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Unified Diff: content/renderer/gpu/render_widget_compositor.cc

Issue 1324413003: Move gpu memory calculations to Compositor. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: review comment + android_arm64_dbg_recipe bot issue. Created 5 years, 2 months ago
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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 0ad20f60ef8041964e330d34129b5ddd5930e054..8a002ce58063f1bbd417a94a0efc6750828654aa 100644
--- a/content/renderer/gpu/render_widget_compositor.cc
+++ b/content/renderer/gpu/render_widget_compositor.cc
@@ -41,6 +41,7 @@
#include "content/public/common/content_switches.h"
#include "content/renderer/input/input_handler_manager.h"
#include "gpu/command_buffer/client/gles2_interface.h"
+#include "gpu/command_buffer/service/gpu_switches.h"
#include "third_party/WebKit/public/platform/WebCompositeAndReadbackAsyncCallback.h"
#include "third_party/WebKit/public/platform/WebLayoutAndPaintAsyncCallback.h"
#include "third_party/WebKit/public/platform/WebSize.h"
@@ -458,6 +459,9 @@ void RenderWidgetCompositor::Initialize() {
if (base::SysInfo::IsLowEndDevice())
settings.max_staging_buffer_usage_in_bytes /= 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>
@@ -1011,4 +1015,84 @@ void RenderWidgetCompositor::SetSurfaceIdNamespace(
layer_tree_host_->set_surface_id_namespace(surface_id_namespace);
}
+cc::ManagedMemoryPolicy RenderWidgetCompositor::GetGpuMemoryPolicy(
+ const cc::ManagedMemoryPolicy& policy) {
+ cc::ManagedMemoryPolicy actual = policy;
+ actual.bytes_limit_when_visible = 0;
+
+ // If the value was overridden on the command line, use the specified value.
+ static bool client_hard_limit_bytes_overridden =
+ base::CommandLine::ForCurrentProcess()->HasSwitch(
+ switches::kForceGpuMemAvailableMb);
+ if (client_hard_limit_bytes_overridden) {
+ if (base::StringToSizeT(
+ base::CommandLine::ForCurrentProcess()->GetSwitchValueASCII(
+ switches::kForceGpuMemAvailableMb),
+ &actual.bytes_limit_when_visible))
+ actual.bytes_limit_when_visible *= 1024 * 1024;
+ return actual;
+ }
+
+#if defined(OS_ANDROID)
+ // 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'.
+ if (actual.bytes_limit_when_visible == 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)
+ actual.bytes_limit_when_visible = physical_memory_mb / 8; // >192MB
+ else if (physical_memory_mb >= 1152)
+ actual.bytes_limit_when_visible = physical_memory_mb / 8; // >144MB
+ else if (physical_memory_mb >= 768)
+ actual.bytes_limit_when_visible = physical_memory_mb / 10; // >76MB
+ else
+ actual.bytes_limit_when_visible = 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.
+ actual.bytes_limit_when_visible = 8;
+ }
+ actual.bytes_limit_when_visible =
+ actual.bytes_limit_when_visible * 1024 * 1024;
+ // Clamp the observed value to a specific range on Android.
+ actual.bytes_limit_when_visible = std::max(
+ actual.bytes_limit_when_visible, static_cast<size_t>(8 * 1024 * 1024));
+ actual.bytes_limit_when_visible =
+ std::min(actual.bytes_limit_when_visible,
+ static_cast<size_t>(256 * 1024 * 1024));
+ }
+ actual.priority_cutoff_when_visible =
+ gpu::MemoryAllocation::CUTOFF_ALLOW_EVERYTHING;
+#else
+ // Ignore what the system said and give all clients the same maximum
+ // allocation on desktop platforms.
+ actual.bytes_limit_when_visible = 512 * 1024 * 1024;
+ actual.priority_cutoff_when_visible =
+ gpu::MemoryAllocation::CUTOFF_ALLOW_NICE_TO_HAVE;
+#endif
+ return actual;
+}
+
} // namespace content
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