GLSurfaceView的简单分析及巧妙借用

Posted 湖广午王

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学习在android中使用OpenGLES,就不得不提到一个控件:GLSurfaceView。本篇博客将介绍GLSurfaceView的基本使用、GLSurfaceView的源码的简单分析,以及使用GLSurfaceView渲染图像到SurfaceView/TextureView或者PBuffer上等。

关于GLSurfaceView

GLSurfaceView继承了SurfaceView,实现了SurfaceHolder.Callback2接口。
SurfaceView在View的基础上是创建了独立的Surface,拥有SurfaceHolder来管理它的Surface,渲染的工作可以不再在主线程中做了。可以通过SurfaceHolder得到Canvas,在单独的线程中,利用Canvas绘制需要显示的内容,然后更新到Surface上。
而GLSurfaceView,它主要是在SurfaceView的基础上实现了一个GLThread(EGLContext创建GL环境所在线程即为GL线程),绘制的工作直接通过OpenGL来进行,绘制的内容默认情况下依旧是绘制到SurfaceView所提供的Surface上。
参照GLSurfaceView的实现,我们可以自行创建GL环境,来进行GL渲染。实现自行制定指定载体、后台渲染等功能。

GLSurfaceView的使用

GLSurfaceView作为一个View,实例化上基本和其他View相当。可以选择在xml布局文件中增加,然后在Java代码中取得它的控制权。也可以在Java代码中直接new,然后呈现出来。GLSurfaceView必须加入到一个布局中,才能正确的使用,否则有可能会造成崩溃
,这和GLSurfaceView的attachToWindow和detachFromWindow中相关操作。
GLSurfaceView具有onResume和onPause两个同Activity及Fragment中的生命周期同名的方法。一般来说,在Activity或者Fragment中的onResume和onPause方法中,需要主动调用GLSurfaceView的实例的这两个方法。
GLSurfaceView的基本使用代码如下:

mGLView= (GLSurfaceView) findViewById(R.id.mGLView);
//GLContext设置为OpenGLES2.0
mGLView.setEGLContextClientVersion(2);
//在setRenderer之前,可以调用以下方法来进行EGL设置
//mGLView.setEGLConfigChooser();    //颜色、深度、模板等等设置
//mGLView.setEGLWindowSurfaceFactory(); //窗口设置
//mGLView.setEGLContextFactory();   //EGLContext设置
//设置渲染器,渲染主要就是由渲染器来决定
mGLView.setRenderer(new GLSurfaceView.Renderer()

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) 
        //todo surface被创建后需要做的处理
    

    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) 
        //todo 渲染窗口大小发生改变的处理
    

    @Override
    public void onDrawFrame(GL10 gl) 
        //todo 执行渲染工作
    
);
/*渲染方式,RENDERMODE_WHEN_DIRTY表示被动渲染,只有在调用requestRender或者onResume等方法时才会进行渲染。RENDERMODE_CONTINUOUSLY表示持续渲染*/
mGLView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);

GLSurfaceView源码分析

GLSurfaceView中,对于GL环境的操作,出queueEvent是将事件放入队列中,到GL线程中执行外,其他方法基本都是在主线程(也可以是其他线程,非当前GLSurfaceView实例的GL线程)中修改某个状态值,然后取消GL线程的等待,在GL线程中根据状态值作相应的操作,并在操作后反馈给调用方法的那个线程,当然有的方法也不需要反馈。
GLSurfaceView主要方法及中文注释如下:

public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback2 

    public final static int RENDERMODE_WHEN_DIRTY = 0;
    public final static int RENDERMODE_CONTINUOUSLY = 1;

    public GLSurfaceView(Context context) 
        super(context);
        init();
    

    public GLSurfaceView(Context context, AttributeSet attrs) 
        super(context, attrs);
        init();
    

    //调试用的
    public void setDebugFlags(int debugFlags);
    public int getDebugFlags();

    //设置暂停的时候是否保持EglContext
    public void setPreserveEGLContextOnPause(boolean preserveOnPause);
    public boolean getPreserveEGLContextOnPause();

