package com.akshetpandey.rnglesview;

import android.content.Context;
import android.graphics.SurfaceTexture;
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 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;

/**
 * An implementation of SurfaceView that uses the dedicated surface for
 * displaying OpenGL rendering.
 * <p>
 * A GLSurfaceView provides the following features:
 * <p>
 * <ul>
 * <li>Manages a surface, which is a special piece of memory that can be
 * composited into the Android view system.
 * <li>Manages an EGL display, which enables OpenGL to render into a surface.
 * <li>Accepts a user-provided Renderer object that does the actual rendering.
 * <li>Renders on a dedicated thread to decouple rendering performance from the
 * UI thread.
 * <li>Supports both on-demand and continuous rendering.
 * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
 * </ul>
 *
 * <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 GLSurfaceView</h3>
 * <p>
 * Typically you use GLSurfaceView by subclassing it and overriding one or more of the
 * View system input event methods. If your application does not need to override event
 * methods then GLSurfaceView can be used as-is. For the most part
 * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
 * For example, unlike a regular View, drawing is delegated to a separate Renderer object which
 * is registered with the GLSurfaceView
 * using the {@link #setRenderer(Renderer)} call.
 * <p>
 * <h3>Initializing GLSurfaceView</h3>
 * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}.
 * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
 * more of these methods before calling setRenderer:
 * <ul>
 * <li>{@link #setDebugFlags(int)}
 * <li>{@link #setEGLConfigChooser(boolean)}
 * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
 * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
 * <li>{@link #setGLWrapper(GLWrapper)}
 * </ul>
 * <p>
 * <h4>Specifying the android.view.Surface</h4>
 * By default GLSurfaceView 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 many channels of data are present, as
 * well as how many bits are allocated to each channel. Therefore, the first thing
 * GLSurfaceView has to do when starting to render is choose what EGLConfig to use.
 * <p>
 * By default GLSurfaceView 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 GLSurfaceView by calling
 * one or more of the debugging methods {@link #setDebugFlags(int)},
 * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
 * typically they are called before setRenderer so that they take effect immediately.
 * <p>
 * <h4>Setting a Renderer</h4>
 * Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
 * The renderer is
 * responsible for doing the actual OpenGL rendering.
 * <p>
 * <h3>Rendering Mode</h3>
 * Once the renderer is set, you can control whether the renderer draws
 * continuously or on-demand by calling
 * {@link #setRenderMode}. The default is continuous rendering.
 * <p>
 * <h3>Activity Life-cycle</h3>
 * A GLSurfaceView must be notified when to pause and resume rendering. GLSurfaceView clients
 * are required to call {@link #onPause()} when the activity stops and
 * {@link #onResume()} when the activity starts. These calls allow GLSurfaceView to
 * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
 * the OpenGL display.
 * <p>
 * <h3>Handling events</h3>
 * <p>
 * To handle an event you will typically subclass GLSurfaceView and override the
 * appropriate method, just as you would with any other View. However, when handling
 * the event, you may need to communicate with the Renderer object
 * that's running in the rendering thread. You can do this using any
 * standard Java cross-thread communication mechanism. In addition,
 * one relatively easy way to communicate with your renderer is
 * to call
 * {@link #queueEvent(Runnable)}. For example:
 * <pre class="prettyprint">
 * class MyGLSurfaceView extends GLSurfaceView {
 *
 *     private MyRenderer mMyRenderer;
 *
 *     public void start() {
 *         mMyRenderer = ...;
 *         setRenderer(mMyRenderer);
 *     }
 *
 *     public boolean onKeyDown(int keyCode, KeyEvent event) {
 *         if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
 *             queueEvent(new Runnable() {
 *                 // This method will be called on the rendering
 *                 // thread:
 *                 public void run() {
 *                     mMyRenderer.handleDpadCenter();
 *                 }});
 *             return true;
 *         }
 *         return super.onKeyDown(keyCode, event);
 *     }
 * }
 * </pre>
 */
public class GLTextureView extends TextureView implements TextureView.SurfaceTextureListener {
  @Override
  public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) {
    surfaceCreated(surface);
    surfaceChanged(surface, 0, width, height);
  }

  @Override
  public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
    surfaceChanged(surface, 0, width, height);
  }

  @Override
  public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
    surfaceDestroyed(surface);
    return true;
  }

  @Override
  public void onSurfaceTextureUpdated(SurfaceTexture surface) {
//    requestRender();
  }

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

  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 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 "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 GLTextureView(Context context) {
    super(context);
    init();
  }

  /**
   * Standard View constructor. In order to render something, you
   * must call {@link #setRenderer} to register a renderer.
   */
  public GLTextureView(Context context, AttributeSet attrs) {
    super(context, attrs);
    init();
  }

