/* * 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. * *

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 sActive = new ArrayList(); 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 must * 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. * Note that this method is always called on the main thread * of the process. 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 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(sActive); sActive.clear(); } for (int i = 0; i < active.size(); i++) { active.get(i).execTerminate(); } return true; } }