package com.example.datalibrary.deptrum.openglhelper;
import android.app.Activity;
import android.app.ActivityManager;
import android.app.AlertDialog;
import android.app.Dialog;
import android.content.Context;
import android.content.DialogInterface;
import android.content.pm.ConfigurationInfo;
import android.opengl.GLES20;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.util.Arrays;
/**
 *
 */
public class YUVRendThread extends BaseOpenglRenderThread {
    private GLFrameRenderer glFrameRenderer;
    public YUVRendThread(String name, SurfaceView mSurfaceView) {
        super(name, mSurfaceView);
        tAG = YUVRendThread.class.getSimpleName();
        glFrameRenderer = new GLFrameRenderer();
        mSurfaceView.getHolder().addCallback(glFrameRenderer);
        glFrameRenderer.setResolution(640, 480);
        glFrameRenderer.setDisplayOrientation(0);
        glFrameRenderer.displayMirror(false);
        glFrameRenderer.creatBuffer(640, 480);
    }
    @Override
    protected void creatProgram() {
        if (glFrameRenderer != null) {
            glFrameRenderer.creatProgram();
        }
    }
    @Override
    protected void draw() {
        if (glFrameRenderer != null) {
            glFrameRenderer.onDrawFrame();
        }
    }
    public void update(byte[] yuv420p) {
        if (glFrameRenderer != null) {
            glFrameRenderer.update(yuv420p);
            notifyDraw();
        }
    }
    public static class GLProgram {
        private static final String VERTEX_SHADER =
                "uniform mat4 uMVPMatrix;\n"
                        + "attribute vec4 vPosition;\n"
                        + "attribute vec2 a_texCoord;\n"
                        + "varying vec2 tc;\n"
                        + "void main() {\n"
                        + "gl_Position = uMVPMatrix * vPosition;\n"
                        + "tc = a_texCoord;\n"
                        + "}\n";
        private static final String FRAGMENT_SHADER =
                "precision mediump float;\n"
                        + "uniform sampler2D tex_y;\n"
                        + "uniform sampler2D tex_u;\n"
                        + "uniform sampler2D tex_v;\n"
                        + "varying vec2 tc;\n"
                        + "void main() {\n"
                        + "vec4 c = vec4((texture2D(tex_y, tc).r - 16./255.) * 1.164);\n"
                        + "vec4 U = vec4(texture2D(tex_u, tc).r - 128./255.);\n"
                        + "vec4 V = vec4(texture2D(tex_v, tc).r - 128./255.);\n"
                        + "c += V * vec4(1.596, -0.813, 0, 0);\n"
                        + "c += U * vec4(0, -0.392, 2.017, 0);\n"
                        + "c.a = 1.0;\n"
                        + "gl_FragColor = c;\n"
                        + "}\n";
        private float[] mViewMatrix = new float[16];
        private int mVPMatrixHandle = -1;
        static float[] s0Matrix = {
                1.0f, 0.0f, 0f, 0.0f,
                0.0f, 1.0f, 0.0f, 0.0f,
                0.0f, 0.0f, 1.0f, 0.0f,
                0.0f, 0.0f, 0.0f, 1.0f,
        };
        static float[] s0MirrorMatrix = {
                -1.0f, 0.0f, 0f, 0.0f,
                0.0f, 1.0f, 0.0f, 0.0f,
                0.0f, 0.0f, 1.0f, 0.0f,
                0.0f, 0.0f, 0.0f, 1.0f,
        };
        static float[] s90Matrix = {
                0.0f, -1.0f, 0f, 0.0f,
                1.0f, 0.0f, 0.0f, 0.0f,
                0.0f, 0.0f, 1.0f, 0.0f,
                0.0f, 0.0f, 0.0f, 1.0f,
        };
        static float[] s90MirrorMatrix = {
                0.0f, -1.0f, 0f, 0.0f,
                -1.0f, 0.0f, 0.0f, 0.0f,
                0.0f, 0.0f, 1.0f, 0.0f,
                0.0f, 0.0f, 0.0f, 1.0f,
        };
        static float[] s180Matrix = {
