package com.rnglmodelview;

import java.io.Writer;
import java.lang.ref.WeakReference;
import java.lang.reflect.Method;
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.annotation.SuppressLint;
import android.content.Context;
import android.content.pm.ConfigurationInfo;
import android.graphics.SurfaceTexture;
import android.graphics.drawable.Drawable;
import android.opengl.EGL14;
import android.opengl.EGLExt;
import android.opengl.GLDebugHelper;
import android.util.AttributeSet;
import android.util.Log;
import android.view.TextureView;
import android.view.TextureView.SurfaceTextureListener;
import android.view.View;

/**
 * Taken from: https://gist.github.com/andreyice/65dc488152ddd6499cca
 * An implementation of SurfaceView that uses the dedicated surface for
 * displaying OpenGL rendering.
 * <p>
 * A GLTextureView provides the following features:
 * <p>
 * <ul>
 * <li>Manages a surface, which is a special piece of memory that can be
 * composited into the Android view system.
 * <li>Manages an EGL display, which enables OpenGL to render into a surface.
 * <li>Accepts a user-provided Renderer object that does the actual rendering.
 * <li>Renders on a dedicated thread to decouple rendering performance from the
 * UI thread.
 * <li>Supports both on-demand and continuous rendering.
 * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL
 * calls.
 * </ul>
 *
 * <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>Using GLTextureView</h3>
 * <p>
 * Typically you use GLTextureView 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 GLTextureView can be used as-is. For the most
 * part GLTextureView 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 GLTextureView
 * using the {@link #setRenderer(Renderer)} call.
 * <p>
 * <h3>Initializing GLTextureView</h3>
 * All you have to do to initialize a GLTextureView is call
 * {@link #setRenderer(Renderer)}. However, if desired, you can modify the
 * default behavior of GLTextureView by calling one or more of these methods
 * before calling setRenderer:
 * <ul>
 * <li>{@link #setDebugFlags(int)}
 * <li>{@link #setEGLConfigChooser(boolean)}
 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
 * <li>{@link #setGLWrapper(GLWrapper)}
 * </ul>
 * <p>
 * <h4>Specifying the android.view.Surface</h4>
 * By default GLTextureView will create a PixelFormat.RGB_888 format surface. If
 * a translucent surface is required, call
 * getHolder().setFormat(PixelFormat.TRANSLUCENT). The exact format of a
 * TRANSLUCENT surface is device dependent, but it will be a 32-bit-per-pixel
 * surface with 8 bits per component.
 * <p>
 * <h4>Choosing an EGL Configuration</h4>
 * A given Android device may support multiple EGLConfig rendering
 * configurations. The available configurations may differ in how may channels
 * of data are present, as well as how many bits are allocated to each channel.
 * Therefore, the first thing GLTextureView has to do when starting to render is
 * choose what EGLConfig to use.
 * <p>
 * By default GLTextureView chooses a EGLConfig that has an RGB_888 pixel
 * format, with at least a 16-bit depth buffer and no stencil.
 * <p>
 * If you would prefer a different EGLConfig you can override the default
 * behavior by calling one of the setEGLConfigChooser methods.
 * <p>
 * <h4>Debug Behavior</h4>
 * You can optionally modify the behavior of GLTextureView by calling one or
 * more of the debugging methods {@link #setDebugFlags(int)}, and
 * {@link #setGLWrapper}. These methods may be called before and/or after
 * setRenderer, but typically they are called before setRenderer so that they
 * take effect immediately.
 * <p>
 * <h4>Setting a Renderer</h4>
 * Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
 * The renderer is responsible for doing the actual OpenGL rendering.
 * <p>
 * <h3>Rendering Mode</h3>
 * Once the renderer is set, you can control whether the renderer draws
 * continuously or on-demand by calling {@link #setRenderMode}. The default is
 * continuous rendering.
 * <p>
 * <h3>Activity Life-cycle</h3>
 * A GLTextureView must be notified when the activity is paused and resumed.
 * GLTextureView clients are required to call {@link #onPause()} when the
 * activity pauses and {@link #onResume()} when the activity resumes. These
 * calls allow GLTextureView to pause and resume the rendering thread, and also
 * allow GLTextureView to release and recreate the OpenGL display.
 * <p>
 * <h3>Handling events</h3>
 * <p>
 * To handle an event you will typically subclass GLTextureView and override the
 * appropriate method, just as you would with any other View. However, when
 * handling the event, you may need to communicate with the Renderer object
 * that's running in the rendering thread. You can do this using any standard
 * Java cross-thread communication mechanism. In addition, one relatively easy
 * way to communicate with your renderer is to call
 * {@link #queueEvent(Runnable)}. For example:
 *
 * <pre class="prettyprint">
 * class MyGLTextureView extends GLTextureView {
 *
 *     private MyRenderer mMyRenderer;
 *
 *     public void start() {
 *         mMyRenderer = ...;
 *         setRenderer(mMyRenderer);
 *     }
 *
 *     public boolean onKeyDown(int keyCode, KeyEvent event) {
 *         if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
 *             queueEvent(new Runnable() {
 *
 *                 // This method will be called on the rendering
 *                 // thread:
 *                 public void run() {
 *                     mMyRenderer.handleDpadCenter();
 *                 }
 *             });
 *             return true;
 *         }
 *         return super.onKeyDown(keyCode, event);
 *     }
 * }
 * </pre>
 *
 */
public class GLTextureView extends TextureView implements SurfaceTextureListener {

