// 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, CUTOFF_LAST = 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_