                -1.0f, 0.0f, 0f, 0.0f,
                0.0f, -1.0f, 0.0f, 0.0f,
                0.0f, 0.0f, 1.0f, 0.0f,
                0.0f, 0.0f, 0.0f, 1.0f,
        };
        static float[] s180MirrorMatrix = {
                1.0f, 0.0f, 0f, 0.0f,
                0.0f, -1.0f, 0.0f, 0.0f,
                0.0f, 0.0f, 1.0f, 0.0f,
                0.0f, 0.0f, 0.0f, 1.0f,
        };
        static float[] s270Matrix = {
                0.0f, 1.0f, 0f, 0.0f,
                -1.0f, 0.0f, 0.0f, 0.0f,
                0.0f, 0.0f, 1.0f, 0.0f,
                0.0f, 0.0f, 0.0f, 1.0f,
        };
        static float[] s270MirrorMatrix = {
                0.0f, 1.0f, 0f, 0.0f,
                1.0f, 0.0f, 0.0f, 0.0f,
                0.0f, 0.0f, 1.0f, 0.0f,
                0.0f, 0.0f, 0.0f, 1.0f,
        };
        static float[] squareVertices = {
                -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
        };  /*fullscreen*/
        static float[] squareVertices1 = {
                -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f,
        };  /*left-top*/
        static float[] squareVertices2 = {
                0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
        };  /*right-bottom*/
        static float[] squareVertices3 = {
                -1.0f, -1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
        };  /*left-bottom*/
        static float[] squareVertices4 = {
                0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
        };  /*right-top*/
        private static float[] coordVertices = {
                0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
        };  /*whole-texture*/
        public final int mWinPosition;
        private int mGLProgram;
        private int mGLTextureI;
        private int mGLTextureII;
        private int mGLTextureIII;
        private int mGLIndexI;
        private int mGLIndexII;
        private int mGLTIndexIII;
        private float[] mGLVertices;
        private int mPositionHandle = -1;
        private int mCoordHandle = -1;
        private int mYhandle = -1;
        private int mUhandle = -1;
        private int mVhandle = -1;
        private int mYtid = -1;
        private int mUtid = -1;
        private int mVtid = -1;
        private ByteBuffer mVerticeBuffer;
        private ByteBuffer mCoordBuffer;
        private int mVideoWidth = -1;
        private int mVideoHeight = -1;
        private boolean isProgBuilt = false;
        /**
         * position can only be 0~4:
         * fullscreen => 0
         * left-top => 1
         * right-top => 2
         * left-bottom => 3
         * right-bottom => 4
         */
        public GLProgram(int position) {
            if (position < 0 || position > 4) {
                throw new RuntimeException("Index can only be 0 to 4");
            }
            mWinPosition = position;
            setup();
        }
        /**
         * prepared for later use
         */
        private void setup() {
            switch (mWinPosition) {
                case 1:
                    mGLVertices = squareVertices1;
                    mGLTextureI = GLES20.GL_TEXTURE0;
                    mGLTextureII = GLES20.GL_TEXTURE1;
                    mGLTextureIII = GLES20.GL_TEXTURE2;
                    mGLIndexI = 0;
                    mGLIndexII = 1;
                    mGLTIndexIII = 2;
                    break;
                case 2:
                    mGLVertices = squareVertices2;
                    mGLTextureI = GLES20.GL_TEXTURE3;
                    mGLTextureII = GLES20.GL_TEXTURE4;
                    mGLTextureIII = GLES20.GL_TEXTURE5;
                    mGLIndexI = 3;
                    mGLIndexII = 4;
                    mGLTIndexIII = 5;
