/* * Copyright (C) 2008 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.opengl; 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; import android.content.Context; import android.content.pm.ConfigurationInfo; import android.os.SystemProperties; import android.os.Trace; import android.util.AttributeSet; import android.util.Log; import android.view.SurfaceHolder; import android.view.SurfaceView; /** * An implementation of SurfaceView that uses the dedicated surface for * displaying OpenGL rendering. *
* A GLSurfaceView provides the following features: *
*
For more information about how to use OpenGL, read the * OpenGL developer guide.
** Typically you use GLSurfaceView by subclassing it and overriding one or more of the * View system input event methods. If your application does not need to override event * methods then GLSurfaceView can be used as-is. For the most part * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing. * For example, unlike a regular View, drawing is delegated to a separate Renderer object which * is registered with the GLSurfaceView * using the {@link #setRenderer(Renderer)} call. *
*
*
*
* By default GLSurfaceView chooses a EGLConfig that has an RGB_888 pixel format, * with at least a 16-bit depth buffer and no stencil. *
* If you would prefer a different EGLConfig * you can override the default behavior by calling one of the * setEGLConfigChooser methods. *
*
*
*
*
*
* To handle an event you will typically subclass GLSurfaceView and override the * appropriate method, just as you would with any other View. However, when handling * the event, you may need to communicate with the Renderer object * that's running in the rendering thread. You can do this using any * standard Java cross-thread communication mechanism. In addition, * one relatively easy way to communicate with your renderer is * to call * {@link #queueEvent(Runnable)}. For example: *
* class MyGLSurfaceView extends GLSurfaceView { * * private MyRenderer mMyRenderer; * * public void start() { * mMyRenderer = ...; * setRenderer(mMyRenderer); * } * * public boolean onKeyDown(int keyCode, KeyEvent event) { * if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) { * queueEvent(new Runnable() { * // This method will be called on the rendering * // thread: * public void run() { * mMyRenderer.handleDpadCenter(); * }}); * return true; * } * return super.onKeyDown(keyCode, event); * } * } ** */ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback { 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 "GLSurfaceView". * * @see #getDebugFlags * @see #setDebugFlags */ public final static int DEBUG_LOG_GL_CALLS = 2; /** * Standard View constructor. In order to render something, you * must call {@link #setRenderer} to register a renderer. */ public GLSurfaceView(Context context) { super(context); init(); } /** * Standard View constructor. In order to render something, you * must call {@link #setRenderer} to register a renderer. */ public GLSurfaceView(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 SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed SurfaceHolder holder = getHolder(); holder.addCallback(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(SurfaceHolder.SURFACE_TYPE_GPU); } /** * Set the glWrapper. If the glWrapper is not null, its * {@link GLWrapper#wrap(GL)} method is called * whenever a surface is created. A GLWrapper can be used to wrap * the GL object that's passed to the renderer. Wrapping a GL * object enables examining and modifying the behavior of the * GL calls made by the renderer. *
* Wrapping is typically used for debugging purposes. *
* The default value is null. * @param glWrapper the new GLWrapper */ public void setGLWrapper(GLWrapper glWrapper) { mGLWrapper = glWrapper; } /** * Set the debug flags to a new value. The value is * constructed by OR-together zero or more * of the DEBUG_CHECK_* constants. The debug flags take effect * whenever a surface is created. The default value is zero. * @param debugFlags the new debug flags * @see #DEBUG_CHECK_GL_ERROR * @see #DEBUG_LOG_GL_CALLS */ public void setDebugFlags(int debugFlags) { mDebugFlags = debugFlags; } /** * Get the current value of the debug flags. * @return the current value of the debug flags. */ public int getDebugFlags() { return mDebugFlags; } /** * Control whether the EGL context is preserved when the GLSurfaceView is paused and * resumed. *
* If set to true, then the EGL context may be preserved when the GLSurfaceView is paused. * Whether the EGL context is actually preserved or not depends upon whether the * Android device that the program is running on 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. *
* If set to false, the EGL context will be released when the GLSurfaceView is paused, * and recreated when the GLSurfaceView is resumed. *
* * 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. *
This method should be called once and only once in the life-cycle of * a GLSurfaceView. *
