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// Copyright (c) 2012 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 CONTENT_COMMON_GPU_GPU_MEMORY_ALLOCATION_H_
#define CONTENT_COMMON_GPU_GPU_MEMORY_ALLOCATION_H_
#include "base/basictypes.h"
namespace content {
// 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.
// Memory Allocation which will be assigned to the renderer context.
struct GpuMemoryAllocationForRenderer {
enum PriorityCutoff {
// Allow no allocations.
kPriorityCutoffAllowNothing,
// Allow only allocations that are strictly required for correct rendering.
// For compositors, this is what is visible.
kPriorityCutoffAllowOnlyRequired,
// 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.
kPriorityCutoffAllowNiceToHave,
// Allow all allocations.
kPriorityCutoffAllowEverything,
};
// Limits when this renderer is visible.
uint64 bytes_limit_when_visible;
PriorityCutoff priority_cutoff_when_visible;
// Limits when this renderer is not visible.
uint64 bytes_limit_when_not_visible;
PriorityCutoff priority_cutoff_when_not_visible;
bool have_backbuffer_when_not_visible;
GpuMemoryAllocationForRenderer()
: bytes_limit_when_visible(0),
priority_cutoff_when_visible(kPriorityCutoffAllowNothing),
bytes_limit_when_not_visible(0),
priority_cutoff_when_not_visible(kPriorityCutoffAllowNothing),
have_backbuffer_when_not_visible(false) {
}
GpuMemoryAllocationForRenderer(uint64 bytes_limit_when_visible)
: bytes_limit_when_visible(bytes_limit_when_visible),
priority_cutoff_when_visible(kPriorityCutoffAllowEverything),
bytes_limit_when_not_visible(0),
priority_cutoff_when_not_visible(kPriorityCutoffAllowNothing),
have_backbuffer_when_not_visible(false) {
}
bool Equals(const GpuMemoryAllocationForRenderer& other) const {
return bytes_limit_when_visible ==
other.bytes_limit_when_visible &&
priority_cutoff_when_visible == other.priority_cutoff_when_visible &&
bytes_limit_when_not_visible == other.bytes_limit_when_not_visible &&
priority_cutoff_when_not_visible ==
other.priority_cutoff_when_not_visible &&
have_backbuffer_when_not_visible ==
other.have_backbuffer_when_not_visible;
}
};
// Memory Allocation which will be assigned to the browser.
struct GpuMemoryAllocationForBrowser {
bool suggest_have_frontbuffer;
GpuMemoryAllocationForBrowser()
: suggest_have_frontbuffer(false) {
}
GpuMemoryAllocationForBrowser(bool suggest_have_frontbuffer)
: suggest_have_frontbuffer(suggest_have_frontbuffer) {
}
bool Equals(const GpuMemoryAllocationForBrowser& other) const {
return suggest_have_frontbuffer == other.suggest_have_frontbuffer;
}
};
// Combination of the above two Memory Allocations which will be created by the
// GpuMemoryManager.
struct GpuMemoryAllocation {
GpuMemoryAllocationForRenderer renderer_allocation;
GpuMemoryAllocationForBrowser browser_allocation;
enum BufferAllocation {
kHasNoFrontbuffer = 0,
kHasFrontbuffer = 1,
};
GpuMemoryAllocation() {
}
GpuMemoryAllocation(uint64 gpu_resource_size_in_bytes,
BufferAllocation buffer_allocation)
: renderer_allocation(gpu_resource_size_in_bytes),
browser_allocation(buffer_allocation == kHasFrontbuffer) {
}
bool Equals(const GpuMemoryAllocation& other) const {
return renderer_allocation.Equals(other.renderer_allocation) &&
browser_allocation.Equals(other.browser_allocation);
}
};
// Memory Allocation request which is sent by a client, to help GpuMemoryManager
// more ideally split memory allocations across clients.
struct GpuManagedMemoryStats {
// 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;
GpuManagedMemoryStats()
: bytes_required(0),
bytes_nice_to_have(0),
bytes_allocated(0),
backbuffer_requested(false) {
}
GpuManagedMemoryStats(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 GpuManagedMemoryStats& 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 // CONTENT_COMMON_GPU_GPU_MEMORY_ALLOCATION_H_