    //设置渲染器,这个非常重要,渲染工作就依靠渲染器了
    //调用此方法会开启一个新的线程,即GL线程
    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();
    

    //设置EGLContext工厂,不设置就用默认的
    public void setEGLContextFactory(EGLContextFactory factory);

    //设置EGLSurface工厂,不设置就用默认的
    public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory);

    //设置EglConfig,一般颜色深度等等,利用此方法设置。不设置就用默认的
    public void setEGLConfigChooser(EGLConfigChooser configChooser);

    //内部调用setEGLConfigChooser
    public void setEGLConfigChooser(boolean needDepth);

    //内部调用setEGLConfigChooser
    public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
            int alphaSize, int depthSize, int stencilSize);

    //设置EGLContextVersion,比如2,即OpenGLES2.0
    public void setEGLContextClientVersion(int version);

    //设置渲染方式,有RENDERMODE_CONTINUOUSLY表示不断渲染
    //以及RENDERMODE_WHEN_DIRTY表示在需要的时候才会渲染
    //渲染的时候要求调用requestRender,必须在setRenderer后调用
    public void setRenderMode(int renderMode);

    public int getRenderMode();

    //主动请求渲染
    public void requestRender();


    public void surfaceCreated(SurfaceHolder holder);

    public void surfaceDestroyed(SurfaceHolder holder);

    public void surfaceChanged(SurfaceHolder holder, int format, int w, int h);

    @Override
    public void surfaceRedrawNeeded(SurfaceHolder holder) 
        if (mGLThread != null) 
            mGLThread.requestRenderAndWait();
        
    

    //生命周期,一般在Activity、Fragment的onPause中调用
    public void onPause();

    //生命周期,一般在Activity、Fragment的onResume中调用
    public void onResume();

    //向GL线程发送一个任务
    public void queueEvent(Runnable r);

    //附加到Window上时被调用,外部不可调用
    protected void onAttachedToWindow();

     //从Window上被移除时调用,外部不可调用
    protected void onDetachedFromWindow();

    //渲染器接口
    public interface Renderer 
        //Surface被创建时被调用,通常在此进行渲染的初始化
        void onSurfaceCreated(GL10 gl, EGLConfig config);
        //Surface大小被改变时被调用
        void onSurfaceChanged(GL10 gl, int width, int height);
        //执行渲染时被调用,以完成用户渲染工作
        void onDrawFrame(GL10 gl);
    

    //非常重要的一个EGL帮助类,GL环境的建立依靠此类
    private static class EglHelper 
        public EglHelper(WeakReference<GLSurfaceView> glSurfaceViewWeakRef) 
            mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
        

        //EGL的初始化,可以参考此方法
        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");
            
            GLSurfaceView 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;
        

        //创建EGLSurface,使GL的渲染,能够渲染到用户指定的Surface
        //默认的Surface就是SurfaceHolder的Surface
        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.
             */
            GLSurfaceView view = mGLSurfaceViewWeakRef.get();
            if (view != null) 
                mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
                        mEglDisplay, mEglConfig, view.getHolder());
             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;
        

        //通过EGL得到GL,然后用户设置了Wrapper的话会给得到的GL做个包装
        //同时也会解析一下用户的Debug意图,看看要不要debug
        GL createGL();

        //绘制完成之后,调用此方法,将绘制的内容输出到前台,让用户可以看到
        public int swap();

        //销毁Surface的方法,具体实现在destroySurfaceImp方法中
        public void destroySurface();

        //销毁GL环境
        public void finish();

    

    //GL线程,此类中存在的方法,GLSurfaceView中有同名的,
    //基本都是提供给GLSurfaceView作为真正的实现调用
    static class GLThread extends Thread 

        //销毁EglSurface
        private void stopEglSurfaceLocked();

        //销毁EglContext
        private void stopEglContextLocked();

        //GL线程的主要逻辑都在这个方法里面,这个方法比较复杂
        //GLSurfaceView的核心就在这个里面了,最后在单独分析这个里面的逻辑
        private void guardedRun() throws InterruptedException;

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

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

        //设置渲染方法,见GLSurfaceView的setRenderMode
        public void setRenderMode(int renderMode);

        public int getRenderMode();