  private final static String  TAG                     = "GLTextureView";
  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;
  private static int           sGLESVersion;

  /**
   * 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() {

    sGLESVersion = getInt(getContext(), "ro.opengles.version", ConfigurationInfo.GL_ES_VERSION_UNDEFINED);

    // Install a SurfaceTexture.Callback so we get notified when the
    // underlying surface is created and destroyed
    //SurfaceTexture 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(SurfaceTexture.SURFACE_TYPE_GPU);

    setSurfaceTextureListener(this);

    this.addOnLayoutChangeListener(new OnLayoutChangeListener() {

      @Override
      public void onLayoutChange(View v, int left, int top, int right, int bottom, int oldLeft, int oldTop, int oldRight, int oldBottom) {
        surfaceChanged(getSurfaceTexture(), 0, right - left, bottom - top);
      }
    });

  }

  @SuppressLint("UseValueOf")
  @SuppressWarnings("unchecked")
  public static Integer getInt(Context context, String key, int def) throws IllegalArgumentException {

    Integer ret = def;

    try {

      ClassLoader cl = context.getClassLoader();
      @SuppressWarnings("rawtypes")
      Class SystemProperties = cl.loadClass("android.os.SystemProperties");

      //Parameters Types
      @SuppressWarnings("rawtypes")
      Class[] paramTypes = new Class[2];
      paramTypes[0] = String.class;
      paramTypes[1] = int.class;

      Method getInt = SystemProperties.getMethod("getInt", paramTypes);

      //Parameters
      Object[] params = new Object[2];
      params[0] = new String(key);
      params[1] = new Integer(def);

      ret = (Integer) getInt.invoke(SystemProperties, params);

    } catch (IllegalArgumentException iAE) {
      throw iAE;
    } catch (Exception e) {
      ret = def;
    }

    return ret;

  }

  /**
   * 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. 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.
   * <p>
   * If set to false, the EGL context will be released when the GLTextureView
   * is paused, and recreated when the GLTextureView is resumed.
   * <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;
  }

  /**
   * Set the rendering mode. When renderMode is RENDERMODE_CONTINUOUSLY, the
   * renderer is called repeatedly to re-render the scene. When renderMode is
   * RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface is
   * created, or when {@link #requestRender} is called. Defaults to
   * RENDERMODE_CONTINUOUSLY.
   * <p>
   * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system
   * performance by allowing the GPU and CPU to idle when the view does not
   * need to be updated.
   * <p>
   * This method can only be called after {@link #setRenderer(Renderer)}
   *
   * @param renderMode
   *            one of the RENDERMODE_X constants
   * @see #RENDERMODE_CONTINUOUSLY
   * @see #RENDERMODE_WHEN_DIRTY
   */
  public void setRenderMode(int renderMode) {
    mGLThread.setRenderMode(renderMode);
  }

