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// Copyright 2013 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_COMMAND_BUFFER_COMMON_GPU_MEMORY_ALLOCATION_H_
#define GPU_COMMAND_BUFFER_COMMON_GPU_MEMORY_ALLOCATION_H_
#include "base/basictypes.h"
namespace gpu {
// These are per context memory allocation limits set by the GpuMemoryManager
// and assigned to the browser and renderer context.
// They will change over time, given memory availability, and browser state.
struct MemoryAllocation {
enum PriorityCutoff {
// Allow no allocations.
CUTOFF_ALLOW_NOTHING,
// Allow only allocations that are strictly required for correct rendering.
// For compositors, this is what is visible.
CUTOFF_ALLOW_REQUIRED_ONLY,
// Allow allocations that are not strictly needed for correct rendering, but
// are nice to have for performance. For compositors, this includes textures
// that are a few screens away from being visible.
CUTOFF_ALLOW_NICE_TO_HAVE,
// Allow all allocations.
CUTOFF_ALLOW_EVERYTHING,
};
// Limits when this renderer is visible.
uint64 bytes_limit_when_visible;
PriorityCutoff priority_cutoff_when_visible;
MemoryAllocation()
: bytes_limit_when_visible(0),
priority_cutoff_when_visible(CUTOFF_ALLOW_NOTHING) {
}
MemoryAllocation(uint64 bytes_limit_when_visible)
: bytes_limit_when_visible(bytes_limit_when_visible),
priority_cutoff_when_visible(CUTOFF_ALLOW_EVERYTHING) {
}
bool Equals(const MemoryAllocation& other) const {
return bytes_limit_when_visible ==
other.bytes_limit_when_visible &&
priority_cutoff_when_visible == other.priority_cutoff_when_visible;
}
};
// Memory Allocation request which is sent by a client, to help GpuMemoryManager
// more ideally split memory allocations across clients.
struct ManagedMemoryStats {
// Bytes required for correct rendering.
uint64 bytes_required;
// Bytes that are not strictly required for correctness, but, if allocated,
// will provide good performance.
uint64 bytes_nice_to_have;
// The number of bytes currently allocated.
uint64 bytes_allocated;
// Whether or not a backbuffer is currently requested (the memory usage
// of the buffer is known by the GPU process).
bool backbuffer_requested;
ManagedMemoryStats()
: bytes_required(0),
bytes_nice_to_have(0),
bytes_allocated(0),
backbuffer_requested(false) {
}
ManagedMemoryStats(uint64 bytes_required,
uint64 bytes_nice_to_have,
uint64 bytes_allocated,
bool backbuffer_requested)
: bytes_required(bytes_required),
bytes_nice_to_have(bytes_nice_to_have),
bytes_allocated(bytes_allocated),
backbuffer_requested(backbuffer_requested) {
}
bool Equals(const ManagedMemoryStats& other) const {
return bytes_required == other.bytes_required &&
bytes_nice_to_have == other.bytes_nice_to_have &&
bytes_allocated == other.bytes_allocated &&
backbuffer_requested == other.backbuffer_requested;
}
};
} // namespace content
#endif // GPU_COMMAND_BUFFER_COMMON_GPU_MEMORY_ALLOCATION_H_