1 // Copyright 2013 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.
5 #ifndef GPU_COMMAND_BUFFER_COMMON_GPU_MEMORY_ALLOCATION_H_
6 #define GPU_COMMAND_BUFFER_COMMON_GPU_MEMORY_ALLOCATION_H_
8 #include "base/basictypes.h"
12 // These are per context memory allocation limits set by the GpuMemoryManager
13 // and assigned to the browser and renderer context.
14 // They will change over time, given memory availability, and browser state.
15 struct MemoryAllocation
{
17 // Allow no allocations.
19 // Allow only allocations that are strictly required for correct rendering.
20 // For compositors, this is what is visible.
21 CUTOFF_ALLOW_REQUIRED_ONLY
,
22 // Allow allocations that are not strictly needed for correct rendering, but
23 // are nice to have for performance. For compositors, this includes textures
24 // that are a few screens away from being visible.
25 CUTOFF_ALLOW_NICE_TO_HAVE
,
26 // Allow all allocations.
27 CUTOFF_ALLOW_EVERYTHING
,
28 CUTOFF_LAST
= CUTOFF_ALLOW_EVERYTHING
31 // Limits when this renderer is visible.
32 uint64 bytes_limit_when_visible
;
33 PriorityCutoff priority_cutoff_when_visible
;
36 : bytes_limit_when_visible(0),
37 priority_cutoff_when_visible(CUTOFF_ALLOW_NOTHING
) {
40 MemoryAllocation(uint64 bytes_limit_when_visible
)
41 : bytes_limit_when_visible(bytes_limit_when_visible
),
42 priority_cutoff_when_visible(CUTOFF_ALLOW_EVERYTHING
) {
45 bool Equals(const MemoryAllocation
& other
) const {
46 return bytes_limit_when_visible
==
47 other
.bytes_limit_when_visible
&&
48 priority_cutoff_when_visible
== other
.priority_cutoff_when_visible
;
52 // Memory Allocation request which is sent by a client, to help GpuMemoryManager
53 // more ideally split memory allocations across clients.
54 struct ManagedMemoryStats
{
55 // Bytes required for correct rendering.
56 uint64 bytes_required
;
58 // Bytes that are not strictly required for correctness, but, if allocated,
59 // will provide good performance.
60 uint64 bytes_nice_to_have
;
62 // The number of bytes currently allocated.
63 uint64 bytes_allocated
;
65 // Whether or not a backbuffer is currently requested (the memory usage
66 // of the buffer is known by the GPU process).
67 bool backbuffer_requested
;
71 bytes_nice_to_have(0),
73 backbuffer_requested(false) {
76 ManagedMemoryStats(uint64 bytes_required
,
77 uint64 bytes_nice_to_have
,
78 uint64 bytes_allocated
,
79 bool backbuffer_requested
)
80 : bytes_required(bytes_required
),
81 bytes_nice_to_have(bytes_nice_to_have
),
82 bytes_allocated(bytes_allocated
),
83 backbuffer_requested(backbuffer_requested
) {
86 bool Equals(const ManagedMemoryStats
& other
) const {
87 return bytes_required
== other
.bytes_required
&&
88 bytes_nice_to_have
== other
.bytes_nice_to_have
&&
89 bytes_allocated
== other
.bytes_allocated
&&
90 backbuffer_requested
== other
.backbuffer_requested
;
94 } // namespace content
96 #endif // GPU_COMMAND_BUFFER_COMMON_GPU_MEMORY_ALLOCATION_H_