diff options
author | Chris Craik <ccraik@google.com> | 2012-08-16 16:00:26 -0700 |
---|---|---|
committer | Chris Craik <ccraik@google.com> | 2012-08-16 16:00:26 -0700 |
commit | 5ab250a6ffd49127ffe53059518204cfe5eea6f0 (patch) | |
tree | c3937052b81f6e17a7dfb8420f88d7d57927b166 /Source/WebCore/platform | |
parent | de7ee90281a581b2d1c1db13644b5a01e08bd150 (diff) | |
download | external_webkit-5ab250a6ffd49127ffe53059518204cfe5eea6f0.zip external_webkit-5ab250a6ffd49127ffe53059518204cfe5eea6f0.tar.gz external_webkit-5ab250a6ffd49127ffe53059518204cfe5eea6f0.tar.bz2 |
Increase max texture count to accommodate large screens
bug:6968485
Change-Id: I8691d34fc5d4da1d03f31fd45c2d6d6abc39c53b
Diffstat (limited to 'Source/WebCore/platform')
-rw-r--r-- | Source/WebCore/platform/graphics/android/rendering/TilesManager.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/Source/WebCore/platform/graphics/android/rendering/TilesManager.cpp b/Source/WebCore/platform/graphics/android/rendering/TilesManager.cpp index e584b81..aa18898 100644 --- a/Source/WebCore/platform/graphics/android/rendering/TilesManager.cpp +++ b/Source/WebCore/platform/graphics/android/rendering/TilesManager.cpp @@ -57,7 +57,7 @@ // number to cap the layer tile texturs, it worked on both phones and tablets. // TODO: after merge the pool of base tiles and layer tiles, we should revisit // the logic of allocation management. -#define MAX_TEXTURE_ALLOCATION ((6+TILE_PREFETCH_DISTANCE*2)*(5+TILE_PREFETCH_DISTANCE*2)*4) +#define MAX_TEXTURE_ALLOCATION ((10+TILE_PREFETCH_DISTANCE*2)*(7+TILE_PREFETCH_DISTANCE*2)*4) #define TILE_WIDTH 256 #define TILE_HEIGHT 256 @@ -105,10 +105,10 @@ TilesManager::TilesManager() , m_eglContext(EGL_NO_CONTEXT) { ALOGV("TilesManager ctor"); - m_textures.reserveCapacity(MAX_TEXTURE_ALLOCATION); - m_availableTextures.reserveCapacity(MAX_TEXTURE_ALLOCATION); - m_tilesTextures.reserveCapacity(MAX_TEXTURE_ALLOCATION); - m_availableTilesTextures.reserveCapacity(MAX_TEXTURE_ALLOCATION); + m_textures.reserveCapacity(MAX_TEXTURE_ALLOCATION / 2); + m_availableTextures.reserveCapacity(MAX_TEXTURE_ALLOCATION / 2); + m_tilesTextures.reserveCapacity(MAX_TEXTURE_ALLOCATION / 2); + m_availableTilesTextures.reserveCapacity(MAX_TEXTURE_ALLOCATION / 2); m_textureGenerators = new sp<TexturesGenerator>[NUM_TEXTURES_GENERATORS]; for (int i = 0; i < NUM_TEXTURES_GENERATORS; i++) { |