        //请求一次渲染
        public void requestRender();

        //请求一次渲染,并等待渲染完成
        public void requestRenderAndWait();

        //创建Surface
        public void surfaceCreated();

        //销毁Surface
        public void surfaceDestroyed();

        public void onPause();
        public void onResume();

        //Surface的大小被改变时调用
        public void onWindowResize(int w, int h);

        //请求退出渲染线程,并等待退出
        public void requestExitAndWait();

        //请求是否EglContext
        public void requestReleaseEglContextLocked();

        //向GL线程发送一个任务
        public void queueEvent(Runnable r);

    

    //debug使用的
    static class LogWriter extends Writer 

    


    //很多方法都会调用此方法,会检查mGLThread不为null
    //即保证调用此方法的方法,必须在setRenderer之前调用
    private void checkRenderThreadState();

    //主要就是用来做同步用的,利用Object的wait和notifyAll
    private static class GLThreadManager 

    


渲染的主要逻辑在GLThread的guardedRun()方法中,对guardedRun()方法梳理下。

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;

        while (true) 
            synchronized (sGLThreadManager) 
                while (true) 
                    //外部请求退出GL线程
                    if (mShouldExit) 
                        return;
                    

                    /*外部请求在GL线程中处理的事件没有处理完时,就优先处理这些事件*/
                    if (! mEventQueue.isEmpty()) 
                        event = mEventQueue.remove(0);
                        break;
                    

                    //暂停和恢复状态变化时,onResume和onPause状态变化
                    boolean pausing = false;
                    if (mPaused != mRequestPaused) 
                        pausing = mRequestPaused;
                        mPaused = mRequestPaused;
                        /*GLSurfaceView的onPause和onResume都会用wait方法等待GL线程的响应,这时候主线程阻塞。此处调用notifyAll通知onPause和onResume,放弃主线程的阻塞。GLSurfaceView中其他很多方法也存在wait方法,基本与此类似
                        */
                        sGLThreadManager.notifyAll();
                        if (LOG_PAUSE_RESUME) 
                            Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId());
                        
                    

                    // 需要释放EglContext时候执行的工作
                    if (mShouldReleaseEglContext) 
                        if (LOG_SURFACE) 
                            Log.i("GLThread", "releasing EGL context because asked to tid=" + getId());
                        
                        stopEglSurfaceLocked();
                        stopEglContextLocked();
                        mShouldReleaseEglContext = false;
                        askedToReleaseEglContext = true;
                    

                    // EglContext丢失时,销毁EglSurface和EglContext
                    if (lostEglContext) 
                        stopEglSurfaceLocked();
                        stopEglContextLocked();
                        lostEglContext = false;
                    

                    //接收了暂停信号,而且当前EglSurface存在时,销毁EglSurface
                    if (pausing && mHaveEglSurface) 
                        if (LOG_SURFACE) 
                            Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
                        
                        stopEglSurfaceLocked();
                    

                    /*接收了暂停信号,而且当前EglContext存在时,根据用户设置,来决定是否销毁EglContext*/
                    if (pausing && mHaveEglContext) 
                        GLSurfaceView 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());
                            
                        
                    

                    /*Surface不存在(不是EglSurface),而且当前并没有在等待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();
                    

                    // Surface存在,而且在等待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();
                    

                    // 当前环境准备好了渲染执行,否则进入下一轮等待及判断
                    if (readyToDraw()) 

                        // 没有EglContext就需要借助EglHelper来创建EglContext
                        if (! mHaveEglContext) 
                            if (askedToReleaseEglContext) 
                                askedToReleaseEglContext = false;
                             else 
                                try 
                                    mEglHelper.start();
                                 catch (RuntimeException t) 
                                    sGLThreadManager.releaseEglContextLocked(this);
                                    throw t;
                                
                                mHaveEglContext = true;
                                createEglContext = true;

                                sGLThreadManager.notifyAll();
                            
                        

                        /*有了EglContext,但是没有EglSurface,就需要设置一些状态,以便后续操作*/
                        if (mHaveEglContext && !mHaveEglSurface) 
                            mHaveEglSurface = true;
                            createEglSurface = true;
                            createGlInterface = true;
                            sizeChanged = true;
                        