  /**
   * Get the current rendering mode. May be called from any thread. Must not
   * be called before a renderer has been set.
   *
   * @return the current rendering mode.
   * @see #RENDERMODE_CONTINUOUSLY
   * @see #RENDERMODE_WHEN_DIRTY
   */
  public int getRenderMode() {
    return mGLThread.getRenderMode();
  }

  /**
   * Request that the renderer render a frame. This method is typically used
   * when the render mode has been set to {@link #RENDERMODE_WHEN_DIRTY}, so
   * that frames are only rendered on demand. May be called from any thread.
   * Must not be called before a renderer has been set.
   */
  public void requestRender() {
    mGLThread.requestRender();
  }

  /**
   * This method is part of the SurfaceTexture.Callback interface, and is not
   * normally called or subclassed by clients of GLTextureView.
   */
  public void surfaceCreated(SurfaceTexture holder) {
    mGLThread.surfaceCreated();
  }

  /**
   * This method is part of the SurfaceTexture.Callback interface, and is not
   * normally called or subclassed by clients of GLTextureView.
   */
  public void surfaceDestroyed(SurfaceTexture holder) {
    // Surface will be destroyed when we return
    mGLThread.surfaceDestroyed();
  }

  /**
   * This method is part of the SurfaceTexture.Callback interface, and is not
   * normally called or subclassed by clients of GLTextureView.
   */
  public void surfaceChanged(SurfaceTexture 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 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
  public void setBackgroundColor(int color) {
    // Do nothing since TextureView does not support displaying background drawables
  }

  @Override
  public void setBackground(Drawable background) {
    // Do nothing since TextureView does not support displaying background drawables
  }

  @Override
  public void setBackgroundDrawable(Drawable background) {
    // Do nothing since TextureView does not support displaying background drawables
  }

  @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> GLTextureViewWeakRef) {
      mGLTextureViewWeakRef = GLTextureViewWeakRef;
    }

    /**
     * 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 = mGLTextureViewWeakRef.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 = mGLTextureViewWeakRef.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 = mGLTextureViewWeakRef.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 = mGLTextureViewWeakRef.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 = mGLTextureViewWeakRef.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) {
      // CHANGED
      //return function + " failed: " + EGLLogWrapper.getErrorString(error);
      return function + " failed: " + getErrorString(error);
    }


    public static String getErrorString(int error) {
      switch (error) {
        case EGL10.EGL_SUCCESS:
          return "EGL_SUCCESS";
        case EGL10.EGL_NOT_INITIALIZED:
          return "EGL_NOT_INITIALIZED";
        case EGL10.EGL_BAD_ACCESS:
          return "EGL_BAD_ACCESS";
        case EGL10.EGL_BAD_ALLOC:
          return "EGL_BAD_ALLOC";
        case EGL10.EGL_BAD_ATTRIBUTE:
          return "EGL_BAD_ATTRIBUTE";
        case EGL10.EGL_BAD_CONFIG:
          return "EGL_BAD_CONFIG";
        case EGL10.EGL_BAD_CONTEXT:
          return "EGL_BAD_CONTEXT";
        case EGL10.EGL_BAD_CURRENT_SURFACE:
          return "EGL_BAD_CURRENT_SURFACE";
        case EGL10.EGL_BAD_DISPLAY:
          return "EGL_BAD_DISPLAY";
        case EGL10.EGL_BAD_MATCH:
          return "EGL_BAD_MATCH";
        case EGL10.EGL_BAD_NATIVE_PIXMAP:
          return "EGL_BAD_NATIVE_PIXMAP";
        case EGL10.EGL_BAD_NATIVE_WINDOW:
          return "EGL_BAD_NATIVE_WINDOW";
        case EGL10.EGL_BAD_PARAMETER:
          return "EGL_BAD_PARAMETER";
        case EGL10.EGL_BAD_SURFACE:
          return "EGL_BAD_SURFACE";
        case EGL11.EGL_CONTEXT_LOST:
          return "EGL_CONTEXT_LOST";
        default:
          return getHex(error);
      }
    }

    private static String getHex(int value) {
      return "0x" + Integer.toHexString(value);
    }


    private WeakReference<GLTextureView> mGLTextureViewWeakRef;
    EGL10                                mEgl;
    EGLDisplay                           mEglDisplay;
    EGLSurface                           mEglSurface;
    EGLConfig                            mEglConfig;
    EGLContext                           mEglContext;