                    break;
                case 3:
                    mGLVertices = squareVertices3;
                    mGLTextureI = GLES20.GL_TEXTURE6;
                    mGLTextureII = GLES20.GL_TEXTURE7;
                    mGLTextureIII = GLES20.GL_TEXTURE8;
                    mGLIndexI = 6;
                    mGLIndexII = 7;
                    mGLTIndexIII = 8;
                    break;
                case 4:
                    mGLVertices = squareVertices4;
                    mGLTextureI = GLES20.GL_TEXTURE9;
                    mGLTextureII = GLES20.GL_TEXTURE10;
                    mGLTextureIII = GLES20.GL_TEXTURE11;
                    mGLIndexI = 9;
                    mGLIndexII = 10;
                    mGLTIndexIII = 11;
                    break;
                case 0:
                default:
                    mGLVertices = squareVertices;
                    mGLTextureI = GLES20.GL_TEXTURE0;
                    mGLTextureII = GLES20.GL_TEXTURE1;
                    mGLTextureIII = GLES20.GL_TEXTURE2;
                    mGLIndexI = 0;
                    mGLIndexII = 1;
                    mGLTIndexIII = 2;
                    break;
            }
        }
        public boolean isProgramBuilt() {
            return isProgBuilt;
        }
        public void buildProgram() {
            if (mGLProgram <= 0) {
                mGLProgram = createProgram(VERTEX_SHADER, FRAGMENT_SHADER);
            }
            /*
             * get handle for "vPosition" and "a_texCoord"
             */
            try {
                mPositionHandle = GLES20.glGetAttribLocation(mGLProgram, "vPosition");
                checkGlError("glGetAttribLocation vPosition");
                if (mPositionHandle == -1) {
                    throw new RuntimeException("Could not get attribute location for vPosition");
                }
                mCoordHandle = GLES20.glGetAttribLocation(mGLProgram, "a_texCoord");
                checkGlError("glGetAttribLocation a_texCoord");
                if (mCoordHandle == -1) {
                    throw new RuntimeException("Could not get attribute location for a_texCoord");
                }
                /*
                 * get uniform location for y/u/v, we pass data through these uniforms
                 */
                mYhandle = GLES20.glGetUniformLocation(mGLProgram, "tex_y");
                checkGlError("glGetUniformLocation tex_y");
                if (mYhandle == -1) {
                    throw new RuntimeException("Could not get uniform location for tex_y");
                }
                mUhandle = GLES20.glGetUniformLocation(mGLProgram, "tex_u");
                checkGlError("glGetUniformLocation tex_u");
                if (mUhandle == -1) {
                    throw new RuntimeException("Could not get uniform location for tex_u");
                }
                mVhandle = GLES20.glGetUniformLocation(mGLProgram, "tex_v");
                checkGlError("glGetUniformLocation tex_v");
                if (mVhandle == -1) {
                    throw new RuntimeException("Could not get uniform location for tex_v");
                }
                mVPMatrixHandle = GLES20.glGetUniformLocation(mGLProgram, "uMVPMatrix");
                isProgBuilt = true;
            } catch (RuntimeException e) {
                e.printStackTrace();
            }
        }
        public void releaseProgram() {
            GLES20.glUseProgram(0);
            if (mGLProgram >= 0) {
                GLES20.glDeleteProgram(mGLProgram);
            }
            mGLProgram = -1;
            isProgBuilt = false;
        }
        /**
         * build a set of textures, one for R, one for G, and one for B.
