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// Copyright 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 CCPrioritizedTextureManager_h
#define CCPrioritizedTextureManager_h
#include "CCPrioritizedTexture.h"
#include "CCPriorityCalculator.h"
#include "CCTexture.h"
#include "GraphicsContext3D.h"
#include "IntRect.h"
#include "IntSize.h"
#include <wtf/HashSet.h>
#include <wtf/ListHashSet.h>
#include <wtf/Vector.h>
namespace cc {
class CCPrioritizedTexture;
class CCPriorityCalculator;
class CCPrioritizedTextureManager {
WTF_MAKE_NONCOPYABLE(CCPrioritizedTextureManager);
public:
static PassOwnPtr<CCPrioritizedTextureManager> create(size_t maxMemoryLimitBytes, int maxTextureSize, int pool)
{
return adoptPtr(new CCPrioritizedTextureManager(maxMemoryLimitBytes, maxTextureSize, pool));
}
PassOwnPtr<CCPrioritizedTexture> createTexture(IntSize size, GC3Denum format)
{
return adoptPtr(new CCPrioritizedTexture(this, size, format));
}
~CCPrioritizedTextureManager();
// FIXME (http://crbug.com/137094): This 64MB default is a straggler from the
// old texture manager and is just to give us a default memory allocation before
// we get a callback from the GPU memory manager. We should probaby either:
// - wait for the callback before rendering anything instead
// - push this into the GPU memory manager somehow.
static size_t defaultMemoryAllocationLimit() { return 64 * 1024 * 1024; }
// memoryUseBytes() describes the number of bytes used by existing allocated textures.
// memoryAboveCutoffBytes() describes the number of bytes that would be used if all
// textures that are above the cutoff were allocated.
// memoryUseBytes() <= memoryAboveCutoffBytes() should always be true.
size_t memoryUseBytes() const { return m_memoryUseBytes; }
size_t memoryAboveCutoffBytes() const { return m_memoryAboveCutoffBytes; }
size_t memoryForSelfManagedTextures() const { return m_maxMemoryLimitBytes - m_memoryAvailableBytes; }
void setMaxMemoryLimitBytes(size_t bytes) { m_maxMemoryLimitBytes = bytes; }
size_t maxMemoryLimitBytes() const { return m_maxMemoryLimitBytes; }
void prioritizeTextures();
void clearPriorities();
bool requestLate(CCPrioritizedTexture*);
void reduceMemory(CCResourceProvider*);
void clearAllMemory(CCResourceProvider*);
void unlinkAllBackings();
void deleteAllUnlinkedBackings();
void acquireBackingTextureIfNeeded(CCPrioritizedTexture*, CCResourceProvider*);
void registerTexture(CCPrioritizedTexture*);
void unregisterTexture(CCPrioritizedTexture*);
void returnBackingTexture(CCPrioritizedTexture*);
#if !ASSERT_DISABLED
void assertInvariants();
#endif
private:
// Compare textures. Highest priority first.
static inline bool compareTextures(CCPrioritizedTexture* a, CCPrioritizedTexture* b)
{
if (a->requestPriority() == b->requestPriority())
return a < b;
return CCPriorityCalculator::priorityIsHigher(a->requestPriority(), b->requestPriority());
}
// Compare backings. Lowest priority first.
static inline bool compareBackings(CCPrioritizedTexture::Backing* a, CCPrioritizedTexture::Backing* b)
{
int priorityA = a->owner() ? a->owner()->requestPriority() : CCPriorityCalculator::lowestPriority();
int priorityB = b->owner() ? b->owner()->requestPriority() : CCPriorityCalculator::lowestPriority();
if (priorityA == priorityB)
return a < b;
return CCPriorityCalculator::priorityIsLower(priorityA, priorityB);
}
CCPrioritizedTextureManager(size_t maxMemoryLimitBytes, int maxTextureSize, int pool);
void reduceMemory(size_t limit, CCResourceProvider*);
CCPrioritizedTexture::Backing* createBacking(IntSize, GC3Denum format, CCResourceProvider*);
void destroyBacking(CCPrioritizedTexture::Backing*, CCResourceProvider*);
size_t m_maxMemoryLimitBytes;
unsigned m_priorityCutoff;
size_t m_memoryUseBytes;
size_t m_memoryAboveCutoffBytes;
size_t m_memoryAvailableBytes;
int m_pool;
typedef HashSet<CCPrioritizedTexture*> TextureSet;
typedef ListHashSet<CCPrioritizedTexture::Backing*> BackingSet;
typedef Vector<CCPrioritizedTexture*> TextureVector;
typedef Vector<CCPrioritizedTexture::Backing*> BackingVector;
TextureSet m_textures;
BackingSet m_backings;
TextureVector m_tempTextureVector;
BackingVector m_tempBackingVector;
};
} // cc
#endif
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