The following GLSurfaceView methods can only be called before * setRenderer is called: *
* The following GLSurfaceView methods can only be called after * setRenderer is called: *
If this method is * called, it must be called before {@link #setRenderer(Renderer)} * is called. *
* If this method is not called, then by default * a context will be created with no shared context and * with a null attribute list. */ public void setEGLContextFactory(EGLContextFactory factory) { checkRenderThreadState(); mEGLContextFactory = factory; } /** * Install a custom EGLWindowSurfaceFactory. *
If this method is * called, it must be called before {@link #setRenderer(Renderer)} * is called. *
* If this method is not called, then by default * a window surface will be created with a null attribute list. */ public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) { checkRenderThreadState(); mEGLWindowSurfaceFactory = factory; } /** * Install a custom EGLConfigChooser. *
If this method is * called, it must be called before {@link #setRenderer(Renderer)} * is called. *
* If no setEGLConfigChooser method is called, then by default the * view will choose 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. *
If this method is * called, it must be called before {@link #setRenderer(Renderer)} * is called. *
* If no setEGLConfigChooser method is called, then by default the * view will choose 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. *
If this method is * called, it must be called before {@link #setRenderer(Renderer)} * is called. *
* If no setEGLConfigChooser method is called, then by default the * view will choose 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. *
Use this method to create an OpenGL ES 2.0-compatible context. * Example: *
* public MyView(Context context) { * super(context); * setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context. * setRenderer(new MyRenderer()); * } **
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. *
If this method is called, it must be called before {@link #setRenderer(Renderer)} * is called. *
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; } /** * Set the rendering mode. When renderMode is * RENDERMODE_CONTINUOUSLY, the renderer is called * repeatedly to re-render the scene. When renderMode * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY. *
* Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance * by allowing the GPU and CPU to idle when the view does not need to be updated. *
* This method can only be called after {@link #setRenderer(Renderer)} * * @param renderMode one of the RENDERMODE_X constants * @see #RENDERMODE_CONTINUOUSLY * @see #RENDERMODE_WHEN_DIRTY */ public void setRenderMode(int renderMode) { mGLThread.setRenderMode(renderMode); } /** * Get the current rendering mode. May be called * from any thread. Must not be called before a renderer has been set. * @return the current rendering mode. * @see #RENDERMODE_CONTINUOUSLY * @see #RENDERMODE_WHEN_DIRTY */ public int getRenderMode() { return mGLThread.getRenderMode(); } /** * Request that the renderer render a frame. * This method is typically used when the render mode has been set to * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand. * May be called * from any thread. Must not be called before a renderer has been set. */ public void requestRender() { mGLThread.requestRender(); } /** * This method is part of the SurfaceHolder.Callback interface, and is * not normally called or subclassed by clients of GLSurfaceView. */ public void surfaceCreated(SurfaceHolder holder) { mGLThread.surfaceCreated(); } /** * This method is part of the SurfaceHolder.Callback interface, and is * not normally called or subclassed by clients of GLSurfaceView. */ public void surfaceDestroyed(SurfaceHolder holder) { // Surface will be destroyed when we return mGLThread.surfaceDestroyed(); } /** * This method is part of the SurfaceHolder.Callback interface, and is * not normally called or subclassed by clients of GLSurfaceView. */ public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { mGLThread.onWindowResize(w, h); } /** * Inform the view that the activity is paused. The owner of this view must * call this method when the activity is paused. Calling this method will * pause the rendering thread. * Must not be called before a renderer has been set. */ public void onPause() { mGLThread.onPause(); } /** * Inform the view that the activity is resumed. The owner of this view must * call this method when the activity is resumed. Calling this method will * recreate the OpenGL display and resume the rendering * thread. * Must not be called before a renderer has been set. */ public void onResume() { mGLThread.onResume(); } /** * Queue a runnable to be run on the GL rendering thread. This can be used * to communicate with the Renderer on the rendering thread. * Must not be called before a renderer has been set. * @param r the runnable to be run on the GL rendering thread. */ public void queueEvent(Runnable r) { mGLThread.queueEvent(r); } /** * This method is used as part of the View class and is not normally * called or subclassed by clients of GLSurfaceView. */ @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. *