         */
        public void buildTextures(Buffer y, Buffer u, Buffer v, int width, int height) {
            boolean videoSizeChanged = (width != mVideoWidth || height != mVideoHeight);
            if (videoSizeChanged) {
                mVideoWidth = width;
                mVideoHeight = height;
            }
            // building texture for Y data
            if (mYtid < 0 || videoSizeChanged) {
                if (mYtid >= 0) {
                    GLES20.glDeleteTextures(1, new int[]{mYtid}, 0);
                    checkGlError("glDeleteTextures");
                }
                // GLES20.glPixelStorei(GLES20.GL_UNPACK_ALIGNMENT, 1);
                int[] textures = new int[1];
                GLES20.glGenTextures(1, textures, 0);
                checkGlError("glGenTextures");
                mYtid = textures[0];
            }
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mYtid);
            checkGlError("glBindTexture");
            GLES20.glTexImage2D(
                    GLES20.GL_TEXTURE_2D,
                    0,
                    GLES20.GL_LUMINANCE,
                    mVideoWidth,
                    mVideoHeight,
                    0,
                    GLES20.GL_LUMINANCE,
                    GLES20.GL_UNSIGNED_BYTE,
                    y);
            checkGlError("glTexImage2D");
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameteri(
                    GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameteri(
                    GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
            // building texture for U data
            if (mUtid < 0 || videoSizeChanged) {
                if (mUtid >= 0) {
                    GLES20.glDeleteTextures(1, new int[]{mUtid}, 0);
                    checkGlError("glDeleteTextures");
                }
                int[] textures = new int[1];
                GLES20.glGenTextures(1, textures, 0);
                checkGlError("glGenTextures");
                mUtid = textures[0];
            }
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mUtid);
            GLES20.glTexImage2D(
                    GLES20.GL_TEXTURE_2D,
                    0,
                    GLES20.GL_LUMINANCE,
                    mVideoWidth / 2,
                    mVideoHeight / 2,
                    0,
                    GLES20.GL_LUMINANCE,
                    GLES20.GL_UNSIGNED_BYTE,
                    u);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameteri(
                    GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameteri(
                    GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
            // building texture for V data
            if (mVtid < 0 || videoSizeChanged) {
                if (mVtid >= 0) {
                    GLES20.glDeleteTextures(1, new int[]{mVtid}, 0);
                    checkGlError("glDeleteTextures");
                }
                int[] textures = new int[1];
                GLES20.glGenTextures(1, textures, 0);
                checkGlError("glGenTextures");
                mVtid = textures[0];
            }
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mVtid);
            GLES20.glTexImage2D(
                    GLES20.GL_TEXTURE_2D,
                    0,
                    GLES20.GL_LUMINANCE,
                    mVideoWidth / 2,
                    mVideoHeight / 2,
                    0,
                    GLES20.GL_LUMINANCE,
                    GLES20.GL_UNSIGNED_BYTE,
                    v);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameteri(
                    GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameteri(
                    GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
        }
        public void setDisplayOrientation(int degrees, boolean needMirror) {
            if (degrees == 0) {
                if (needMirror) {
                    mViewMatrix = s0MirrorMatrix;
                } else {
                    mViewMatrix = s0Matrix;
                }
            } else if (degrees == 90) {
                if (needMirror) {
                    mViewMatrix = s90MirrorMatrix;
                } else {
                    mViewMatrix = s90Matrix;
                }
            } else if (degrees == 180) {
                if (needMirror) {
                    mViewMatrix = s180MirrorMatrix;
                } else {
                    mViewMatrix = s180Matrix;
                }
            } else if (degrees == 270) {
                if (needMirror) {
                    mViewMatrix = s270MirrorMatrix;
                } else {
                    mViewMatrix = s270Matrix;
                }
            } else {
            }
        }
        /**
         * render the frame the YUV data will be converted to RGB by shader.
         */
        public void drawFrame() {
            if (null == mVerticeBuffer){
                return;
            }
            GLES20.glUseProgram(mGLProgram);
            checkGlError("glUseProgram");
            GLES20.glUniformMatrix4fv(mVPMatrixHandle, 1, false, mViewMatrix, 0);
            GLES20.glVertexAttribPointer(mPositionHandle, 2, GLES20.GL_FLOAT, false, 8, mVerticeBuffer);
            checkGlError("glVertexAttribPointer mPositionHandle");
            GLES20.glEnableVertexAttribArray(mPositionHandle);
            GLES20.glVertexAttribPointer(mCoordHandle, 2, GLES20.GL_FLOAT, false, 8, mCoordBuffer);
            checkGlError("glVertexAttribPointer maTextureHandle");
            GLES20.glEnableVertexAttribArray(mCoordHandle);
            // bind textures
            GLES20.glActiveTexture(mGLTextureI);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mYtid);
            GLES20.glUniform1i(mYhandle, mGLIndexI);
            GLES20.glActiveTexture(mGLTextureII);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mUtid);
            GLES20.glUniform1i(mUhandle, mGLIndexII);
            GLES20.glActiveTexture(mGLTextureIII);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mVtid);
            GLES20.glUniform1i(mVhandle, mGLTIndexIII);
            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
            GLES20.glFinish();
            GLES20.glDisableVertexAttribArray(mPositionHandle);
            GLES20.glDisableVertexAttribArray(mCoordHandle);
        }
        /**
         * create program and load shaders, fragment shader is very important.