  @Override
  protected void finalize() throws Throwable {
    try {
      if (mGLThread != null) {
        // GLThread may still be running if this view was never
        // attached to a window.
        mGLThread.requestExitAndWait();
      }
    } finally {
      super.finalize();
    }
  }

  private void init() {
    // Install a 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);

    setSurfaceTextureListener(this);
  }

  /**
   * 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 GLSurfaceView is paused and
   * resumed.
   * <p>
   * If set to true, then the EGL context may be preserved when the GLSurfaceView is paused.
   * <p>
   * Prior to API level 11, whether the EGL context is actually preserved or not
   * depends upon whether the Android device can support an arbitrary number of
   * EGL contexts or not. Devices that can only support a limited number of EGL
   * contexts must release the EGL context in order to allow multiple applications
   * to share the GPU.
   * <p>
   * If set to false, the EGL context will be released when the GLSurfaceView is paused,
   * and recreated when the GLSurfaceView is resumed.
   * <p>
   * <p>
   * The default is false.
   *
   * @param preserveOnPause preserve the EGL context when paused
   */
  public void setPreserveEGLContextOnPause(boolean preserveOnPause) {
    mPreserveEGLContextOnPause = preserveOnPause;
  }

  /**
   * @return true if the EGL context will be preserved when paused
   */
  public boolean getPreserveEGLContextOnPause() {
    return mPreserveEGLContextOnPause;
  }

  /**
   * Set the renderer associated with this view. Also starts the thread that
   * will call the renderer, which in turn causes the rendering to start.
   * <p>This method should be called once and only once in the life-cycle of
   * a GLSurfaceView.
   * <p>The following GLSurfaceView methods can only be called <em>before</em>
   * setRenderer is called:
   * <ul>
   * <li>{@link #setEGLConfigChooser(boolean)}
   * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
   * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
   * </ul>
   * <p>
   * The following GLSurfaceView methods can only be called <em>after</em>
   * setRenderer is called:
   * <ul>
   * <li>{@link #getRenderMode()}
   * <li>{@link #onPause()}
   * <li>{@link #onResume()}
   * <li>{@link #queueEvent(Runnable)}
   * <li>{@link #requestRender()}
   * <li>{@link #setRenderMode(int)}
   * </ul>
   *
   * @param renderer the renderer to use to perform OpenGL drawing.
   */
  public void setRenderer(Renderer renderer) {
    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 SurfaceHolder.Callback interface, and is
   * not normally called or subclassed by clients of GLSurfaceView.
   */
  public void surfaceCreated(SurfaceTexture 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(SurfaceTexture 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(SurfaceTexture holder, int format, int w, int h) {
    mGLThread.onWindowResize(w, h);
  }

  /**
   * Pause the rendering thread, optionally tearing down the EGL context
   * depending upon the value of {@link #setPreserveEGLContextOnPause(boolean)}.
   * <p>
   * This method should be called when it is no longer desirable for the
   * GLSurfaceView to continue rendering, such as in response to
   * {@link android.app.Activity#onStop Activity.onStop}.
   * <p>
   * Must not be called before a renderer has been set.
   */
  public void onPause() {
    mGLThread.onPause();
  }

  /**
   * Resumes the rendering thread, re-creating the OpenGL context if necessary. It
   * is the counterpart to {@link #onPause()}.
   * <p>
   * This method should typically be called in
   * {@link android.app.Activity#onStart Activity.onStart}.
   * <p>
   * Must not be called before a renderer has been set.
   */
  public void onResume() {
    mGLThread.onResume();
  }

  /**
   * Queue a runnable to be run on the GL rendering thread. This can be used
   * to communicate with the Renderer on the rendering thread.
   * Must not be called before a renderer has been set.
   *
   * @param r the runnable to be run on the GL rendering thread.
   */
  public void queueEvent(Runnable r) {
    mGLThread.queueEvent(r);
  }

  /**
   * This method is used as part of the View class and is not normally
   * called or subclassed by clients of 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.
   * <p>Typically
   * used for implementing debugging and tracing on top of the default
   * GL interface. You would typically use this by creating your own class
   * that implemented all the GL methods by delegating to another GL instance.
   * Then you could add your own behavior before or after calling the
   * delegate. All the GLWrapper would do was instantiate and return the
   * wrapper GL instance:
   * <pre class="prettyprint">
   * class MyGLWrapper implements GLWrapper {
   *     GL wrap(GL gl) {
   *         return new MyGLImplementation(gl);
   *     }
   *     static class MyGLImplementation implements GL,GL10,GL11,... {
   *         ...
   *     }
   * }
   * </pre>
   *
   * @see #setGLWrapper(GLWrapper)
   */
  public interface GLWrapper {
    /**
     * Wraps a gl interface in another gl interface.
     *
     * @param gl a GL interface that is to be wrapped.
     * @return either the input argument or another GL object that wraps the input argument.
     */
    GL wrap(GL gl);
  }

