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// 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 "content/common/gpu/gpu_memory_manager.h"
#if defined(ENABLE_GPU)
#include <algorithm>
#include "base/bind.h"
#include "base/command_line.h"
#include "base/debug/trace_event.h"
#include "base/message_loop.h"
#include "base/process_util.h"
#include "base/string_number_conversions.h"
#include "base/sys_info.h"
#include "content/common/gpu/gpu_memory_allocation.h"
#include "content/common/gpu/gpu_memory_tracking.h"
#include "gpu/command_buffer/service/gpu_switches.h"
namespace content {
namespace {
const int kDelayedScheduleManageTimeoutMs = 67;
void TrackValueChanged(size_t old_size, size_t new_size, size_t* total_size) {
DCHECK(new_size > old_size || *total_size >= (old_size - new_size));
*total_size += (new_size - old_size);
}
}
GpuMemoryManager::GpuMemoryManager(
size_t max_surfaces_with_frontbuffer_soft_limit)
: manage_immediate_scheduled_(false),
max_surfaces_with_frontbuffer_soft_limit_(
max_surfaces_with_frontbuffer_soft_limit),
bytes_available_gpu_memory_(0),
bytes_available_gpu_memory_overridden_(false),
bytes_backgrounded_available_gpu_memory_(0),
bytes_allocated_current_(0),
bytes_allocated_managed_visible_(0),
bytes_allocated_managed_backgrounded_(0),
window_count_has_been_received_(false),
window_count_(0),
disable_schedule_manage_(false)
{
CommandLine* command_line = CommandLine::ForCurrentProcess();
if (command_line->HasSwitch(switches::kForceGpuMemAvailableMb)) {
base::StringToSizeT(
command_line->GetSwitchValueASCII(switches::kForceGpuMemAvailableMb),
&bytes_available_gpu_memory_);
bytes_available_gpu_memory_ *= 1024 * 1024;
bytes_available_gpu_memory_overridden_ = true;
} else
bytes_available_gpu_memory_ = GetDefaultAvailableGpuMemory();
UpdateBackgroundedAvailableGpuMemory();
}
GpuMemoryManager::~GpuMemoryManager() {
DCHECK(tracking_groups_.empty());
DCHECK(clients_.empty());
DCHECK(!bytes_allocated_current_);
DCHECK(!bytes_allocated_managed_visible_);
DCHECK(!bytes_allocated_managed_backgrounded_);
}
size_t GpuMemoryManager::GetAvailableGpuMemory() const {
return bytes_available_gpu_memory_;
}
size_t GpuMemoryManager::GetCurrentBackgroundedAvailableGpuMemory() const {
if (bytes_allocated_managed_visible_ < GetAvailableGpuMemory()) {
return std::min(bytes_backgrounded_available_gpu_memory_,
GetAvailableGpuMemory() - bytes_allocated_managed_visible_);
}
return 0;
}
size_t GpuMemoryManager::GetDefaultAvailableGpuMemory() const {
#if defined(OS_ANDROID)
return 32 * 1024 * 1024;
#elif defined(OS_CHROMEOS)
return 1024 * 1024 * 1024;
#else
return 256 * 1024 * 1024;
#endif
}
size_t GpuMemoryManager::GetMaximumTotalGpuMemory() const {
#if defined(OS_ANDROID)
return 256 * 1024 * 1024;
#else
return 1024 * 1024 * 1024;
#endif
}
size_t GpuMemoryManager::GetMaximumTabAllocation() const {
#if defined(OS_ANDROID) || defined(OS_CHROMEOS)
return bytes_available_gpu_memory_;
#else
// This is to avoid allowing a single page on to use a full 256MB of memory
// (the current total limit). Long-scroll pages will hit this limit,
// resulting in instability on some platforms (e.g, issue 141377).
return bytes_available_gpu_memory_ / 2;
#endif
}
size_t GpuMemoryManager::GetMinimumTabAllocation() const {
#if defined(OS_ANDROID)
return 32 * 1024 * 1024;
#elif defined(OS_CHROMEOS)
return 64 * 1024 * 1024;
#else
return 64 * 1024 * 1024;
#endif
}
size_t GpuMemoryManager::CalcAvailableFromViewportArea(int viewport_area) {
// We can't query available GPU memory from the system on Android, but
// 18X the viewport and 50% of the dalvik heap size give us a good
// estimate of available GPU memory on a wide range of devices.