Typically * used for implementing debugging and tracing on top of the default * GL interface. You would typically use this by creating your own class * that implemented all the GL methods by delegating to another GL instance. * Then you could add your own behavior before or after calling the * delegate. All the GLWrapper would do was instantiate and return the * wrapper GL instance: *
* class MyGLWrapper implements GLWrapper { * GL wrap(GL gl) { * return new MyGLImplementation(gl); * } * static class MyGLImplementation implements GL,GL10,GL11,... { * ... * } * } ** @see #setGLWrapper(GLWrapper) */ public interface GLWrapper { /** * Wraps a gl interface in another gl interface. * @param gl a GL interface that is to be wrapped. * @return either the input argument or another GL object that wraps the input argument. */ GL wrap(GL gl); } /** * A generic renderer interface. *
* The renderer is responsible for making OpenGL calls to render a frame. *
* GLSurfaceView clients typically create their own classes that implement * this interface, and then call {@link GLSurfaceView#setRenderer} to * register the renderer with the GLSurfaceView. *
* *
For more information about how to use OpenGL, read the * OpenGL developer guide.
**
* 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. *
* Since this method is called at the beginning of rendering, as well as * every time the EGL context is lost, this method is a convenient place to put * code to create resources that need to be created when the rendering * starts, and that need to be recreated when the EGL context is lost. * Textures are an example of a resource that you might want to create * here. *
* Note that when the EGL context is lost, all OpenGL resources associated * with that context will be automatically deleted. You do not need to call * the corresponding "glDelete" methods such as glDeleteTextures to * manually delete these lost resources. *
* @param gl the GL interface. Use instanceof
to
* test if the interface supports GL11 or higher interfaces.
* @param config the EGLConfig of the created surface. Can be used
* to create matching pbuffers.
*/
void onSurfaceCreated(GL10 gl, EGLConfig config);
/**
* Called when the surface changed size.
*
* Called after the surface is created and whenever * the OpenGL ES surface size changes. *
* Typically you will set your viewport here. If your camera * is fixed then you could also set your projection matrix here: *
* void onSurfaceChanged(GL10 gl, int width, int height) { * gl.glViewport(0, 0, width, height); * // for a fixed camera, set the projection too * float ratio = (float) width / height; * gl.glMatrixMode(GL10.GL_PROJECTION); * gl.glLoadIdentity(); * gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); * } ** @param gl the GL interface. Use
instanceof
to
* test if the interface supports GL11 or higher interfaces.
* @param width
* @param height
*/
void onSurfaceChanged(GL10 gl, int width, int height);
/**
* Called to draw the current frame.
* * This method is responsible for drawing the current frame. *
* The implementation of this method typically looks like this: *
* void onDrawFrame(GL10 gl) { * gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); * //... other gl calls to render the scene ... * } ** @param gl the GL interface. Use
instanceof
to
* test if the interface supports GL11 or higher interfaces.
*/
void onDrawFrame(GL10 gl);
}
/**
* An interface for customizing the eglCreateContext and eglDestroyContext calls.
* * This interface must be implemented by clients wishing to call * {@link GLSurfaceView#setEGLContextFactory(EGLContextFactory)} */ public interface EGLContextFactory { EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig); void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context); } private 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. *
* This interface must be implemented by clients wishing to call * {@link GLSurfaceView#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 SurfaceHolder.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. *
* This interface must be implemented by clients wishing to call
* {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
*/
public interface EGLConfigChooser {
/**
* Choose a configuration from the list. Implementors typically
* implement this method by calling
* {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
* EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
* @param egl the EGL10 for the current display.
* @param display the current display.
* @return the chosen configuration.
*/
EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
}
private 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