From 5ab250a6ffd49127ffe53059518204cfe5eea6f0 Mon Sep 17 00:00:00 2001 From: Chris Craik Date: Thu, 16 Aug 2012 16:00:26 -0700 Subject: Increase max texture count to accommodate large screens bug:6968485 Change-Id: I8691d34fc5d4da1d03f31fd45c2d6d6abc39c53b --- .../platform/graphics/android/rendering/TilesManager.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'Source/WebCore/platform/graphics') 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[NUM_TEXTURES_GENERATORS]; for (int i = 0; i < NUM_TEXTURES_GENERATORS; i++) { -- cgit v1.1