replicant-frameworks_native/opengl/libs/EGL/egl_display.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

219 lines
7.1 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_DISPLAY_H
#define ANDROID_EGL_DISPLAY_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 <cutils/compiler.h>
#include <utils/SortedVector.h>
#include <utils/threads.h>
#include <utils/String8.h>
#include "egldefs.h"
#include "hooks.h"
// ----------------------------------------------------------------------------
namespace android {
// ----------------------------------------------------------------------------
class egl_object_t;
class egl_context_t;
class egl_connection_t;
// ----------------------------------------------------------------------------
class EGLAPI egl_display_t { // marked as EGLAPI for testing purposes
static egl_display_t sDisplay[NUM_DISPLAYS];
EGLDisplay getDisplay(EGLNativeDisplayType display);
void loseCurrentImpl(egl_context_t * cur_c);
public:
enum {
NOT_INITIALIZED = 0,
INITIALIZED = 1,
TERMINATED = 2
};
egl_display_t();
~egl_display_t();
EGLBoolean initialize(EGLint *major, EGLint *minor);
EGLBoolean terminate();
// add object to this display's list
void addObject(egl_object_t* object);
// remove object from this display's list
void removeObject(egl_object_t* object);
// add reference to this object. returns true if this is a valid object.
bool getObject(egl_object_t* object) const;
// These notifications allow the display to keep track of how many window
// surfaces exist, which it uses to decide whether to hibernate the
// underlying EGL implementation. They can be called by any thread without
// holding a lock, but must be called via egl_display_ptr to ensure
// proper hibernate/wakeup sequencing. If a surface destruction triggers
// hibernation, hibernation will be delayed at least until the calling
// thread's egl_display_ptr is destroyed.
void onWindowSurfaceCreated();
void onWindowSurfaceDestroyed();
static egl_display_t* get(EGLDisplay dpy);
static EGLDisplay getFromNativeDisplay(EGLNativeDisplayType disp);
EGLBoolean makeCurrent(egl_context_t* c, egl_context_t* cur_c,
EGLSurface draw, EGLSurface read, EGLContext ctx,
EGLSurface impl_draw, EGLSurface impl_read, EGLContext impl_ctx);
static void loseCurrent(egl_context_t * cur_c);
inline bool isReady() const { return (refs > 0); }
inline bool isValid() const { return magic == '_dpy'; }
inline bool isAlive() const { return isValid(); }
char const * getVendorString() const { return mVendorString.string(); }
char const * getVersionString() const { return mVersionString.string(); }
char const * getClientApiString() const { return mClientApiString.string(); }
char const * getExtensionString() const { return mExtensionString.string(); }
inline uint32_t getRefsCount() const { return refs; }
struct strings_t {
char const * vendor;
char const * version;
char const * clientApi;
char const * extensions;
};
struct DisplayImpl {
DisplayImpl() : dpy(EGL_NO_DISPLAY), state(NOT_INITIALIZED) { }
EGLDisplay dpy;
EGLint state;
strings_t queryString;
};
private:
uint32_t magic;
public:
DisplayImpl disp;
bool finishOnSwap; // property: debug.egl.finish
bool traceGpuCompletion; // property: debug.egl.traceGpuCompletion
private:
friend class egl_display_ptr;
bool enter();
void leave();
uint32_t refs;
mutable Mutex lock;
SortedVector<egl_object_t*> objects;
String8 mVendorString;
String8 mVersionString;
String8 mClientApiString;
String8 mExtensionString;
int32_t mWakeCount;
bool mHibernating;
bool mAttemptHibernation;
};
// ----------------------------------------------------------------------------
// An egl_display_ptr is a kind of smart pointer for egl_display_t objects.
// It doesn't refcount the egl_display_t, but does ensure that the underlying
// EGL implementation is "awake" (not hibernating) and ready for use as long
// as the egl_display_ptr exists.
class egl_display_ptr {
public:
explicit egl_display_ptr(egl_display_t* dpy): mDpy(dpy) {
if (mDpy) {
if (CC_UNLIKELY(!mDpy->enter())) {
mDpy = NULL;
}
}
}
// We only really need a C++11 move constructor, not a copy constructor.
// A move constructor would save an enter()/leave() pair on every EGL API
// call. But enabling -std=c++0x causes lots of errors elsewhere, so I
// can't use a move constructor until those are cleaned up.
//
// egl_display_ptr(egl_display_ptr&& other) {
// mDpy = other.mDpy;
// other.mDpy = NULL;
// }
//
egl_display_ptr(const egl_display_ptr& other): mDpy(other.mDpy) {
if (mDpy) {
mDpy->enter();
}
}
~egl_display_ptr() {
if (mDpy) {
mDpy->leave();
}
}
const egl_display_t* operator->() const { return mDpy; }
egl_display_t* operator->() { return mDpy; }
const egl_display_t* get() const { return mDpy; }
egl_display_t* get() { return mDpy; }
operator bool() const { return mDpy != NULL; }
private:
egl_display_t* mDpy;
// non-assignable
egl_display_ptr& operator=(const egl_display_ptr&);
};
// ----------------------------------------------------------------------------
inline egl_display_ptr get_display(EGLDisplay dpy) {
return egl_display_ptr(egl_display_t::get(dpy));
}
// Does not ensure EGL is unhibernated. Use with caution: calls into the
// underlying EGL implementation are not safe.
inline egl_display_t* get_display_nowake(EGLDisplay dpy) {
return egl_display_t::get(dpy);
}
// ----------------------------------------------------------------------------
egl_display_ptr validate_display(EGLDisplay dpy);
egl_display_ptr validate_display_connection(EGLDisplay dpy,
egl_connection_t*& cnx);
EGLBoolean validate_display_context(EGLDisplay dpy, EGLContext ctx);
EGLBoolean validate_display_surface(EGLDisplay dpy, EGLSurface surface);
// ----------------------------------------------------------------------------
}; // namespace android
// ----------------------------------------------------------------------------
#endif // ANDROID_EGL_DISPLAY_H