  /**
   * A generic renderer interface.
   * <p>
   * The renderer is responsible for making OpenGL calls to render a frame.
   * <p>
   * GLSurfaceView clients typically create their own classes that implement
   * this interface, and then call {@link GLSurfaceView#setRenderer} to
   * register the renderer with the GLSurfaceView.
   * <p>
   *
   * <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 GLSurfaceView#queueEvent(Runnable)} convenience method.
   * <p>
   * <h3>EGL Context Lost</h3>
   * There are situations where the EGL rendering context will be lost. This
   * typically happens when device wakes up after going to sleep. When
   * the EGL context is lost, all OpenGL resources (such as textures) that are
   * associated with that context will be automatically deleted. In order to
   * keep rendering correctly, a renderer must recreate any lost resources
   * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
   * is a convenient place to do this.
   *
   * @see #setRenderer(Renderer)
   */
  public 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 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.
   * <p>
   * 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.
   * <p>
   * This interface must be implemented by clients wishing to call
   * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
   */
  public interface EGLConfigChooser {
    /**
     * Choose a configuration from the list. Implementors typically
     * implement this method by calling
     * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
     * EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
     *
     * @param egl     the EGL10 for the current display.
     * @param display the current display.
     * @return the chosen configuration.
     */
    EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
  }

  private abstract class BaseConfigChooser
          implements EGLConfigChooser {
    public BaseConfigChooser(int[] configSpec) {
      mConfigSpec = filterConfigSpec(configSpec);
    }

    public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
      int[] num_config = new int[1];
      if (!egl.eglChooseConfig(display, mConfigSpec, null, 0,
              num_config)) {
        throw new IllegalArgumentException("eglChooseConfig failed");
      }
      int numConfigs = num_config[0];
      if (numConfigs <= 0) {
        throw new IllegalArgumentException(
                "No configs match configSpec");
      }
      EGLConfig[] configs = new EGLConfig[numConfigs];
      if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
              num_config)) {
        throw new IllegalArgumentException("eglChooseConfig#2 failed");
      }
      EGLConfig config = chooseConfig(egl, display, configs);
      if (config == null) {
        throw new IllegalArgumentException("No config chosen");
      }
      return config;
    }

    abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
                                    EGLConfig[] configs);

    protected int[] mConfigSpec;

    private int[] filterConfigSpec(int[] configSpec) {
      if (mEGLContextClientVersion != 2 && mEGLContextClientVersion != 3) {
        return configSpec;
      }
      /* We know none of the subclasses define EGL_RENDERABLE_TYPE.
       * And we know the configSpec is well formed.
       */
      int len = configSpec.length;
      int[] newConfigSpec = new int[len + 2];
      System.arraycopy(configSpec, 0, newConfigSpec, 0, len - 1);
      newConfigSpec[len - 1] = EGL10.EGL_RENDERABLE_TYPE;
      if (mEGLContextClientVersion == 2) {
        newConfigSpec[len] = EGL14.EGL_OPENGL_ES2_BIT;  /* EGL_OPENGL_ES2_BIT */
      } else {
        newConfigSpec[len] = EGLExt.EGL_OPENGL_ES3_BIT_KHR; /* EGL_OPENGL_ES3_BIT_KHR */
      }
      newConfigSpec[len + 1] = EGL10.EGL_NONE;
      return newConfigSpec;
    }
  }

  /**
   * Choose a configuration with exactly the specified r,g,b,a sizes,
   * and at least the specified depth and stencil sizes.
   */
  private class ComponentSizeChooser extends BaseConfigChooser {
    public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
                                int alphaSize, int depthSize, int stencilSize) {
      super(new int[]{
              EGL10.EGL_RED_SIZE, redSize,
              EGL10.EGL_GREEN_SIZE, greenSize,
              EGL10.EGL_BLUE_SIZE, blueSize,
              EGL10.EGL_ALPHA_SIZE, alphaSize,
              EGL10.EGL_DEPTH_SIZE, depthSize,
              EGL10.EGL_STENCIL_SIZE, stencilSize,
              EGL10.EGL_NONE});
      mValue = new int[1];
      mRedSize = redSize;
      mGreenSize = greenSize;
      mBlueSize = blueSize;
      mAlphaSize = alphaSize;
      mDepthSize = depthSize;
      mStencilSize = stencilSize;
    }

    @Override
    public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
                                  EGLConfig[] configs) {
      for (EGLConfig config : configs) {
        int d = findConfigAttrib(egl, display, config,
                EGL10.EGL_DEPTH_SIZE, 0);
        int s = findConfigAttrib(egl, display, config,
                EGL10.EGL_STENCIL_SIZE, 0);
        if ((d >= mDepthSize) && (s >= mStencilSize)) {
          int r = findConfigAttrib(egl, display, config,
                  EGL10.EGL_RED_SIZE, 0);
          int g = findConfigAttrib(egl, display, config,
                  EGL10.EGL_GREEN_SIZE, 0);
          int b = findConfigAttrib(egl, display, config,
                  EGL10.EGL_BLUE_SIZE, 0);
          int a = findConfigAttrib(egl, display, config,
                  EGL10.EGL_ALPHA_SIZE, 0);
          if ((r == mRedSize) && (g == mGreenSize)
                  && (b == mBlueSize) && (a == mAlphaSize)) {
            return config;
          }
        }
      }
      return null;
    }

    private int findConfigAttrib(EGL10 egl, EGLDisplay display,
                                 EGLConfig config, int attribute, int defaultValue) {
      if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
        return mValue[0];
      }
      return defaultValue;
    }

    private int[] mValue;
    // Subclasses can adjust these values:
    protected int mRedSize;
    protected int mGreenSize;
    protected int mBlueSize;
    protected int mAlphaSize;
    protected int mDepthSize;
    protected int mStencilSize;
  }