const int kViewportMultiplier = 18;
const unsigned int kComponentsPerPixel = 4; // GraphicsContext3D::RGBA
const unsigned int kBytesPerComponent = 1; // sizeof(GC3Dubyte)
size_t viewport_limit = viewport_area * kViewportMultiplier *
kComponentsPerPixel *
kBytesPerComponent;
#if !defined(OS_ANDROID)
return viewport_limit;
#else
static size_t dalvik_limit = 0;
if (!dalvik_limit)
dalvik_limit = (base::SysInfo::DalvikHeapSizeMB() / 2) * 1024 * 1024;
return std::min(viewport_limit, dalvik_limit);
#endif
}
size_t GpuMemoryManager::CalcAvailableFromGpuTotal(size_t total_gpu_memory) {
// Allow Chrome to use 75% of total GPU memory, or all-but-64MB of GPU
// memory, whichever is less.
return std::min(3 * total_gpu_memory / 4, total_gpu_memory - 64*1024*1024);
}
void GpuMemoryManager::UpdateAvailableGpuMemory(
const ClientStateVector& clients) {
// If the amount of video memory to use was specified at the command
// line, never change it.
if (bytes_available_gpu_memory_overridden_)
return;
#if defined(OS_ANDROID)
// On Android we use the surface size, so this finds the largest visible
// surface size instead of lowest gpu's limit.
int max_surface_area = 0;
#else
// On non-Android, we use an operating system query when possible.
// We do not have a reliable concept of multiple GPUs existing in
// a system, so just be safe and go with the minimum encountered.
size_t bytes_min = 0;
#endif
// Only use the clients that are visible, because otherwise the set of clients
// we are querying could become extremely large.
for (ClientStateVector::const_iterator it = clients.begin();
it != clients.end(); ++it) {
ClientState* client_state = *it;
if (!client_state->has_surface)
continue;
if (!client_state->visible)
continue;
#if defined(OS_ANDROID)
gfx::Size surface_size = client_state->client->GetSurfaceSize();
max_surface_area = std::max(max_surface_area, surface_size.width() *
surface_size.height());
#else
size_t bytes = 0;
if (client_state->client->GetTotalGpuMemory(&bytes)) {
if (!bytes_min || bytes < bytes_min)
bytes_min = bytes;
}
#endif
}
#if defined(OS_ANDROID)
bytes_available_gpu_memory_ = CalcAvailableFromViewportArea(max_surface_area);
#else
if (!bytes_min)
return;
bytes_available_gpu_memory_ = CalcAvailableFromGpuTotal(bytes_min);
#endif
// Never go below the default allocation
bytes_available_gpu_memory_ = std::max(bytes_available_gpu_memory_,
GetDefaultAvailableGpuMemory());
// Never go above the maximum.
bytes_available_gpu_memory_ = std::min(bytes_available_gpu_memory_,
GetMaximumTotalGpuMemory());
// Update the backgrounded available gpu memory because it depends on
// the available GPU memory.
UpdateBackgroundedAvailableGpuMemory();
}
void GpuMemoryManager::UpdateBackgroundedAvailableGpuMemory() {
// Be conservative and disable saving backgrounded tabs' textures on Android
// for the moment
#if defined(OS_ANDROID)
bytes_backgrounded_available_gpu_memory_ = 0;
#else
bytes_backgrounded_available_gpu_memory_ = bytes_available_gpu_memory_ / 4;
#endif
}
bool GpuMemoryManager::ClientsComparator::operator()(
ClientState* lhs,
ClientState* rhs) {
if (lhs->has_surface != rhs->has_surface)
return lhs->has_surface > rhs->has_surface;
if (lhs->visible != rhs->visible)
return lhs->visible > rhs->visible;
if (lhs->last_used_time != rhs->last_used_time)
return lhs->last_used_time > rhs->last_used_time;
return lhs > rhs;
};
void GpuMemoryManager::ScheduleManage(bool immediate) {
if (disable_schedule_manage_)
return;
if (manage_immediate_scheduled_)
return;
if (immediate) {
MessageLoop::current()->PostTask(
FROM_HERE,
base::Bind(&GpuMemoryManager::Manage, AsWeakPtr()));
manage_immediate_scheduled_ = true;
if (!delayed_manage_callback_.IsCancelled())
delayed_manage_callback_.Cancel();
} else {
if (!delayed_manage_callback_.IsCancelled())
return;
delayed_manage_callback_.Reset(base::Bind(&GpuMemoryManager::Manage,
AsWeakPtr()));
MessageLoop::current()->PostDelayedTask(
FROM_HERE,
delayed_manage_callback_.callback(),
base::TimeDelta::FromMilliseconds(kDelayedScheduleManageTimeoutMs));
}
}
void GpuMemoryManager::TrackMemoryAllocatedChange(size_t old_size,
size_t new_size) {
TrackValueChanged(old_size, new_size, &bytes_allocated_current_);
if (new_size != old_size) {
TRACE_COUNTER1("gpu",
"GpuMemoryUsage",
bytes_allocated_current_);
}
}
void GpuMemoryManager::AddClient(GpuMemoryManagerClient* client,
bool has_surface,
bool visible,
base::TimeTicks last_used_time) {
if (clients_.count(client))
return;
ClientState* client_state =
new ClientState(client, has_surface, visible, last_used_time);
TrackValueChanged(0, client_state->managed_memory_stats.bytes_allocated,
client_state->visible ?
