wysaid / android-gpuimage-plus

Android Image & Camera Filters Based on OpenGL.
MIT License
1.82k stars 476 forks source link

大师兄你好,我想使用矩阵对ImageGLSurfaceView中的图片进行缩放旋转平移等操作,我该如何实现呢? #533

Closed phcbest closed 2 months ago

phcbest commented 2 months ago
class ObjRemImageView(context: Context?, attrs: AttributeSet? = null) : ImageGLSurfaceView(context, attrs) {

    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)
            animationMatrix = finalMatrix
        }

    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("")
        }
    }
}

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

phcbest commented 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

wysaid commented 2 months ago

可以把 SurfaceView 改成 TextureView, 就也能支持这些操作了

phcbest commented 2 months ago

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

phcbest commented 2 months ago

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;
}
wysaid commented 2 months ago

方便的话, 可以提一个 PR, 把你这个例子也放进去~~

phcbest commented 2 months ago

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!