diff options
Diffstat (limited to 'Source/WebCore/platform/graphics/android/rendering/TilesManager.cpp')
-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++) { |