  }

  /**
   * A generic GL Thread. Takes care of initializing EGL and GL. Delegates to
   * a Renderer instance to do the actual drawing. Can be configured to render
   * continuously or on request.
   *
   * All potentially blocking synchronization is done through the
   * sGLThreadManager object. This avoids multiple-lock ordering issues.
   *
   */
  static class GLThread extends Thread {

    GLThread(WeakReference<GLTextureView> GLTextureViewWeakRef) {
      super();
      mWidth = 0;
      mHeight = 0;
      mRequestRender = true;
      mRenderMode = RENDERMODE_CONTINUOUSLY;
      mGLTextureViewWeakRef = GLTextureViewWeakRef;
    }

    @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);
      }
    }

    private void guardedRun() throws InterruptedException {
      mEglHelper = new EglHelper(mGLTextureViewWeakRef);
      mHaveEglContext = false;
      mHaveEglSurface = 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;

        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 = mGLTextureViewWeakRef.get();
                boolean preserveEglContextOnPause = view == null ? false : view.mPreserveEGLContextOnPause;
                if (!preserveEglContextOnPause || sGLThreadManager.shouldReleaseEGLContextWhenPausing()) {
                  stopEglContextLocked();
                  if (LOG_SURFACE) {
                    Log.i("GLThread", "releasing EGL context because paused tid=" + getId());
                  }
                }
              }

              // When pausing, optionally terminate EGL:
              if (pausing) {
                if (sGLThreadManager.shouldTerminateEGLWhenPausing()) {
                  mEglHelper.finish();
                  if (LOG_SURFACE) {
                    Log.i("GLThread", "terminating EGL 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());
                }
                wantRenderNotification = false;
                doRenderNotification = false;
                mRenderComplete = true;
                sGLThreadManager.notifyAll();
              }

              // Ready to draw?
              if (readyToDraw()) {

                // If we don't have an EGL context, try to acquire one.
                if (!mHaveEglContext) {
                  if (askedToReleaseEglContext) {
                    askedToReleaseEglContext = false;
                  } else if (sGLThreadManager.tryAcquireEglContextLocked(this)) {
                    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;
                    wantRenderNotification = 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();
                  break;
                }
              }

              // 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();

            sGLThreadManager.checkGLDriver(gl);
            createGlInterface = false;
          }

          if (createEglContext) {
            if (LOG_RENDERER) {
              Log.w("GLThread", "onSurfaceCreated");
            }
            GLTextureView view = mGLTextureViewWeakRef.get();
            if (view != null) {
              view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
            }
            createEglContext = false;
          }

          if (sizeChanged) {
            if (LOG_RENDERER) {
              Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
            }
            GLTextureView view = mGLTextureViewWeakRef.get();
            if (view != null) {
              view.mRenderer.onSurfaceChanged(gl, w, h);
            }
            sizeChanged = false;
          }

          if (LOG_RENDERER_DRAW_FRAME) {
            Log.w("GLThread", "onDrawFrame tid=" + getId());
          }
          {
            GLTextureView view = mGLTextureViewWeakRef.get();
            if (view != null) {
              view.mRenderer.onDrawFrame(gl);
            }
          }
          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;
          }
        }

      } 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 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;
        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                      mRenderComplete;
    private ArrayList<Runnable>          mEventQueue  = new ArrayList<Runnable>();
    private boolean                      mSizeChanged = true;

    // 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> mGLTextureViewWeakRef;

  }

  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;
      if (mEglOwner == thread) {
        mEglOwner = null;
      }
      notifyAll();
    }