                        /*有eglSurface时,需要判断是否需要执行surface sizechange*/
                        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;
                            
                            //注意此处break,跳出等待的循环
                            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();
                
             

            /*外部请求在GL线程中处理的事件没有处理完时,就优先处理这些事件*/
            if (event != null) 
                event.run();
                event = null;
                continue;
            


            //后续就是根据上面的判断设置,来执行相应的操作
            if (createEglSurface) 
                if (LOG_SURFACE) 
                    Log.w("GLThread", "egl createSurface");
                
                //创建EglSurface
                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");
                
                GLSurfaceView view = mGLSurfaceViewWeakRef.get();
                if (view != null) 
                    try 
                        Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onSurfaceCreated");
                        //调用GLSurfaceView设置的renderer的onSurfceCreated方法
                        view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
                     finally 
                        Trace.traceEnd(Trace.TRACE_TAG_VIEW);
                    
                
                createEglContext = false;
            

            //surface大小被改变
            if (sizeChanged) 
                if (LOG_RENDERER) 
                    Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
                
                GLSurfaceView 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());
            
            //每帧绘制
            
                GLSurfaceView view = mGLSurfaceViewWeakRef.get();
                if (view != null) 
                    try 
                        Trace.traceBegin(Trace.TRACE_TAG_VIEW, "onDrawFrame");
                        view.mRenderer.onDrawFrame(gl);
                     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:
                    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();
        
    

SurfaceView/TextureView或Pbuffer上的OpenGLES渲染

根据上面的分析,我们知道,GLSurfaceView有setEGLWindowSurfaceFactory借助此方法,我们可以将图像渲染到其他的地方,比如我们创建一个如下的自定义GLSurfaceView,就可以将图像渲染到外部指定surface上。但是遗憾的是,在某些手机上,这种方式会失效。

private class GLView extends GLSurfaceView

    public GLView(Context context) 
        super(context);
        init();
    

    private void init()
        getHolder().addCallback(null);
        setEGLWindowSurfaceFactory(new GLSurfaceView.EGLWindowSurfaceFactory() 
            @Override
            public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig
                config, Object window) 
                return egl.eglCreateWindowSurface(display,config,surface,null);
            

            @Override
            public void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface) 
                egl.eglDestroySurface(display, surface);
            
        );
        setEGLContextClientVersion(2);
        setRenderer(TextureController.this);
        setRenderMode(RENDERMODE_WHEN_DIRTY);
        setPreserveEGLContextOnPause(true);
    

    public void attachedToWindow()
        super.onAttachedToWindow();
    

    public void detachedFromWindow()
        super.onDetachedFromWindow();
    

那么如何办呢?我们可以新建一个类GLEnvironment,将GLSurfaceView内容全部复制出来,然后取消其继承和接口实现,将所有报错的代码删除掉,这样就相当于剔除了GLSurfaceView的SurfaceView而保留了它的GL环境,我们可以使用GLEnvironment来进行渲染,并自由的指定渲染载体,可以是SurfaceView/TextureView或Pbuffer,也可以是Pixmap。
同样是利用setEGLWindowSurfaceFactory方法来设置,当然可以改个名字更为贴切,比如setEGLSurfaceFactory,如下:

mEnv.setEGLSurfaceFactory(new GLEnvironment.EGLSurfaceFactory() 
    @Override
    public EGLSurface createSurface(EGL10 egl, EGLDisplay display, EGLConfig config, Object nativeWindow) 
        /*使用SurfaceView或者TextureView,customWindow可以为SurfaceTexture\\SurfaceHolder或者Surface等*/
        egl.eglCreateWindowSurface(display,config,customWindow,null);
        //使用pbuffer
        //reture egl.eglCreatePbufferSurface();
        //使用pixmap
        //return egl.eglCreatePixmapSurface();
    

    @Override
    public void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface) 
         egl.eglDestroySurface(display,surface);
    
);

具体代码请参考AndroidOpenGLDemo,在其中搜索GLEnvironment。

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