| Index: blimp/client/compositor/blimp_layer_tree_settings.cc
|
| diff --git a/blimp/client/compositor/blimp_layer_tree_settings.cc b/blimp/client/compositor/blimp_layer_tree_settings.cc
|
| index 3dbc058ac37c646f5ffaa03663453e3ffa24e23f..11ce847f9b47ef4c387e6354b2b1c8883e32dff1 100644
|
| --- a/blimp/client/compositor/blimp_layer_tree_settings.cc
|
| +++ b/blimp/client/compositor/blimp_layer_tree_settings.cc
|
| @@ -104,6 +104,75 @@ void PopulateCommonLayerTreeSettings(cc::LayerTreeSettings* settings) {
|
|
|
| // Blimp always uses new cc::AnimationHost system.
|
| settings->use_compositor_animation_timelines = true;
|
| +
|
| + // Set the GpuMemoryPolicy.
|
| + cc::ManagedMemoryPolicy memory_policy = settings->memory_policy_;
|
| + memory_policy.bytes_limit_when_visible = 0;
|
| +
|
| +#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 (memory_policy.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)
|
| + memory_policy.bytes_limit_when_visible =
|
| + physical_memory_mb / 8; // >192MB
|
| + else if (physical_memory_mb >= 1152)
|
| + memory_policy.bytes_limit_when_visible =
|
| + physical_memory_mb / 8; // >144MB
|
| + else if (physical_memory_mb >= 768)
|
| + memory_policy.bytes_limit_when_visible =
|
| + physical_memory_mb / 10; // >76MB
|
| + else
|
| + memory_policy.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.
|
| + memory_policy.bytes_limit_when_visible = 8;
|
| + }
|
| + memory_policy.bytes_limit_when_visible =
|
| + memory_policy.bytes_limit_when_visible * 1024 * 1024;
|
| + // Clamp the observed value to a specific range on Android.
|
| + memory_policy.bytes_limit_when_visible = std::max(
|
| + memory_policy.bytes_limit_when_visible,
|
| + static_cast<size_t>(8 * 1024 * 1024));
|
| + memory_policy.bytes_limit_when_visible =
|
| + std::min(memory_policy.bytes_limit_when_visible,
|
| + static_cast<size_t>(256 * 1024 * 1024));
|
| + }
|
| + memory_policy.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.
|
| + memory_policy.bytes_limit_when_visible = 512 * 1024 * 1024;
|
| + memory_policy.priority_cutoff_when_visible =
|
| + gpu::MemoryAllocation::CUTOFF_ALLOW_NICE_TO_HAVE;
|
| +#endif
|
| }
|
|
|
| } // namespace client
|
|
|