// 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; } }; } // namespace content #endif // GPU_COMMAND_BUFFER_COMMON_GPU_MEMORY_ALLOCATION_H_