| Index: ui/gl/gl_context.h
|
| diff --git a/ui/gl/gl_context.h b/ui/gl/gl_context.h
|
| index e72b1ecf817531e0e6a536042cad622fe35e933d..69f4c384825fd9af81282093912030069440fd9d 100644
|
| --- a/ui/gl/gl_context.h
|
| +++ b/ui/gl/gl_context.h
|
| @@ -39,6 +39,19 @@ struct GLVersionInfo;
|
| class RealGLApi;
|
| class TraceGLApi;
|
|
|
| +// Where available, choose a GL context priority for devices that support it.
|
| +// Currently this requires the EGL_IMG_context_priority extension that is
|
| +// present on Daydream ready Android devices. Default is Medium, and the
|
| +// attribute is ignored if the extension is missing.
|
| +//
|
| +// "High" priority must only be used for special cases with strong realtime
|
| +// requirements, it is incompatible with other critical system GL work such as
|
| +// the GVR library's asynchronous reprojection for VR viewing. Please avoid
|
| +// using it for any GL contexts that may be used during VR presentation,
|
| +// see crbug.com/727800.
|
| +//
|
| +// Instead, consider using "Low" priority for possibly-slow GL work such as
|
| +// user WebGL content.
|
| enum ContextPriority {
|
| ContextPriorityLow,
|
| ContextPriorityMedium,
|
|
|