Reply from one of our graphics engineers:
Thanks for the thorough bug report and analysis and suggested work-around!
For what it's worth, this portion of GLSurfaceView has been rewritten for a
post-2.0 version of Android. The new version uses a single wait() loop for
all the different reasons GLSurfaceView needs to wait, so the mPaused change
will no longer be lost.
On Sat, Nov 21, 2009 at 11:24 PM, tomei.ninge...@gmail.com
tomei.ninge...@gmail.com wrote:
My OpenGL app animates only every now and then, so I decided to use
RENDERMODE_WHEN_DIRTY to save some battery life. However, I found that
when I go to Home Screen and return to my app, I often get a black
screen, and I see this in logcat:
E/SurfaceComposerClient( 6055): using an invalid surface id=1,
identity=735 should be 738
This seems to be caused by this code in GLSurfaceView (1.6 here, but
2.0 has same problem):
synchronized (this) {
if (mPaused) {
mEglHelper.finish();
needStart = true;
}
while (needToWait()) {
wait();
}
...
}
if (needStart) {
mEglHelper.start();
..
If I use RENDERMODE_WHEN_DIRTY, I will be stuck inside the wait()
call. When my app is paused/resumed, GLSurfaceView.{onPause,onResume}
will be called, by the change in mPaused will be lost. So when wait()
finally finishes, the mEglHelper.finish() and mEglHelper.start() lines
are not executed, and I end up drawing into the wrong surface.
The work around is simple but a bit ugly:
public MyView() {
super();
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
public void onResume() {
super.onResume();
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
requestRender();
}
public void onPause() {
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
android.os.SystemClock.sleep(60);
super.onPause();
}
The trick is to temporarily get the GLSurfaceView to run in
RENDERMODE_CONTINUOUSLY. I found the sleep(60) to be necessary to
avoid race conditions that somehow left me hanging inside the wait()
but I am not sure if this is 100% scientific.
Anyway, cheers, and save a few battery bars!
P.S., I found this to be somewhat disconcerting ... as the longevity
of this bug shows not too many people are trying to use OpenGL to make
their UI faster -- and battery efficient. This probably means that
iPhone apps will continue to look-and-feel better than Android for
quite some time :-(
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Dianne Hackborn
Android framework engineer
hack...@android.com
Note: please don't send private questions to me, as I don't have time to
provide private support, and so won't reply to such e-mails. All such
questions should be posted on public forums, where I and others can see and
answer them.
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