| Index: ui/gl/gl_context_android.cc
|
| diff --git a/ui/gl/gl_context_android.cc b/ui/gl/gl_context_android.cc
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| 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;
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| }
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|
|
| -bool GLContextEGL::GetTotalGpuMemory(size_t* bytes) {
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| - DCHECK(bytes);
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| - *bytes = 0;
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| -
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| - // 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.
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| - size_t dalvik_mb = base::SysInfo::DalvikHeapSizeMB();
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| - size_t physical_mb = base::SysInfo::AmountOfPhysicalMemoryMB();
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| - size_t physical_memory_mb = 0;
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| - if (dalvik_mb >= 256)
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| - physical_memory_mb = dalvik_mb * 4;
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| - else
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| - physical_memory_mb = std::max(dalvik_mb * 4,
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| - (physical_mb * 4) / 3);
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| -
|
| - // Now we take a default of 1/8th of memory on high-memory devices,
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| - // and gradually scale that back for low-memory devices (to be nicer
|
| - // to other apps so they don't get killed). Examples:
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| - // Nexus 4/10(2GB) 256MB (normally 128MB)
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| - // Droid Razr M(1GB) 114MB (normally 57MB)
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| - // Galaxy Nexus(1GB) 100MB (normally 50MB)
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| - // Xoom(1GB) 100MB (normally 50MB)
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| - // Nexus S(low-end) 8MB (normally 8MB)
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| - // Note that the compositor now uses only some of this memory for
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| - // pre-painting and uses the rest only for 'emergencies'.
|
| - static size_t limit_bytes = 0;
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| - if (limit_bytes == 0) {
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| - // NOTE: Non-low-end devices use only 50% of these limits,
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| - // except during 'emergencies' where 100% can be used.
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| - if (!base::SysInfo::IsLowEndDevice()) {
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| - if (physical_memory_mb >= 1536)
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| - limit_bytes = physical_memory_mb / 8; // >192MB
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| - else if (physical_memory_mb >= 1152)
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| - limit_bytes = physical_memory_mb / 8; // >144MB
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| - else if (physical_memory_mb >= 768)
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| - limit_bytes = physical_memory_mb / 10; // >76MB
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| - else
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| - limit_bytes = physical_memory_mb / 12; // <64MB
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| - } else {
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| - // Low-end devices have 512MB or less memory by definition
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| - // so we hard code the limit rather than relying on the heuristics
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| - // above. Low-end devices use 4444 textures so we can use a lower limit.
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| - limit_bytes = 8;
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| - }
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| - limit_bytes = limit_bytes * 1024 * 1024;
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| - }
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| - *bytes = limit_bytes;
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| - return true;
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| -}
|
| -
|
| }
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|
|