&bytes_allocated_managed_visible_ :
&bytes_allocated_managed_backgrounded_);
clients_.insert(std::make_pair(client, client_state));
ScheduleManage(true);
}
void GpuMemoryManager::RemoveClient(GpuMemoryManagerClient* client) {
ClientMap::iterator it = clients_.find(client);
if (it == clients_.end())
return;
ClientState* client_state = it->second;
TrackValueChanged(client_state->managed_memory_stats.bytes_allocated, 0,
client_state->visible ?
&bytes_allocated_managed_visible_ :
&bytes_allocated_managed_backgrounded_);
delete client_state;
clients_.erase(it);
ScheduleManage(false);
}
void GpuMemoryManager::SetClientVisible(GpuMemoryManagerClient* client,
bool visible)
{
ClientMap::const_iterator it = clients_.find(client);
if (it == clients_.end())
return;
ClientState* client_state = it->second;
if (client_state->visible == visible)
return;
client_state->visible = visible;
client_state->last_used_time = base::TimeTicks::Now();
TrackValueChanged(client_state->managed_memory_stats.bytes_allocated, 0,
client_state->visible ?
&bytes_allocated_managed_backgrounded_ :
&bytes_allocated_managed_visible_);
TrackValueChanged(0, client_state->managed_memory_stats.bytes_allocated,
client_state->visible ?
&bytes_allocated_managed_visible_ :
&bytes_allocated_managed_backgrounded_);
ScheduleManage(visible);
}
void GpuMemoryManager::SetClientManagedMemoryStats(
GpuMemoryManagerClient* client,
const GpuManagedMemoryStats& stats)
{
ClientMap::const_iterator it = clients_.find(client);
if (it == clients_.end())
return;
ClientState* client_state = it->second;
TrackValueChanged(client_state->managed_memory_stats.bytes_allocated,
stats.bytes_allocated,
client_state->visible ?
&bytes_allocated_managed_visible_ :
&bytes_allocated_managed_backgrounded_);
client_state->managed_memory_stats = stats;
// If this allocation pushed our usage of backgrounded tabs memory over the
// limit, then schedule a drop of backgrounded memory.
if (bytes_allocated_managed_backgrounded_ >
GetCurrentBackgroundedAvailableGpuMemory())
ScheduleManage(false);
}
void GpuMemoryManager::TestingSetClientVisible(
GpuMemoryManagerClient* client, bool visible) {
DCHECK(clients_.count(client));
clients_[client]->visible = visible;
}
void GpuMemoryManager::TestingSetClientLastUsedTime(
GpuMemoryManagerClient* client, base::TimeTicks last_used_time) {
DCHECK(clients_.count(client));
clients_[client]->last_used_time = last_used_time;
}
void GpuMemoryManager::TestingSetClientHasSurface(
GpuMemoryManagerClient* client, bool has_surface) {
DCHECK(clients_.count(client));
clients_[client]->has_surface = has_surface;
}
bool GpuMemoryManager::TestingCompareClients(
GpuMemoryManagerClient* lhs, GpuMemoryManagerClient* rhs) const {
ClientMap::const_iterator it_lhs = clients_.find(lhs);
ClientMap::const_iterator it_rhs = clients_.find(rhs);
DCHECK(it_lhs != clients_.end());
DCHECK(it_rhs != clients_.end());
ClientsComparator comparator;
return comparator.operator()(it_lhs->second, it_rhs->second);
}
void GpuMemoryManager::AddTrackingGroup(
GpuMemoryTrackingGroup* tracking_group) {
tracking_groups_.insert(tracking_group);
}
void GpuMemoryManager::RemoveTrackingGroup(
GpuMemoryTrackingGroup* tracking_group) {
tracking_groups_.erase(tracking_group);
}
void GpuMemoryManager::GetVideoMemoryUsageStats(
GPUVideoMemoryUsageStats& video_memory_usage_stats) const {
// For each context group, assign its memory usage to its PID
video_memory_usage_stats.process_map.clear();
for (std::set<GpuMemoryTrackingGroup*>::const_iterator i =
tracking_groups_.begin(); i != tracking_groups_.end(); ++i) {
const GpuMemoryTrackingGroup* tracking_group = (*i);
video_memory_usage_stats.process_map[
tracking_group->GetPid()].video_memory += tracking_group->GetSize();
}
// Assign the total across all processes in the GPU process
video_memory_usage_stats.process_map[
base::GetCurrentProcId()].video_memory = bytes_allocated_current_;
video_memory_usage_stats.process_map[
base::GetCurrentProcId()].has_duplicates = true;
}
void GpuMemoryManager::SetWindowCount(uint32 window_count) {
bool should_schedule_manage = !window_count_has_been_received_ ||
(window_count != window_count_);
window_count_has_been_received_ = true;
window_count_ = window_count;
if (should_schedule_manage)
ScheduleManage(true);
}
// The current Manage algorithm simply classifies contexts (clients) into
// "foreground", "background", or "hibernated" categories.