  /**
   * This class will choose a RGB_888 surface with
   * or without a depth buffer.
   */
  private class SimpleEGLConfigChooser extends ComponentSizeChooser {
    public SimpleEGLConfigChooser(boolean withDepthBuffer) {
      super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0);
    }
  }

  /**
   * An EGL helper class.
   */
  private static class EglHelper {
    public EglHelper(WeakReference<GLTextureView> glSurfaceViewWeakRef) {
      mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
    }

    /**
     * Initialize EGL for a given configuration spec.
     *
     * @param configSpec
     */
    public void start() {
      if (LOG_EGL) {
        Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId());
      }
      /*
       * Get an EGL instance
       */
      mEgl = (EGL10) EGLContext.getEGL();
      /*
       * Get to the default display.
       */
      mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
      if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
        throw new RuntimeException("eglGetDisplay failed");
      }
      /*
       * We can now initialize EGL for that display
       */
      int[] version = new int[2];
      if (!mEgl.eglInitialize(mEglDisplay, version)) {
        throw new RuntimeException("eglInitialize failed");
      }
      GLTextureView view = mGLSurfaceViewWeakRef.get();
      if (view == null) {
        mEglConfig = null;
        mEglContext = null;
      } else {
        mEglConfig = view.mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
        /*
         * Create an EGL context. We want to do this as rarely as we can, because an
         * EGL context is a somewhat heavy object.
         */
        mEglContext = view.mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig);
      }
      if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
        mEglContext = null;
        throwEglException("createContext");
      }
      if (LOG_EGL) {
        Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId());
      }
      mEglSurface = null;
    }

    /**
     * Create an egl surface for the current SurfaceHolder surface. If a surface
     * already exists, destroy it before creating the new surface.
     *
     * @return true if the surface was created successfully.
     */
    public boolean createSurface() {
      if (LOG_EGL) {
        Log.w("EglHelper", "createSurface()  tid=" + Thread.currentThread().getId());
      }
      /*
       * Check preconditions.
       */
      if (mEgl == null) {
        throw new RuntimeException("egl not initialized");
      }
      if (mEglDisplay == null) {
        throw new RuntimeException("eglDisplay not initialized");
      }
      if (mEglConfig == null) {
        throw new RuntimeException("mEglConfig not initialized");
      }
      /*
       *  The window size has changed, so we need to create a new
       *  surface.
       */
      destroySurfaceImp();
      /*
       * Create an EGL surface we can render into.
       */
      GLTextureView view = mGLSurfaceViewWeakRef.get();
      if (view != null) {
        mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
                mEglDisplay, mEglConfig, view.getSurfaceTexture());
      } else {
        mEglSurface = null;
      }
      if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
        int error = mEgl.eglGetError();
        if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
          Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW.");
        }
        return false;
      }
      /*
       * Before we can issue GL commands, we need to make sure
       * the context is current and bound to a surface.
       */
      if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
        /*
         * Could not make the context current, probably because the underlying
         * SurfaceView surface has been destroyed.
         */
        logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError());
        return false;
      }
      return true;
    }

    /**
     * Create a GL object for the current EGL context.
     *
     * @return
     */
    GL createGL() {
      GL gl = mEglContext.getGL();
      GLTextureView view = mGLSurfaceViewWeakRef.get();
      if (view != null) {
        if (view.mGLWrapper != null) {
          gl = view.mGLWrapper.wrap(gl);
        }
        if ((view.mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
          int configFlags = 0;
          Writer log = null;
          if ((view.mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
            configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
          }
          if ((view.mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
            log = new LogWriter();
          }
          gl = GLDebugHelper.wrap(gl, configFlags, log);
        }
      }
      return gl;
    }

    /**
     * Display the current render surface.
     *
     * @return the EGL error code from eglSwapBuffers.
     */
    public int swap() {
      if (!mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {
        return mEgl.eglGetError();
      }
      return EGL10.EGL_SUCCESS;
    }

    public void destroySurface() {
      if (LOG_EGL) {
        Log.w("EglHelper", "destroySurface()  tid=" + Thread.currentThread().getId());
      }
      destroySurfaceImp();
    }

    private void destroySurfaceImp() {
      if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
        mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
                EGL10.EGL_NO_SURFACE,
                EGL10.EGL_NO_CONTEXT);
        GLTextureView view = mGLSurfaceViewWeakRef.get();
        if (view != null) {
          view.mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
        }
        mEglSurface = null;
      }
    }

    public void finish() {
      if (LOG_EGL) {
        Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId());
      }
      if (mEglContext != null) {
        GLTextureView view = mGLSurfaceViewWeakRef.get();
        if (view != null) {
          view.mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
        }
        mEglContext = null;
      }
      if (mEglDisplay != null) {
        mEgl.eglTerminate(mEglDisplay);
        mEglDisplay = null;
      }
    }

