blob: 61fa565a049cf32567155f8b6c06c74e1d62ba2a [file] [log] [blame]
/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package android.opengl;
import static javax.microedition.khronos.egl.EGL10.EGL_DEFAULT_DISPLAY;
import static javax.microedition.khronos.egl.EGL10.EGL_NO_DISPLAY;
import java.util.ArrayList;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import android.os.Looper;
import android.util.Log;
import com.google.android.gles_jni.EGLImpl;
/**
* The per-process memory overhead of hardware accelerated graphics can
* be quite large on some devices. For small memory devices, being able to
* terminate all EGL contexts so that this graphics driver memory can be
* reclaimed can significant improve the overall behavior of the device. This
* class helps app developers participate in releasing their EGL context
* when appropriate and possible.
*
* <p>To use, simple instantiate this class with the EGLContext you create.
* When you have done this, if the device is getting low on memory and all
* of the currently created EGL contexts in the process are being managed
* through this class, then they will all be asked to terminate through the
* call to {@link #onTerminate}.
*
* @hide
*/
public abstract class ManagedEGLContext {
static final String TAG = "ManagedEGLContext";
static final ArrayList<ManagedEGLContext> sActive = new ArrayList<ManagedEGLContext>();
final EGLContext mContext;
/**
* Instantiate to manage the given EGLContext.
*/
public ManagedEGLContext(EGLContext context) {
mContext = context;
synchronized (sActive) {
sActive.add(this);
}
}
/**
* Retrieve the EGLContext being managed by the class.
*/
public EGLContext getContext() {
return mContext;
}
/**
* Force-terminate the ManagedEGLContext. This will cause
* {@link #onTerminate(EGLContext)} to be called. You <em>must</em>
* call this when destroying the EGLContext, so that the framework
* knows to stop managing it.
*/
public void terminate() {
execTerminate();
}
void execTerminate() {
onTerminate(mContext);
}
/**
* Override this method to destroy the EGLContext when appropriate.
* <em>Note that this method is always called on the main thread
* of the process.</em> If your EGLContext was created on a different
* thread, you will need to implement this method to hand off the work
* of destroying the context to that thread.
*/
public abstract void onTerminate(EGLContext context);
/** @hide */
public static boolean doTerminate() {
ArrayList<ManagedEGLContext> active;
if (Looper.getMainLooper() != Looper.myLooper()) {
throw new IllegalStateException("Called on wrong thread");
}
synchronized (sActive) {
// If there are no active managed contexts, we will not even
// try to terminate.
if (sActive.size() <= 0) {
return false;
}
// Need to check how many EGL contexts are actually running,
// to compare with how many we are managing.
EGL10 egl = (EGL10) EGLContext.getEGL();
EGLDisplay display = egl.eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display == EGL_NO_DISPLAY) {
Log.w(TAG, "doTerminate failed: no display");
return false;
}
if (EGLImpl.getInitCount(display) != sActive.size()) {
Log.w(TAG, "doTerminate failed: EGL count is " + EGLImpl.getInitCount(display)
+ " but managed count is " + sActive.size());
return false;
}
active = new ArrayList<ManagedEGLContext>(sActive);
sActive.clear();
}
for (int i = 0; i < active.size(); i++) {
active.get(i).execTerminate();
}
return true;
}
}