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Side by Side Diff: blimp/client/feature/compositor/blimp_layer_tree_settings.cc

Issue 2241623002: blimp: Move compositing, input and render widget feature to client/core. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: addressed comments from #7 Created 4 years, 4 months ago
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1 // Copyright 2015 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "blimp/client/feature/compositor/blimp_layer_tree_settings.h"
6
7 #include "base/command_line.h"
8 #include "base/logging.h"
9 #include "base/macros.h"
10 #include "base/strings/string_number_conversions.h"
11 #include "base/strings/string_split.h"
12 #include "base/sys_info.h"
13 #include "cc/base/switches.h"
14 #include "cc/trees/layer_tree_settings.h"
15 #include "third_party/skia/include/core/SkColor.h"
16 #include "ui/gfx/buffer_types.h"
17 #include "ui/gl/gl_switches.h"
18
19 namespace blimp {
20 namespace client {
21
22 // TODO(dtrainor): This is temporary to get the compositor up and running.
23 // Much of this will either have to be pulled from the server or refactored to
24 // share the settings from render_widget_compositor.cc.
25 void PopulateCommonLayerTreeSettings(cc::LayerTreeSettings* settings) {
26 // For web contents, layer transforms should scale up the contents of layers
27 // to keep content always crisp when possible.
28 settings->layer_transforms_should_scale_layer_contents = true;
29
30 settings->main_frame_before_activation_enabled = false;
31 settings->default_tile_size = gfx::Size(256, 256);
32 settings->gpu_rasterization_msaa_sample_count = 0;
33 settings->gpu_rasterization_forced = false;
34 settings->gpu_rasterization_enabled = false;
35 settings->can_use_lcd_text = false;
36 settings->use_distance_field_text = false;
37 #if defined(OS_MACOSX)
38 settings->use_zero_copy = true;
39 #else
40 settings->use_zero_copy = false;
41 #endif
42 settings->enable_elastic_overscroll = false;
43 settings->image_decode_tasks_enabled = false;
44 settings->single_thread_proxy_scheduler = false;
45 settings->initial_debug_state.show_debug_borders = false;
46 settings->initial_debug_state.show_fps_counter = false;
47 settings->initial_debug_state.show_layer_animation_bounds_rects = false;
48 settings->initial_debug_state.show_paint_rects = false;
49 settings->initial_debug_state.show_property_changed_rects = false;
50 settings->initial_debug_state.show_surface_damage_rects = false;
51 settings->initial_debug_state.show_screen_space_rects = false;
52 settings->initial_debug_state.show_replica_screen_space_rects = false;
53 settings->initial_debug_state.SetRecordRenderingStats(false);
54
55 #if defined(OS_ANDROID)
56 if (base::SysInfo::IsLowEndDevice())
57 settings->gpu_rasterization_enabled = false;
58 settings->using_synchronous_renderer_compositor = false;
59 settings->scrollbar_animator = cc::LayerTreeSettings::LINEAR_FADE;
60 settings->scrollbar_fade_delay_ms = 300;
61 settings->scrollbar_fade_resize_delay_ms = 2000;
62 settings->scrollbar_fade_duration_ms = 300;
63 settings->solid_color_scrollbar_color = SkColorSetARGB(128, 128, 128, 128);
64 settings->renderer_settings.highp_threshold_min = 2048;
65 settings->ignore_root_layer_flings = false;
66 bool use_low_memory_policy = base::SysInfo::IsLowEndDevice();
67 if (use_low_memory_policy) {
68 // On low-end we want to be very carefull about killing other
69 // apps. So initially we use 50% more memory to avoid flickering
70 // or raster-on-demand.
71 settings->max_memory_for_prepaint_percentage = 67;
72
73 settings->renderer_settings.preferred_tile_format = cc::RGBA_4444;
74 } else {
75 // On other devices we have increased memory excessively to avoid
76 // raster-on-demand already, so now we reserve 50% _only_ to avoid
77 // raster-on-demand, and use 50% of the memory otherwise.
78 settings->max_memory_for_prepaint_percentage = 50;
79 }
80 settings->renderer_settings.should_clear_root_render_pass = true;
81
82 // TODO(danakj): Only do this on low end devices.
83 settings->create_low_res_tiling = true;
84
85 // TODO(dtrainor): Investigate whether or not we want to use an external
86 // source here.