    private void throwEglException(String function) {
      throwEglException(function, mEgl.eglGetError());
    }

    public static void throwEglException(String function, int error) {
      String message = formatEglError(function, error);
      if (LOG_THREADS) {
        Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " "
                + message);
      }
      throw new RuntimeException(message);
    }

    public static void logEglErrorAsWarning(String tag, String function, int error) {
      Log.w(tag, formatEglError(function, error));
    }

    public static String formatEglError(String function, int error) {
      return function + " failed: " + GLTextureView.getErrorString(error);
    }

    private WeakReference<GLTextureView> mGLSurfaceViewWeakRef;
    EGL10 mEgl;
    EGLDisplay mEglDisplay;
    EGLSurface mEglSurface;
    EGLConfig mEglConfig;
    //    @UnsupportedAppUsage
    EGLContext mEglContext;
  }

  /**
   * A generic GL Thread. Takes care of initializing EGL and GL. Delegates
   * to a Renderer instance to do the actual drawing. Can be configured to
   * render continuously or on request.
   * <p>
   * All potentially blocking synchronization is done through the
   * sGLThreadManager object. This avoids multiple-lock ordering issues.
   */
  static class GLThread extends Thread {
    GLThread(WeakReference<GLTextureView> glSurfaceViewWeakRef) {
      super();
      mWidth = 0;
      mHeight = 0;
      mRequestRender = true;
      mRenderMode = RENDERMODE_CONTINUOUSLY;
      mWantRenderNotification = false;
      mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
    }

    @Override
    public void run() {
      setName("GLThread " + getId());
      if (LOG_THREADS) {
        Log.i("GLThread", "starting tid=" + getId());
      }
      try {
        guardedRun();
      } catch (InterruptedException e) {
        // fall thru and exit normally
      } finally {
        sGLThreadManager.threadExiting(this);
      }
    }

    /*
     * This private method should only be called inside a
     * synchronized(sGLThreadManager) block.
     */
    private void stopEglSurfaceLocked() {
      if (mHaveEglSurface) {
        mHaveEglSurface = false;
        mEglHelper.destroySurface();
      }
    }

    /*
     * This private method should only be called inside a
     * synchronized(sGLThreadManager) block.
     */
    private void stopEglContextLocked() {
      if (mHaveEglContext) {
        mEglHelper.finish();
        mHaveEglContext = false;
        sGLThreadManager.releaseEglContextLocked(this);
      }
    }

