Index: ui/gl/gl_context_android.cc |
diff --git a/ui/gl/gl_context_android.cc b/ui/gl/gl_context_android.cc |
index ebf1dda6b13a8486e7f5c60acb74140da8a7e7ba..46f281b4e4d2541a762d2907064d976d1953c028 100644 |
--- a/ui/gl/gl_context_android.cc |
+++ b/ui/gl/gl_context_android.cc |
@@ -95,56 +95,4 @@ scoped_refptr<GLContext> GLContext::CreateGLContext( |
return context; |
} |
-bool GLContextEGL::GetTotalGpuMemory(size_t* bytes) { |
- DCHECK(bytes); |
- *bytes = 0; |
- |
- // 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; |
- } |
- *bytes = limit_bytes; |
- return true; |
-} |
- |
} |