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Diffstat (limited to 'Source/WebCore/platform/graphics/android/rendering/TilesManager.cpp')
-rw-r--r--Source/WebCore/platform/graphics/android/rendering/TilesManager.cpp10
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++) {