    private void guardedRun() throws InterruptedException {
      mEglHelper = new EglHelper(mGLSurfaceViewWeakRef);
      mHaveEglContext = false;
      mHaveEglSurface = false;
      mWantRenderNotification = false;
      try {
        GL10 gl = null;
        boolean createEglContext = false;
        boolean createEglSurface = false;
        boolean createGlInterface = false;
        boolean lostEglContext = false;
        boolean sizeChanged = false;
        boolean wantRenderNotification = false;
        boolean doRenderNotification = false;
        boolean askedToReleaseEglContext = false;
        int w = 0;
        int h = 0;
        Runnable event = null;
        Runnable finishDrawingRunnable = null;
        while (true) {
          synchronized (sGLThreadManager) {
            while (true) {
              if (mShouldExit) {
                return;
              }
              if (!mEventQueue.isEmpty()) {
                event = mEventQueue.remove(0);
                break;
              }
              // Update the pause state.
              boolean pausing = false;
              if (mPaused != mRequestPaused) {
                pausing = mRequestPaused;
                mPaused = mRequestPaused;
                sGLThreadManager.notifyAll();
                if (LOG_PAUSE_RESUME) {
                  Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId());
                }
              }
              // Do we need to give up the EGL context?
              if (mShouldReleaseEglContext) {
                if (LOG_SURFACE) {
                  Log.i("GLThread", "releasing EGL context because asked to tid=" + getId());
                }
                stopEglSurfaceLocked();
                stopEglContextLocked();
                mShouldReleaseEglContext = false;
                askedToReleaseEglContext = true;
              }
              // Have we lost the EGL context?
              if (lostEglContext) {
                stopEglSurfaceLocked();
                stopEglContextLocked();
                lostEglContext = false;
              }
              // When pausing, release the EGL surface:
              if (pausing && mHaveEglSurface) {
                if (LOG_SURFACE) {
                  Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
                }
                stopEglSurfaceLocked();
              }
              // When pausing, optionally release the EGL Context:
              if (pausing && mHaveEglContext) {
                GLTextureView view = mGLSurfaceViewWeakRef.get();
                boolean preserveEglContextOnPause = view == null ?
                        false : view.mPreserveEGLContextOnPause;
                if (!preserveEglContextOnPause) {
                  stopEglContextLocked();
                  if (LOG_SURFACE) {
                    Log.i("GLThread", "releasing EGL context because paused tid=" + getId());
                  }
                }
              }
              // Have we lost the SurfaceView surface?
              if ((!mHasSurface) && (!mWaitingForSurface)) {
                if (LOG_SURFACE) {
                  Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId());
                }
                if (mHaveEglSurface) {
                  stopEglSurfaceLocked();
                }
                mWaitingForSurface = true;
                mSurfaceIsBad = false;
                sGLThreadManager.notifyAll();
              }
              // Have we acquired the surface view surface?
              if (mHasSurface && mWaitingForSurface) {
                if (LOG_SURFACE) {
                  Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId());
                }
                mWaitingForSurface = false;
                sGLThreadManager.notifyAll();
              }
              if (doRenderNotification) {
                if (LOG_SURFACE) {
                  Log.i("GLThread", "sending render notification tid=" + getId());
                }
                mWantRenderNotification = false;
                doRenderNotification = false;
                mRenderComplete = true;
                sGLThreadManager.notifyAll();
              }
              if (mFinishDrawingRunnable != null) {
                finishDrawingRunnable = mFinishDrawingRunnable;
                mFinishDrawingRunnable = null;
              }
              // Ready to draw?
              if (readyToDraw()) {
                // If we don't have an EGL context, try to acquire one.
                if (!mHaveEglContext) {
                  if (askedToReleaseEglContext) {
                    askedToReleaseEglContext = false;
                  } else {
                    try {
                      mEglHelper.start();
                    } catch (RuntimeException t) {
                      sGLThreadManager.releaseEglContextLocked(this);
                      throw t;
                    }
                    mHaveEglContext = true;
                    createEglContext = true;
                    sGLThreadManager.notifyAll();
                  }
                }
                if (mHaveEglContext && !mHaveEglSurface) {
                  mHaveEglSurface = true;
                  createEglSurface = true;
                  createGlInterface = true;
                  sizeChanged = true;
                }
                if (mHaveEglSurface) {
                  if (mSizeChanged) {
                    sizeChanged = true;
                    w = mWidth;
                    h = mHeight;
                    mWantRenderNotification = true;
                    if (LOG_SURFACE) {
                      Log.i("GLThread",
                              "noticing that we want render notification tid="
                                      + getId());
                    }
                    // Destroy and recreate the EGL surface.
                    createEglSurface = true;
                    mSizeChanged = false;
                  }
                  mRequestRender = false;
                  sGLThreadManager.notifyAll();
                  if (mWantRenderNotification) {
                    wantRenderNotification = true;
                  }
                  break;
                }
              } else {
                if (finishDrawingRunnable != null) {
                  Log.w(TAG, "Warning, !readyToDraw() but waiting for " +
                          "draw finished! Early reporting draw finished.");
                  finishDrawingRunnable.run();
                  finishDrawingRunnable = null;
                }
              }
              // By design, this is the only place in a GLThread thread where we wait().
              if (LOG_THREADS) {
                Log.i("GLThread", "waiting tid=" + getId()
                        + " mHaveEglContext: " + mHaveEglContext
                        + " mHaveEglSurface: " + mHaveEglSurface
                        + " mFinishedCreatingEglSurface: " + mFinishedCreatingEglSurface
                        + " mPaused: " + mPaused
                        + " mHasSurface: " + mHasSurface
                        + " mSurfaceIsBad: " + mSurfaceIsBad
                        + " mWaitingForSurface: " + mWaitingForSurface
                        + " mWidth: " + mWidth
                        + " mHeight: " + mHeight
                        + " mRequestRender: " + mRequestRender
                        + " mRenderMode: " + mRenderMode);
              }
              sGLThreadManager.wait();
            }
          } // end of synchronized(sGLThreadManager)
          if (event != null) {
            event.run();
            event = null;
            continue;
          }
          if (createEglSurface) {
            if (LOG_SURFACE) {
              Log.w("GLThread", "egl createSurface");
            }
            if (mEglHelper.createSurface()) {
              synchronized (sGLThreadManager) {
                mFinishedCreatingEglSurface = true;
                sGLThreadManager.notifyAll();
              }
            } else {
              synchronized (sGLThreadManager) {
                mFinishedCreatingEglSurface = true;
                mSurfaceIsBad = true;
                sGLThreadManager.notifyAll();
              }
              continue;
            }
            createEglSurface = false;
          }
          if (createGlInterface) {
            gl = (GL10) mEglHelper.createGL();
            createGlInterface = false;
          }
          if (createEglContext) {
            if (LOG_RENDERER) {
              Log.w("GLThread", "onSurfaceCreated");
            }
            GLTextureView view = mGLSurfaceViewWeakRef.get();
            if (view != null) {
              try {
//                Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onSurfaceCreated");
                view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
              } finally {
//                Trace.traceEnd(Trace.TRACE_TAG_VIEW);
              }
            }
            createEglContext = false;
          }
          if (sizeChanged) {
            if (LOG_RENDERER) {
              Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
            }
            GLTextureView view = mGLSurfaceViewWeakRef.get();
            if (view != null) {
              try {
//                Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onSurfaceChanged");
                view.mRenderer.onSurfaceChanged(gl, w, h);
              } finally {
//                Trace.traceEnd(Trace.TRACE_TAG_VIEW);
              }
            }
            sizeChanged = false;
          }
          if (LOG_RENDERER_DRAW_FRAME) {
            Log.w("GLThread", "onDrawFrame tid=" + getId());
          }
          {
            GLTextureView view = mGLSurfaceViewWeakRef.get();
            if (view != null) {
              try {
//                Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onDrawFrame");
                view.mRenderer.onDrawFrame(gl);
                if (finishDrawingRunnable != null) {
                  finishDrawingRunnable.run();
                  finishDrawingRunnable = null;
                }
              } finally {
//                Trace.traceEnd(Trace.TRACE_TAG_VIEW);
              }
            }
          }
          int swapError = mEglHelper.swap();
          switch (swapError) {
            case EGL10.EGL_SUCCESS:
              break;
            case EGL11.EGL_CONTEXT_LOST:
              if (LOG_SURFACE) {
                Log.i("GLThread", "egl context lost tid=" + getId());
              }
              lostEglContext = true;
              break;
            default:
              // Other errors typically mean that the current surface is bad,
              // probably because the SurfaceView surface has been destroyed,
              // but we haven't been notified yet.
              // Log the error to help developers understand why rendering stopped.
              EglHelper.logEglErrorAsWarning("GLThread", "eglSwapBuffers", swapError);
              synchronized (sGLThreadManager) {
                mSurfaceIsBad = true;
                sGLThreadManager.notifyAll();
              }
              break;
          }
          if (wantRenderNotification) {
            doRenderNotification = true;
            wantRenderNotification = false;
          }
        }
      } finally {
        /*
         * clean-up everything...
         */
        synchronized (sGLThreadManager) {
          stopEglSurfaceLocked();
          stopEglContextLocked();
        }
      }
    }

