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author | Chris Craik <ccraik@google.com> | 2012-08-16 16:23:05 -0700 |
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committer | Android (Google) Code Review <android-gerrit@google.com> | 2012-08-16 16:23:06 -0700 |
commit | f693ed1ffc7b8c47b6ce8d56ebc6b35d9790e473 (patch) | |
tree | a96b45dfefe27195ba512acdc84a52e464609af0 /Source | |
parent | 23a1df87f10aca45959959999d7b0c7106d5434d (diff) | |
parent | 5ab250a6ffd49127ffe53059518204cfe5eea6f0 (diff) | |
download | external_webkit-f693ed1ffc7b8c47b6ce8d56ebc6b35d9790e473.zip external_webkit-f693ed1ffc7b8c47b6ce8d56ebc6b35d9790e473.tar.gz external_webkit-f693ed1ffc7b8c47b6ce8d56ebc6b35d9790e473.tar.bz2 |
Merge "Increase max texture count to accommodate large screens" into jb-mr1-dev
Diffstat (limited to 'Source')
-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++) { |