// For each of these three categories, there are predefined memory allocation
// limits and front/backbuffer states.
//
// Users may or may not have a surfaces, and the rules are different for each.
//
// The rules for categorizing contexts with a surface are:
// 1. Foreground: All visible surfaces.
// * Must have both front and back buffer.
//
// 2. Background: Non visible surfaces, which have not surpassed the
// max_surfaces_with_frontbuffer_soft_limit_ limit.
// * Will have only a frontbuffer.
//
// 3. Hibernated: Non visible surfaces, which have surpassed the
// max_surfaces_with_frontbuffer_soft_limit_ limit.
// * Will not have either buffer.
//
// The considerations for categorizing contexts without a surface are:
// 1. These contexts do not track {visibility,last_used_time}, so cannot
// sort them directly.
// 2. These contexts may be used by, and thus affect, other contexts, and so
// cannot be less visible than any affected context.
// 3. Contexts belong to share groups within which resources can be shared.
//
// As such, the rule for categorizing contexts without a surface is:
// 1. Find the most visible context-with-a-surface within each
// context-without-a-surface's share group, and inherit its visibilty.
void GpuMemoryManager::Manage() {
manage_immediate_scheduled_ = false;
delayed_manage_callback_.Cancel();
// Create a vector of clients, sorted by
// - visible clients with surfaces, sorted in MRU order
// - backgrounded clients with surfaces, sorted in MRU order
// - clients without surfaces
ClientStateVector clients;
for (ClientMap::iterator it = clients_.begin(); it != clients_.end(); ++it) {
clients.push_back(it->second);
}
std::sort(clients.begin(), clients.end(), ClientsComparator());
DCHECK(std::unique(clients.begin(), clients.end()) == clients.end());
// Update the amount of GPU memory available on the system.
UpdateAvailableGpuMemory(clients);
// Determine which clients are "hibernated" (which determines the
// distribution of frontbuffers and memory among clients that don't have
// surfaces).
SetClientsHibernatedState(clients);
// Determine how much memory to assign to give to visible and backgrounded
// clients.
size_t bytes_limit_when_visible = GetVisibleClientAllocation(clients);
// Now give out allocations to everyone.
size_t bytes_allocated_backgrounded = 0;
for (ClientStateVector::iterator it = clients.begin();
it != clients.end();
++it) {
ClientState* client_state = *it;
GpuMemoryAllocation allocation;
if (client_state->has_surface) {
allocation.browser_allocation.suggest_have_frontbuffer =
!client_state->hibernated;
// Set the state when visible.
allocation.renderer_allocation.bytes_limit_when_visible =
bytes_limit_when_visible;
allocation.renderer_allocation.priority_cutoff_when_visible =
GpuMemoryAllocationForRenderer::kPriorityCutoffAllowEverything;
// Set the state when backgrounded.
bool allow_allocation_when_backgrounded = false;
if (client_state->visible) {
// If the client is visible, then allow it to keep its textures, should
// it be backgrounded, but only if all textures required to draw will
// fit in total backgrounded memory limit.
allow_allocation_when_backgrounded =
client_state->managed_memory_stats.bytes_required <
bytes_backgrounded_available_gpu_memory_;
} else {
// If the client is backgrounded, then allow it to keep its textures
// if everything required to draw fits in-budget.