         */
        public int createProgram(String vertexSource, String fragmentSource) {
            // create shaders
            int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
            int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
            // just check
            int program = GLES20.glCreateProgram();
            if (program != 0) {
                GLES20.glAttachShader(program, vertexShader);
                checkGlError("glAttachShader");
                GLES20.glAttachShader(program, pixelShader);
                checkGlError("glAttachShader");
                GLES20.glLinkProgram(program);
                int[] linkStatus = new int[1];
                GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
                if (linkStatus[0] != GLES20.GL_TRUE) {
                    GLES20.glDeleteProgram(program);
                    program = 0;
                }
            }
            return program;
        }
        /**
         * create shader with given source.
         */
        private int loadShader(int shaderType, String source) {
            int shader = GLES20.glCreateShader(shaderType);
            if (shader != 0) {
                GLES20.glShaderSource(shader, source);
                GLES20.glCompileShader(shader);
                int[] compiled = new int[1];
                GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
                if (compiled[0] == 0) {
                    GLES20.glDeleteShader(shader);
                    shader = 0;
                }
            }
            return shader;
        }
        /**
         * these two buffers are used for holding vertices, screen vertices and texture vertices.
         */
        void createBuffers(float[] vert) {
            mVerticeBuffer = ByteBuffer.allocateDirect(vert.length * 4);
            mVerticeBuffer.order(ByteOrder.nativeOrder());
            mVerticeBuffer.asFloatBuffer().put(vert);
            mVerticeBuffer.position(0);
            if (mCoordBuffer == null) {
                mCoordBuffer = ByteBuffer.allocateDirect(coordVertices.length * 4);
                mCoordBuffer.order(ByteOrder.nativeOrder());
                mCoordBuffer.asFloatBuffer().put(coordVertices);
                mCoordBuffer.position(0);
            }
        }
        private void checkGlError(String op) {
            int error;
            while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
                //            throw new RuntimeException(op + ": glError " + error);
            }
        }
    }
    public static class GLFrameRenderer implements SurfaceHolder.Callback {
        private static final String TAG = GLFrameRenderer.class.getSimpleName();
        private static final int SFPS = 25;
        private GLProgram prog = new GLProgram(0);
        private int mScreenWidth;
        private int mScreenHeight;
        private int mVideoWidth;
        private int mVideoHeight;
        private ByteBuffer y;
        private ByteBuffer u;
        private ByteBuffer v;
        private int mDisplayDegrees;
        private boolean mNeedMirror = false;
        private long mLastFrameTime = 0;
        private long mStanderDelta;
        public GLFrameRenderer() {
            // mParentAct = callback;
            mDisplayDegrees = 0;
            mNeedMirror = false;
            mStanderDelta = 1000 / SFPS;
        }
        public void setResolution(int nWidth, int nHeight) {
            mScreenWidth = nWidth;
            mScreenHeight = nHeight;
        }
        public void onDrawFrame() {
            synchronized (this) {
                if (mLastFrameTime == 0) {
                    mLastFrameTime = System.currentTimeMillis();
                } else {
                    long currentTime = System.currentTimeMillis();
                    long delta = currentTime - mLastFrameTime;
                    if (delta < mStanderDelta) {
                        try {
                            sleep(mStanderDelta - delta);
                        } catch (InterruptedException e) {
                            e.printStackTrace();
                        }
                    }
                    mLastFrameTime = currentTime;
                }
                if (y != null) {
                    // reset position, have to be done
                    y.position(0);
                    u.position(0);
                    v.position(0);
                    prog.buildTextures(y, u, v, mVideoWidth, mVideoHeight);
                    GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
                    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
                    prog.drawFrame();
                }
            }
        }
        /**
         * this method will be called from native code, it happens when the video is about to play or
         * the video size changes.
