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 |