// 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. #include "ui/gl/gl_context.h" #include "base/logging.h" #include "base/memory/ref_counted.h" #include "base/sys_info.h" #include "ui/gl/gl_bindings.h" #include "ui/gl/gl_context_egl.h" #include "ui/gl/gl_context_osmesa.h" #include "ui/gl/gl_context_stub.h" #include "ui/gl/gl_implementation.h" #include "ui/gl/gl_surface.h" namespace gfx { namespace { // Used to render into an already current context+surface, // that we do not have ownership of (draw callback). // TODO(boliu): Make this inherit from GLContextEGL. class GLNonOwnedContext : public GLContextReal { public: GLNonOwnedContext(GLShareGroup* share_group); // Implement GLContext. bool Initialize(GLSurface* compatible_surface, GpuPreference gpu_preference) override; bool MakeCurrent(GLSurface* surface) override; void ReleaseCurrent(GLSurface* surface) override {} bool IsCurrent(GLSurface* surface) override { return true; } void* GetHandle() override { return nullptr; } void OnSetSwapInterval(int interval) override {} std::string GetExtensions() override; protected: ~GLNonOwnedContext() override {} private: EGLDisplay display_; DISALLOW_COPY_AND_ASSIGN(GLNonOwnedContext); }; GLNonOwnedContext::GLNonOwnedContext(GLShareGroup* share_group) : GLContextReal(share_group), display_(nullptr) {} bool GLNonOwnedContext::Initialize(GLSurface* compatible_surface, GpuPreference gpu_preference) { display_ = eglGetDisplay(EGL_DEFAULT_DISPLAY); return true; } bool GLNonOwnedContext::MakeCurrent(GLSurface* surface) { SetCurrent(surface); SetRealGLApi(); return true; } std::string GLNonOwnedContext::GetExtensions() { const char* extensions = eglQueryString(display_, EGL_EXTENSIONS); if (!extensions) return GLContext::GetExtensions(); return GLContext::GetExtensions() + " " + extensions; } } // anonymous namespace // static scoped_refptr GLContext::CreateGLContext( GLShareGroup* share_group, GLSurface* compatible_surface, GpuPreference gpu_preference) { scoped_refptr context; switch (GetGLImplementation()) { case kGLImplementationMockGL: return scoped_refptr(new GLContextStub()); case kGLImplementationOSMesaGL: context = new GLContextOSMesa(share_group); break; default: if (compatible_surface->GetHandle()) context = new GLContextEGL(share_group); else context = new GLNonOwnedContext(share_group); break; } if (!context->Initialize(compatible_surface, gpu_preference)) return nullptr; return context; } bool GLContextEGL::GetTotalGpuMemory(size_t* bytes) { DCHECK(bytes); *bytes = 0; // We can't query available GPU memory from the system on Android. // Physical memory is also mis-reported sometimes (eg. Nexus 10 reports // 1262MB when it actually has 2GB, while Razr M has 1GB but only reports // 128MB java heap size). First we estimate physical memory using both. size_t dalvik_mb = base::SysInfo::DalvikHeapSizeMB(); size_t physical_mb = base::SysInfo::AmountOfPhysicalMemoryMB(); size_t physical_memory_mb = 0; if (dalvik_mb >= 256) physical_memory_mb = dalvik_mb * 4; else physical_memory_mb = std::max(dalvik_mb * 4, (physical_mb * 4) / 3); // Now we take a default of 1/8th of memory on high-memory devices, // and gradually scale that back for low-memory devices (to be nicer // to other apps so they don't get killed). Examples: // Nexus 4/10(2GB) 256MB (normally 128MB) // Droid Razr M(1GB) 114MB (normally 57MB) // Galaxy Nexus(1GB) 100MB (normally 50MB) // Xoom(1GB) 100MB (normally 50MB) // Nexus S(low-end) 8MB (normally 8MB) // Note that the compositor now uses only some of this memory for // pre-painting and uses the rest only for 'emergencies'. static size_t limit_bytes = 0; if (limit_bytes == 0) { // NOTE: Non-low-end devices use only 50% of these limits, // except during 'emergencies' where 100% can be used. if (!base::SysInfo::IsLowEndDevice()) { if (physical_memory_mb >= 1536) limit_bytes = physical_memory_mb / 8; // >192MB else if (physical_memory_mb >= 1152) limit_bytes = physical_memory_mb / 8; // >144MB else if (physical_memory_mb >= 768) limit_bytes = physical_memory_mb / 10; // >76MB else limit_bytes = physical_memory_mb / 12; // <64MB } else { // Low-end devices have 512MB or less memory by definition // so we hard code the limit rather than relying on the heuristics // above. Low-end devices use 4444 textures so we can use a lower limit. limit_bytes = 8; } limit_bytes = limit_bytes * 1024 * 1024; } *bytes = limit_bytes; return true; } }