Inherits from NSObject
Declared in AdobeImageEditorOpenGLManager.h

Overview

The Image SDK processes images using OpenGL when possible. Before this happens, some OpenGL must be loaded, which takes can some time. This class provides a few class methods to help control that loading and unloading behavior.

Developers may call beginOpenGLLoad to begin OpenGL loading before launching any the Image SDK. This will reduce the already very fast load time down to basically nothing.

Once OpenGL data is loaded, the SDK’s default behavior is to retain that data for the lifetime of the app. This allows the SDK to provide the best user experience possible. The data is fairly small in size, and it resides in GPU memory, so you likely won’t see it in your profiler.

Should you have a need to release the OpenGL data, the requestOpenGLDataPurge method sets an internal flag that causes OpenGL data to be unloaded when it is no longer needed. If for whatever reason you change your mind about the unload, cancelOpenGLDataPurgeRequest will cancel the request if data has not already been unloaded.

Calls to requestOpenGLDataPurge only apply to the currently loaded OpenGL data, so if you wish to always purge, you would need to call requestOpenGLDataPurge every time you launch the editor. In this case a better solution would be use the purgeGPUMemoryWhenPossible class method on AdobeImageEditorCustomization, which causes Open GL data to be purged whenever possible. This option defaults to NO in order to optimize performance.

Class Methods

beginOpenGLLoad

If necessary OpenGL data has not been loaded, this call begins the OpenGL load process.

+ (void)beginOpenGLLoad

Discussion

If necessary OpenGL data has not been loaded, this call begins the OpenGL load process.

Declared In

AdobeImageEditorOpenGLManager.h

cancelOpenGLDataPurgeRequest

If a call has been made to requestOpenGLDataPurge and OpenGL data has not yet been unloaded, this method causes the request to be cancelled.

+ (void)cancelOpenGLDataPurgeRequest

Discussion

If a call has been made to requestOpenGLDataPurge and OpenGL data has not yet been unloaded, this method causes the request to be cancelled.

Declared In

AdobeImageEditorOpenGLManager.h

requestOpenGLDataPurge

Sets a flag that tells the current OpenGL data to be unloaded when possible.

+ (void)requestOpenGLDataPurge

Discussion

Sets a flag that tells the current OpenGL data to be unloaded when possible.

Calls to requestOpenGLDataPurge only apply to the currently loaded OpenGL data, so if you wish to always purge, you would need to call requestOpenGLDataPurge every time you launch the editor. In this case a better solution would be use the purgeGPUMemoryWhenPossible class method on AdobeImageEditorCustomization, which causes Open GL data to be purged whenever possible. This option defaults to NO in order to optimize performance.

Declared In

AdobeImageEditorOpenGLManager.h

setPurgeGPUMemoryWhenPossible:

Sets whether to purge GPU memory when possible

+ (void)setPurgeGPUMemoryWhenPossible:(BOOL)purgeGPUMemory

Discussion

Sets whether to purge GPU memory when possible

Declared In

AdobeImageEditorOpenGLManager.h