         */
        public void creatBuffer(int w, int h) {
            if (mScreenWidth > 0 && mScreenHeight > 0) {
                float f1 = 1f * mScreenHeight / mScreenWidth;
                float f2 = 1f * h / w;
                if (f1 == f2) {
                    prog.createBuffers(GLProgram.squareVertices);
                } else if (f1 < f2) {
                    float widScale = f1 / f2;
                    prog.createBuffers(
                            new float[]{
                                    -widScale, -1.0f, widScale, -1.0f, -widScale, 1.0f, widScale, 1.0f,
                            });
                } else {
                    float heightScale = f2 / f1;
                    prog.createBuffers(
                            new float[]{
                                    -1.0f, -heightScale, 1.0f, -heightScale, -1.0f, heightScale, 1.0f, heightScale,
                            });
                }
            }
            if (w != mVideoWidth && h != mVideoHeight) {
                this.mVideoWidth = w;
                this.mVideoHeight = h;
                int yarraySize = w * h;
                int uvarraySize = yarraySize / 4;
                synchronized (this) {
                    y = ByteBuffer.allocate(yarraySize);
                    byte[] yInit = new byte[yarraySize];
                    Arrays.fill(yInit, (byte) 0);
                    y.put(yInit);
                    byte[] uvInit = new byte[uvarraySize];
                    Arrays.fill(uvInit, (byte) 128);
                    u = ByteBuffer.allocate(uvarraySize);
                    u.put(uvInit);
                    v = ByteBuffer.allocate(uvarraySize);
                    v.put(uvInit);
                }
            }
        }
        /**
         * this method will be called from native code, it's used for passing yuv data to me.
         */
        public void update(byte[] ydata, byte[] udata, byte[] vdata) {
            synchronized (this) {
                y.clear();
                u.clear();
                v.clear();
                y.put(ydata, 0, ydata.length);
                u.put(udata, 0, udata.length);
                v.put(vdata, 0, vdata.length);
            }
        }
        public void update(byte[] yuv420p) {
            synchronized (this) {
                y.clear();
                u.clear();
                v.clear();
                int size = this.mVideoWidth * this.mVideoHeight;
                y.put(yuv420p, 0, size);
                u.put(yuv420p, size, size / 4);
                v.put(yuv420p, size * 5 / 4, size / 4);
            }
        }
        public void setDisplayOrientation(int displayOrientation) {
            mDisplayDegrees = displayOrientation;
            prog.setDisplayOrientation(displayOrientation, mNeedMirror);
        }
        public void displayMirror(boolean mirror) {
            mNeedMirror = mirror;
            prog.setDisplayOrientation(mDisplayDegrees, mNeedMirror);
        }
        public void release() {
            prog.releaseProgram();
        }
        public void creatProgram() {
            Log.e(TAG, "GLFrameRenderer :: onSurfaceCreated");
            if (!prog.isProgramBuilt()) {
                prog.buildProgram();
            }
        }
        @Override
        public void surfaceCreated(SurfaceHolder holder) {
        }
        @Override
        public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
            GLES20.glViewport(0, 0, width, height);
        }
        @Override
        public void surfaceDestroyed(SurfaceHolder holder) {
        }
    }
    public static class GLES20Support {
        public static boolean detectOpenGLES20(Context context) {
            ActivityManager am = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
            ConfigurationInfo info = am.getDeviceConfigurationInfo();
            return (info.reqGlEsVersion >= 0x20000);
        }
        public static Dialog getNoSupportGLES20Dialog(final Activity activity) {
            AlertDialog.Builder b = new AlertDialog.Builder(activity);
            b.setCancelable(false);
            b.setTitle("no opengl");
            b.setMessage("not support opengl");
            b.setNegativeButton(
                    "exit",
                    new DialogInterface.OnClickListener() {
                        @Override
                        public void onClick(DialogInterface dialog, int which) {
                            activity.finish();
                        }
                    });
            return b.create();
        }
    }
}