allow_allocation_when_backgrounded =
client_state->managed_memory_stats.bytes_required +
bytes_allocated_backgrounded <
GetCurrentBackgroundedAvailableGpuMemory();
if (allow_allocation_when_backgrounded) {
bytes_allocated_backgrounded +=
client_state->managed_memory_stats.bytes_allocated;
}
}
if (allow_allocation_when_backgrounded) {
allocation.renderer_allocation.bytes_limit_when_not_visible =
GetCurrentBackgroundedAvailableGpuMemory();
allocation.renderer_allocation.priority_cutoff_when_not_visible =
GpuMemoryAllocationForRenderer::kPriorityCutoffAllowOnlyRequired;
} else {
allocation.renderer_allocation.bytes_limit_when_not_visible = 0;
allocation.renderer_allocation.priority_cutoff_when_not_visible =
GpuMemoryAllocationForRenderer::kPriorityCutoffAllowNothing;
}
} else {
if (!client_state->hibernated) {
allocation.renderer_allocation.bytes_limit_when_visible =
GetMinimumTabAllocation();
allocation.renderer_allocation.priority_cutoff_when_visible =
GpuMemoryAllocationForRenderer::kPriorityCutoffAllowEverything;
}
}
client_state->client->SetMemoryAllocation(allocation);
}
}
void GpuMemoryManager::SetClientsHibernatedState(
const ClientStateVector& clients) const {
std::set<gpu::gles2::MemoryTracker*> memory_trackers_not_hibernated;
size_t non_hibernated_clients = 0;
for (ClientStateVector::const_iterator it = clients.begin();
it != clients.end();
++it) {
ClientState* client_state = *it;
if (client_state->has_surface) {
// All clients with surfaces that are visible are non-hibernated. Then
// an additional few clients with surfaces are non-hibernated too, up to
// a fixed limit.
if (client_state->visible) {
client_state->hibernated = false;
} else {
client_state->hibernated = non_hibernated_clients >=
max_surfaces_with_frontbuffer_soft_limit_;
}
if (!client_state->hibernated) {
non_hibernated_clients++;
memory_trackers_not_hibernated.insert(
client_state->client->GetMemoryTracker());
}
} else {
// Clients that don't have surfaces are non-hibernated if they are
// in a GL share group with a non-hibernated surface.
client_state->hibernated = !memory_trackers_not_hibernated.count(
client_state->client->GetMemoryTracker());
}
}
}
size_t GpuMemoryManager::GetVisibleClientAllocation(
const ClientStateVector& clients) const {
// Count how many clients will get allocations.
size_t clients_with_surface_visible_count = 0;
size_t clients_without_surface_not_hibernated_count = 0;
for (ClientStateVector::const_iterator it = clients.begin();
it != clients.end();
++it) {
ClientState* client_state = *it;
if (client_state->has_surface &&
client_state->visible &&
!client_state->hibernated)
clients_with_surface_visible_count++;
if (!client_state->has_surface &&
!client_state->hibernated)
clients_without_surface_not_hibernated_count++;
}
// Calculate bonus allocation by splitting remainder of global limit equally
// after giving out the minimum to those that need it.
size_t num_clients_need_mem = clients_with_surface_visible_count +
clients_without_surface_not_hibernated_count;
size_t base_allocation_size = GetMinimumTabAllocation() *
num_clients_need_mem;
size_t bonus_allocation = 0;
if (base_allocation_size < GetAvailableGpuMemory() &&
clients_with_surface_visible_count)
bonus_allocation = (GetAvailableGpuMemory() - base_allocation_size) /
clients_with_surface_visible_count;
size_t clients_allocation_when_visible = GetMinimumTabAllocation() +
bonus_allocation;
// If we have received a window count message, then override the client-based
// scheme with a per-window scheme
if (window_count_has_been_received_) {
clients_allocation_when_visible = std::max(
clients_allocation_when_visible,
GetAvailableGpuMemory() / std::max(window_count_, 1u));
}
// Limit the memory per client to its maximum allowed level.
if (clients_allocation_when_visible >= GetMaximumTabAllocation())
clients_allocation_when_visible = GetMaximumTabAllocation();
return clients_allocation_when_visible;
}
GpuMemoryManager::ClientState::ClientState(
GpuMemoryManagerClient* client,
bool has_surface,
bool visible,
base::TimeTicks last_used_time)
: client(client),
has_surface(has_surface),
visible(visible),
last_used_time(last_used_time),
hibernated(false) {
}
} // namespace content
#endif
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