replicant-frameworks_native/opengl/libs/EGL/egl_object.h
Jesse Hall 258385978c Hibernate the EGL implementation when idle
If the EGL implementation supports the EGL_IMG_hibernate_process
extension, use it to hibernate (and hopefully release memory or other
resources) when the process isn't actively using EGL or OpenGL ES. The
idleness heuristic used in this change is:

(a) Wake up when entering any EGL API call, and remain awake for the
    duration of the call.
(b) Do not hibernate when any window surface exists; this means the
    application is very likely in the foreground.
(c) Do not hibernate while any context is made current to a thread.
    The app may be using a client API without the EGL layer knowing,
    so it is not safe to hibernate.
(d) Only check these conditions and attempt to hibernate after a
    window surface is destroyed or a thread's context is detached. By
    not attempting to hibernate at the end of every EGL call, we avoid
    some transient wakeups/hibernate cycles when the app is mostly idle,
    or is starting to become active but hasn't created its window
    surface yet.

On a Galaxy Nexus, hibernating frees 1567 VM pages from the process.
Both hibernating and waking can take anywhere from 30ms to over 100ms
-- measurements have been very inconsistent.

Change-Id: Ib555f5d9d069aefccca06e8173a89625b5f32d7e
2012-04-09 21:36:17 -07:00

193 lines
5.0 KiB
C++

/*
** Copyright 2007, 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.
*/
#ifndef ANDROID_EGL_OBJECT_H
#define ANDROID_EGL_OBJECT_H
#include <ctype.h>
#include <stdint.h>
#include <stdlib.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <utils/threads.h>
#include <utils/String8.h>
#include <system/window.h>
#include "egl_display.h"
// ----------------------------------------------------------------------------
namespace android {
// ----------------------------------------------------------------------------
struct egl_display_t;
class egl_object_t {
egl_display_t *display;
mutable volatile int32_t count;
protected:
virtual ~egl_object_t();
public:
egl_object_t(egl_display_t* display);
void destroy();
inline int32_t incRef() { return android_atomic_inc(&count); }
inline int32_t decRef() { return android_atomic_dec(&count); }
inline egl_display_t* getDisplay() const { return display; }
private:
void terminate();
static bool get(egl_display_t const* display, egl_object_t* object);
public:
template <typename N, typename T>
class LocalRef {
egl_object_t* ref;
LocalRef();
LocalRef(const LocalRef* rhs);
public:
~LocalRef();
explicit LocalRef(egl_object_t* rhs);
explicit LocalRef(egl_display_t const* display, T o) : ref(0) {
egl_object_t* native = reinterpret_cast<N*>(o);
if (o && egl_object_t::get(display, native)) {
ref = native;
}
}
inline N* get() {
return static_cast<N*>(ref);
}
void acquire() const;
void release() const;
void terminate();
};
template <typename N, typename T>
friend class LocalRef;
};
template<typename N, typename T>
egl_object_t::LocalRef<N, T>::LocalRef(egl_object_t* rhs) : ref(rhs) {
if (ref) {
ref->incRef();
}
}
template <typename N, typename T>
egl_object_t::LocalRef<N,T>::~LocalRef() {
if (ref) {
ref->destroy();
}
}
template <typename N, typename T>
void egl_object_t::LocalRef<N,T>::acquire() const {
if (ref) {
ref->incRef();
}
}
template <typename N, typename T>
void egl_object_t::LocalRef<N,T>::release() const {
if (ref) {
if (ref->decRef() == 1) {
// shouldn't happen because this is called from LocalRef
ALOGE("LocalRef::release() removed the last reference!");
}
}
}
template <typename N, typename T>
void egl_object_t::LocalRef<N,T>::terminate() {
if (ref) {
ref->terminate();
}
}
// ----------------------------------------------------------------------------
class egl_surface_t : public egl_object_t {
protected:
~egl_surface_t();
public:
typedef egl_object_t::LocalRef<egl_surface_t, EGLSurface> Ref;
egl_surface_t(egl_display_t* dpy, EGLConfig config,
EGLNativeWindowType win, EGLSurface surface,
egl_connection_t const* cnx);
EGLSurface surface;
EGLConfig config;
sp<ANativeWindow> win;
egl_connection_t const* cnx;
};
class egl_context_t: public egl_object_t {
protected:
~egl_context_t() {}
public:
typedef egl_object_t::LocalRef<egl_context_t, EGLContext> Ref;
egl_context_t(EGLDisplay dpy, EGLContext context, EGLConfig config,
egl_connection_t const* cnx, int version);
void onLooseCurrent();
void onMakeCurrent(EGLSurface draw, EGLSurface read);
EGLDisplay dpy;
EGLContext context;
EGLConfig config;
EGLSurface read;
EGLSurface draw;
egl_connection_t const* cnx;
int version;
String8 gl_extensions;
};
// ----------------------------------------------------------------------------
typedef egl_surface_t::Ref SurfaceRef;
typedef egl_context_t::Ref ContextRef;
// ----------------------------------------------------------------------------
template<typename NATIVE, typename EGL>
static inline NATIVE* egl_to_native_cast(EGL arg) {
return reinterpret_cast<NATIVE*>(arg);
}
static inline
egl_surface_t* get_surface(EGLSurface surface) {
return egl_to_native_cast<egl_surface_t>(surface);
}
static inline
egl_context_t* get_context(EGLContext context) {
return egl_to_native_cast<egl_context_t>(context);
}
// ----------------------------------------------------------------------------
}; // namespace android
// ----------------------------------------------------------------------------
#endif // ANDROID_EGL_OBJECT_H