    public boolean ableToDraw() {
      return mHaveEglContext && mHaveEglSurface && readyToDraw();
    }

    private boolean readyToDraw() {
      return (!mPaused) && mHasSurface && (!mSurfaceIsBad)
              && (mWidth > 0) && (mHeight > 0)
              && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY));
    }

    public void setRenderMode(int renderMode) {
      if (!((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY))) {
        throw new IllegalArgumentException("renderMode");
      }
      synchronized (sGLThreadManager) {
        mRenderMode = renderMode;
        sGLThreadManager.notifyAll();
      }
    }

    public int getRenderMode() {
      synchronized (sGLThreadManager) {
        return mRenderMode;
      }
    }

    public void requestRender() {
      synchronized (sGLThreadManager) {
        mRequestRender = true;
        sGLThreadManager.notifyAll();
      }
    }

    public void requestRenderAndNotify(Runnable finishDrawing) {
      synchronized (sGLThreadManager) {
        // If we are already on the GL thread, this means a client callback
        // has caused reentrancy, for example via updating the SurfaceView parameters.
        // We will return to the client rendering code, so here we don't need to
        // do anything.
        if (Thread.currentThread() == this) {
          return;
        }
        mWantRenderNotification = true;
        mRequestRender = true;
        mRenderComplete = false;
        mFinishDrawingRunnable = finishDrawing;
        sGLThreadManager.notifyAll();
      }
    }

    public void surfaceCreated() {
      synchronized (sGLThreadManager) {
        if (LOG_THREADS) {
          Log.i("GLThread", "surfaceCreated tid=" + getId());
        }
        mHasSurface = true;
        mFinishedCreatingEglSurface = false;
        sGLThreadManager.notifyAll();
        while (mWaitingForSurface
                && !mFinishedCreatingEglSurface
                && !mExited) {
          try {
            sGLThreadManager.wait();
          } catch (InterruptedException e) {
            Thread.currentThread().interrupt();
          }
        }
      }
    }

    public void surfaceDestroyed() {
      synchronized (sGLThreadManager) {
        if (LOG_THREADS) {
          Log.i("GLThread", "surfaceDestroyed tid=" + getId());
        }
        mHasSurface = false;
        sGLThreadManager.notifyAll();
        while ((!mWaitingForSurface) && (!mExited)) {
          try {
            sGLThreadManager.wait();
          } catch (InterruptedException e) {
            Thread.currentThread().interrupt();
          }
        }
      }
    }

    public void onPause() {
      synchronized (sGLThreadManager) {
        if (LOG_PAUSE_RESUME) {
          Log.i("GLThread", "onPause tid=" + getId());
        }
        mRequestPaused = true;
        sGLThreadManager.notifyAll();
        while ((!mExited) && (!mPaused)) {
          if (LOG_PAUSE_RESUME) {
            Log.i("Main thread", "onPause waiting for mPaused.");
          }
          try {
            sGLThreadManager.wait();
          } catch (InterruptedException ex) {
            Thread.currentThread().interrupt();
          }
        }
      }
    }

