Index: content/renderer/gpu/render_widget_compositor.cc |
diff --git a/content/renderer/gpu/render_widget_compositor.cc b/content/renderer/gpu/render_widget_compositor.cc |
index 7f83ee9415092d775890b5de5b2bc8e46667367a..5f9f49aad4333d3063f7e2ad96322a1edf9eadcf 100644 |
--- a/content/renderer/gpu/render_widget_compositor.cc |
+++ b/content/renderer/gpu/render_widget_compositor.cc |
@@ -466,6 +466,9 @@ void RenderWidgetCompositor::Initialize() { |
if (base::SysInfo::IsLowEndDevice()) |
settings.max_staging_buffers /= 4; |
+ cc::ManagedMemoryPolicy current = settings.memory_policy_; |
+ settings.memory_policy_ = GetGpuMemoryPolicy(current); |
+ |
scoped_refptr<base::SingleThreadTaskRunner> compositor_thread_task_runner = |
compositor_deps_->GetCompositorImplThreadTaskRunner(); |
scoped_refptr<base::SingleThreadTaskRunner> |
@@ -1047,4 +1050,55 @@ void RenderWidgetCompositor::SetSurfaceIdNamespace( |
layer_tree_host_->set_surface_id_namespace(surface_id_namespace); |
} |
+cc::ManagedMemoryPolicy RenderWidgetCompositor::GetGpuMemoryPolicy( |
+ cc::ManagedMemoryPolicy& policy) { |
+ cc::ManagedMemoryPolicy actual = policy; |
ccameron
2015/09/11 18:22:58
This needs an #if android around it.
sohanjg
2015/09/14 14:32:39
Done.
|
+ |
+ // We can't query available GPU memory from the system on Android. |
+ // Physical memory is also mis-reported sometimes (eg. Nexus 10 reports |
+ // 1262MB when it actually has 2GB, while Razr M has 1GB but only reports |
+ // 128MB java heap size). First we estimate physical memory using both. |
+ size_t dalvik_mb = base::SysInfo::DalvikHeapSizeMB(); |
+ size_t physical_mb = base::SysInfo::AmountOfPhysicalMemoryMB(); |
+ size_t physical_memory_mb = 0; |
+ if (dalvik_mb >= 256) |
+ physical_memory_mb = dalvik_mb * 4; |
+ else |
+ physical_memory_mb = std::max(dalvik_mb * 4, (physical_mb * 4) / 3); |
+ |
+ // Now we take a default of 1/8th of memory on high-memory devices, |
+ // and gradually scale that back for low-memory devices (to be nicer |
+ // to other apps so they don't get killed). Examples: |
+ // Nexus 4/10(2GB) 256MB (normally 128MB) |
+ // Droid Razr M(1GB) 114MB (normally 57MB) |
+ // Galaxy Nexus(1GB) 100MB (normally 50MB) |
+ // Xoom(1GB) 100MB (normally 50MB) |
+ // Nexus S(low-end) 8MB (normally 8MB) |
+ // Note that the compositor now uses only some of this memory for |
+ // pre-painting and uses the rest only for 'emergencies'. |
+ static size_t limit_bytes = 0; |
+ if (limit_bytes == 0) { |
+ // NOTE: Non-low-end devices use only 50% of these limits, |
+ // except during 'emergencies' where 100% can be used. |
+ if (!base::SysInfo::IsLowEndDevice()) { |
+ if (physical_memory_mb >= 1536) |
+ limit_bytes = physical_memory_mb / 8; // >192MB |
+ else if (physical_memory_mb >= 1152) |
+ limit_bytes = physical_memory_mb / 8; // >144MB |
+ else if (physical_memory_mb >= 768) |
+ limit_bytes = physical_memory_mb / 10; // >76MB |
+ else |
+ limit_bytes = physical_memory_mb / 12; // <64MB |
+ } else { |
+ // Low-end devices have 512MB or less memory by definition |
+ // so we hard code the limit rather than relying on the heuristics |
+ // above. Low-end devices use 4444 textures so we can use a lower limit. |
+ limit_bytes = 8; |
+ } |
+ limit_bytes = limit_bytes * 1024 * 1024; |
+ } |
+ actual.bytes_limit_when_visible = limit_bytes; |
+ return actual; |
+} |
+ |
} // namespace content |