContextFactory mEGLContextFactory;
private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
private GLWrapper mGLWrapper;
private int mDebugFlags;
private int mEGLContextClientVersion;
private boolean mPreserveEGLContextOnPause;
}
方便的话, 可以提一个 PR, 把你这个例子也放进去~~
方便的话, 可以提一个 PR, 把你这个例子也放进去~~
sure 我整理一下最近提个PR,顺便国庆快乐!
这是我目前的实现,animationMatrix需要API 29才能够使用,不知有没有其他方案可以实现,感谢解答