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