87 // settings->use_external_begin_frame_source = true;
88
89 #elif !defined(OS_MACOSX)
90 settings->scrollbar_animator = cc::LayerTreeSettings::LINEAR_FADE;
91 settings->solid_color_scrollbar_color = SkColorSetARGB(128, 128, 128, 128);
92 settings->scrollbar_fade_delay_ms = 500;
93 settings->scrollbar_fade_resize_delay_ms = 500;
94 settings->scrollbar_fade_duration_ms = 300;
95
96 // When pinching in, only show the pinch-viewport overlay scrollbars if the
97 // page scale is at least some threshold away from the minimum. i.e. don't
98 // show the pinch scrollbars when at minimum scale.
99 // TODO(dtrainor): Update this since https://crrev.com/1267603004 landed.
100 // settings->scrollbar_show_scale_threshold = 1.05f;
101 #endif
102
103 // Set the GpuMemoryPolicy.
104 cc::ManagedMemoryPolicy memory_policy = settings->memory_policy_;
105 memory_policy.bytes_limit_when_visible = 0;
106
107 #if defined(OS_ANDROID)
108 // We can't query available GPU memory from the system on Android.
109 // Physical memory is also mis-reported sometimes (eg. Nexus 10 reports
110 // 1262MB when it actually has 2GB, while Razr M has 1GB but only reports
111 // 128MB java heap size). First we estimate physical memory using both.
112 size_t dalvik_mb = base::SysInfo::DalvikHeapSizeMB();
113 size_t physical_mb = base::SysInfo::AmountOfPhysicalMemoryMB();
114 size_t physical_memory_mb = 0;
115 if (dalvik_mb >= 256)
116 physical_memory_mb = dalvik_mb * 4;
117 else
118 physical_memory_mb = std::max(dalvik_mb * 4, (physical_mb * 4) / 3);
119
120 // Now we take a default of 1/8th of memory on high-memory devices,
121 // and gradually scale that back for low-memory devices (to be nicer
122 // to other apps so they don't get killed). Examples:
123 // Nexus 4/10(2GB) 256MB (normally 128MB)
124 // Droid Razr M(1GB) 114MB (normally 57MB)
125 // Galaxy Nexus(1GB) 100MB (normally 50MB)
126 // Xoom(1GB) 100MB (normally 50MB)
127 // Nexus S(low-end) 8MB (normally 8MB)
128 // Note that the compositor now uses only some of this memory for
129 // pre-painting and uses the rest only for 'emergencies'.
130 if (memory_policy.bytes_limit_when_visible == 0) {
131 // NOTE: Non-low-end devices use only 50% of these limits,
132 // except during 'emergencies' where 100% can be used.
133 if (!base::SysInfo::IsLowEndDevice()) {
134 if (physical_memory_mb >= 1536)
135 memory_policy.bytes_limit_when_visible =
136 physical_memory_mb / 8; // >192MB
137 else if (physical_memory_mb >= 1152)
138 memory_policy.bytes_limit_when_visible =
139 physical_memory_mb / 8; // >144MB
140 else if (physical_memory_mb >= 768)
141 memory_policy.bytes_limit_when_visible =
142 physical_memory_mb / 10; // >76MB
143 else
144 memory_policy.bytes_limit_when_visible =
145 physical_memory_mb / 12; // <64MB
146 } else {
147 // Low-end devices have 512MB or less memory by definition
148 // so we hard code the limit rather than relying on the heuristics
149 // above. Low-end devices use 4444 textures so we can use a lower limit.
150 memory_policy.bytes_limit_when_visible = 8;
151 }
152 memory_policy.bytes_limit_when_visible =
153 memory_policy.bytes_limit_when_visible * 1024 * 1024;
154 // Clamp the observed value to a specific range on Android.
155 memory_policy.bytes_limit_when_visible = std::max(
156 memory_policy.bytes_limit_when_visible,
157 static_cast<size_t>(8 * 1024 * 1024));
158 memory_policy.bytes_limit_when_visible =
159 std::min(memory_policy.bytes_limit_when_visible,
160 static_cast<size_t>(256 * 1024 * 1024));
161 }
162 memory_policy.priority_cutoff_when_visible =
163 gpu::MemoryAllocation::CUTOFF_ALLOW_EVERYTHING;
164 #else
165 // Ignore what the system said and give all clients the same maximum
166 // allocation on desktop platforms.
167 memory_policy.bytes_limit_when_visible = 512 * 1024 * 1024;
168 memory_policy.priority_cutoff_when_visible =
169 gpu::MemoryAllocation::CUTOFF_ALLOW_NICE_TO_HAVE;
170 #endif
171 }
172
173 } // namespace client
174 } // namespace blimp
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