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, |