    /*
     * Tries once to acquire the right to use an EGL
     * context. Does not block. Requires that we are already
     * in the sGLThreadManager monitor when this is called.
     *
     * @return true if the right to use an EGL context was acquired.
     */
    public boolean tryAcquireEglContextLocked(GLThread thread) {
      if (mEglOwner == thread || mEglOwner == null) {
        mEglOwner = thread;
        notifyAll();
        return true;
      }
      checkGLESVersion();
      if (mMultipleGLESContextsAllowed) {
        return true;
      }
      // Notify the owning thread that it should release the context.
      // TODO: implement a fairness policy. Currently
      // if the owning thread is drawing continuously it will just
      // reacquire the EGL context.
      if (mEglOwner != null) {
        mEglOwner.requestReleaseEglContextLocked();
      }
      return false;
    }

    /*
     * Releases the EGL context. Requires that we are already in the
     * sGLThreadManager monitor when this is called.
     */
    public void releaseEglContextLocked(GLThread thread) {
      if (mEglOwner == thread) {
        mEglOwner = null;
      }
      notifyAll();
    }

    public synchronized boolean shouldReleaseEGLContextWhenPausing() {
      // Release the EGL context when pausing even if
      // the hardware supports multiple EGL contexts.
      // Otherwise the device could run out of EGL contexts.
      return mLimitedGLESContexts;
    }

    public synchronized boolean shouldTerminateEGLWhenPausing() {
      checkGLESVersion();
      return !mMultipleGLESContextsAllowed;
    }

    public synchronized void checkGLDriver(GL10 gl) {
      if (!mGLESDriverCheckComplete) {
        checkGLESVersion();
        String renderer = gl.glGetString(GL10.GL_RENDERER);
        if (mGLESVersion < kGLES_20) {
          mMultipleGLESContextsAllowed = !renderer.startsWith(kMSM7K_RENDERER_PREFIX);
          notifyAll();
        }
        mLimitedGLESContexts = !mMultipleGLESContextsAllowed;
        if (LOG_SURFACE) {
          Log.w(TAG, "checkGLDriver renderer = \"" + renderer + "\" multipleContextsAllowed = " + mMultipleGLESContextsAllowed
            + " mLimitedGLESContexts = " + mLimitedGLESContexts);
        }
        mGLESDriverCheckComplete = true;
      }
    }

    private void checkGLESVersion() {
      if (!mGLESVersionCheckComplete) {
        //mGLESVersion = SystemProperties.getInt("ro.opengles.version", ConfigurationInfo.GL_ES_VERSION_UNDEFINED);
        mGLESVersion = sGLESVersion;   // CHANDED
        if (mGLESVersion >= kGLES_20) {
          mMultipleGLESContextsAllowed = true;
        }
        if (LOG_SURFACE) {
          Log.w(TAG, "checkGLESVersion mGLESVersion =" + " " + mGLESVersion + " mMultipleGLESContextsAllowed = " + mMultipleGLESContextsAllowed);
        }
        mGLESVersionCheckComplete = true;
      }
    }

    /**
     * This check was required for some pre-Android-3.0 hardware. Android
     * 3.0 provides support for hardware-accelerated views, therefore
     * multiple EGL contexts are supported on all Android 3.0+ EGL drivers.
     */
    private boolean             mGLESVersionCheckComplete;
    private int                 mGLESVersion;
    private boolean             mGLESDriverCheckComplete;
    private boolean             mMultipleGLESContextsAllowed;
    private boolean             mLimitedGLESContexts;
    private static final int    kGLES_20               = 0x20000;
    private static final String kMSM7K_RENDERER_PREFIX = "Q3Dimension MSM7500 ";
    private GLThread            mEglOwner;
  }

  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;

  @Override
  public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) {
    Log.d(TAG, "onSurfaceTextureAvailable");
    surfaceCreated(surface);
    surfaceChanged(surface, 0, width, height);
  }

  @Override
  public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
    Log.d(TAG, "onSurfaceTextureSizeChanged");
    surfaceChanged(surface, 0, width, height);
  }

  @Override
  public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
    Log.d(TAG, "onSurfaceTextureDestroyed");
    surfaceDestroyed(surface);
    return true;
  }

  @Override
  public void onSurfaceTextureUpdated(SurfaceTexture surface) {
    Log.d(TAG, "onSurfaceTextureUpdated");
  }

}
