Fix bug 2325244 screen turns black for a brief period of time
The problem was a black first frame when creating a surface, or a garbage frame when the surface was resized. The cause was lack of synchronization between the render thread and the UI thread. The UI thread would typically return before the render thread had a chance to draw its first frame. The fix was to make the UI thread wait until at least one frame had been rendered by the rendering thread. The waiting is done in the surfaceChanged method because we know that surfaceChanged will be called in both the surface created and surface changed cases.
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@@ -1066,6 +1066,8 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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GL10 gl = null;
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boolean createEglSurface = false;
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boolean sizeChanged = false;
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boolean wantRenderNotification = false;
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boolean doRenderNotification = false;
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int w = 0;
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int h = 0;
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Runnable event = null;
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@@ -1111,6 +1113,13 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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sGLThreadManager.notifyAll();
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}
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if (doRenderNotification) {
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wantRenderNotification = false;
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doRenderNotification = false;
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mRenderComplete = true;
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sGLThreadManager.notifyAll();
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}
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// Ready to draw?
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if ((!mPaused) && mHasSurface
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&& (mWidth > 0) && (mHeight > 0)
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@@ -1130,6 +1139,8 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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sizeChanged = true;
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w = mWidth;
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h = mHeight;
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wantRenderNotification = true;
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if (DRAW_TWICE_AFTER_SIZE_CHANGED) {
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// We keep mRequestRender true so that we draw twice after the size changes.
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// (Once because of mSizeChanged, the second time because of mRequestRender.)
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@@ -1187,6 +1198,10 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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Log.i("GLThread", "egl surface lost tid=" + getId());
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}
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}
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if (wantRenderNotification) {
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doRenderNotification = true;
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}
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}
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} finally {
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/*
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@@ -1269,7 +1284,20 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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mHeight = h;
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mSizeChanged = true;
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mRequestRender = true;
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mRenderComplete = false;
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sGLThreadManager.notifyAll();
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// Wait for thread to react to resize and render a frame
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while (! mExited && !mPaused && !mRenderComplete ) {
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if (LOG_SURFACE) {
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Log.i("Main thread", "onWindowResize waiting for render complete.");
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}
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try {
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sGLThreadManager.wait();
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} catch (InterruptedException ex) {
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Thread.currentThread().interrupt();
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}
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}
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}
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}
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@@ -1315,6 +1343,7 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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private int mHeight;
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private int mRenderMode;
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private boolean mRequestRender;
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private boolean mRenderComplete;
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private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
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// End of member variables protected by the sGLThreadManager monitor.
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