    public void onResume() {
      synchronized (sGLThreadManager) {
        if (LOG_PAUSE_RESUME) {
          Log.i("GLThread", "onResume tid=" + getId());
        }
        mRequestPaused = false;
        mRequestRender = true;
        mRenderComplete = false;
        sGLThreadManager.notifyAll();
        while ((!mExited) && mPaused && (!mRenderComplete)) {
          if (LOG_PAUSE_RESUME) {
            Log.i("Main thread", "onResume waiting for !mPaused.");
          }
          try {
            sGLThreadManager.wait();
          } catch (InterruptedException ex) {
            Thread.currentThread().interrupt();
          }
        }
      }
    }

    public void onWindowResize(int w, int h) {
      synchronized (sGLThreadManager) {
        mWidth = w;
        mHeight = h;
        mSizeChanged = true;
        mRequestRender = true;
        mRenderComplete = false;
        // If we are already on the GL thread, this means a client callback
        // has caused reentrancy, for example via updating the SurfaceView parameters.
        // We need to process the size change eventually though and update our EGLSurface.
        // So we set the parameters and return so they can be processed on our
        // next iteration.
        if (Thread.currentThread() == this) {
          return;
        }
        sGLThreadManager.notifyAll();
        // Wait for thread to react to resize and render a frame
        while (!mExited && !mPaused && !mRenderComplete
                && ableToDraw()) {
          if (LOG_SURFACE) {
            Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId());
          }
          try {
            sGLThreadManager.wait();
          } catch (InterruptedException ex) {
            Thread.currentThread().interrupt();
          }
        }
      }
    }

    public void requestExitAndWait() {
      // don't call this from GLThread thread or it is a guaranteed
      // deadlock!
      synchronized (sGLThreadManager) {
        mShouldExit = true;
        sGLThreadManager.notifyAll();
        while (!mExited) {
          try {
            sGLThreadManager.wait();
          } catch (InterruptedException ex) {
            Thread.currentThread().interrupt();
          }
        }
      }
    }

    public void requestReleaseEglContextLocked() {
      mShouldReleaseEglContext = true;
      sGLThreadManager.notifyAll();
    }

    /**
     * Queue an "event" to be run on the GL rendering thread.
     *
     * @param r the runnable to be run on the GL rendering thread.
     */
    public void queueEvent(Runnable r) {
      if (r == null) {
        throw new IllegalArgumentException("r must not be null");
      }
      synchronized (sGLThreadManager) {
        mEventQueue.add(r);
        sGLThreadManager.notifyAll();
      }
    }

    // Once the thread is started, all accesses to the following member
    // variables are protected by the sGLThreadManager monitor
    private boolean mShouldExit;
    private boolean mExited;
    private boolean mRequestPaused;
    private boolean mPaused;
    private boolean mHasSurface;
    private boolean mSurfaceIsBad;
    private boolean mWaitingForSurface;
    private boolean mHaveEglContext;
    private boolean mHaveEglSurface;
    private boolean mFinishedCreatingEglSurface;
    private boolean mShouldReleaseEglContext;
    private int mWidth;
    private int mHeight;
    private int mRenderMode;
    private boolean mRequestRender;
    private boolean mWantRenderNotification;
    private boolean mRenderComplete;
    private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
    private boolean mSizeChanged = true;
    private Runnable mFinishDrawingRunnable = null;
    // End of member variables protected by the sGLThreadManager monitor.
//    @UnsupportedAppUsage
    private EglHelper mEglHelper;
    /**
     * Set once at thread construction time, nulled out when the parent view is garbage
     * called. This weak reference allows the GLSurfaceView to be garbage collected while
     * the GLThread is still alive.
     */
    private WeakReference<GLTextureView> mGLSurfaceViewWeakRef;
  }

  static class LogWriter extends Writer {
    @Override
    public void close() {
      flushBuilder();
    }

    @Override
    public void flush() {
      flushBuilder();
    }

    @Override
    public void write(char[] buf, int offset, int count) {
      for (int i = 0; i < count; i++) {
        char c = buf[offset + i];
        if (c == '\n') {
          flushBuilder();
        } else {
          mBuilder.append(c);
        }
      }
    }

    private void flushBuilder() {
      if (mBuilder.length() > 0) {
        Log.v("GLSurfaceView", mBuilder.toString());
        mBuilder.delete(0, mBuilder.length());
      }
    }

    private StringBuilder mBuilder = new StringBuilder();
  }

  private void checkRenderThreadState() {
    if (mGLThread != null) {
      throw new IllegalStateException(
              "setRenderer has already been called for this instance.");
    }
  }

  private static class GLThreadManager {
    private static String TAG = "GLThreadManager";

    public synchronized void threadExiting(GLThread thread) {
      if (LOG_THREADS) {
        Log.i("GLThread", "exiting tid=" + thread.getId());
      }
      thread.mExited = true;
      notifyAll();
    }

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

  private static final GLThreadManager sGLThreadManager = new GLThreadManager();
  private final WeakReference<GLTextureView> mThisWeakRef =
          new WeakReference<GLTextureView>(this);
  //  @UnsupportedAppUsage
  private GLThread mGLThread;
  //  @UnsupportedAppUsage
  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;
}
