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Lines Matching refs:textures

61 // Important: We need at least twice as many textures as is needed to cover
63 // We need n textures for one TiledPage, and another n textures for the
65 // In our case, we use 256*256 textures. On the tablet, this equates to
66 // at least 60 textures, or 112 with expanded tile boundaries.
80 #define LAYER_TEXTURES_DESTROY_TIMEOUT 60 // If we do not need layers for 60 seconds, free the textures
122 XLOG("%d tiles to allocate (%d textures planned)", nbTexturesToAllocate, m_maxTextureCount);
137 XLOG("%d layers tiles to allocate (%d textures planned)",
151 XLOG("allocated %d textures for base (total: %d, %d Mb), %d textures for layers (total: %d, %d Mb)",
162 unsigned long long sparedDrawCount = ~0; // by default, spare no textures
164 // if we're not deallocating all textures, spare those with max drawcount
177 WTF::Vector<BaseTileTexture*>& textures)
179 const unsigned int max = textures.size();
182 TextureOwner* owner = textures[i]->owner();
184 textures[i]->discardGLTexture();
188 XLOG("Deallocated %d gl textures (out of %d base tiles and %d layer tiles)",
273 // 1. Skip textures currently being painted, they can't be painted while
276 // 3. Don't let tiles acquire their front textures
392 unsigned long long sparedDrawCount = ~0; // by default, spare no textures