Lines Matching refs:textures
49 // Important: We need at least twice as many textures as is needed to cover
51 // We need n textures for one TiledPage, and another n textures for the
53 // In our case, we use 256*256 textures. Both base and layers can use up to
54 // MAX_TEXTURE_ALLOCATION textures, which is 224MB GPU memory in total.
66 #define LAYER_TEXTURES_DESTROY_TIMEOUT 60 // If we do not need layers for 60 seconds, free the textures
130 ALOGV("%d tiles to allocate (%d textures planned)", nbTexturesToAllocate, m_currentTextureCount);
145 ALOGV("%d layers tiles to allocate (%d textures planned)",
159 ALOGV("allocated %d textures for base (total: %d, %d Mb), %d textures for layers (total: %d, %d Mb)",
170 unsigned long long sparedDrawCount = ~0; // by default, spare no textures
172 // if we're not deallocating all textures, spare those with max drawcount
193 WTF::Vector<TileTexture*>& textures,
196 const unsigned int max = textures.size();
200 TextureOwner* owner = textures[i]->owner();
203 // deallocate textures' gl memory
204 textures[i]->discardGLTexture();
207 // simply detach textures from owner
214 bool base = textures == m_textures;
219 textures.remove(discardedIndex[i]);
221 int remainedTextureNumber = textures.size();
231 ALOGV("Discarded %d %s textures (out of %d %s tiles)",
253 void TilesManager::dirtyTexturesVector(WTF::Vector<TileTexture*>& textures)
255 for (unsigned int i = 0; i < textures.size(); i++) {
256 Tile* currentOwner = static_cast<Tile*>(textures[i]->owner());
319 // 1. Skip textures currently being painted, they can't be painted while
322 // 3. Don't let tiles acquire their front textures
430 unsigned long long sparedDrawCount = ~0; // by default, spare no textures
499 // Clean up GL textures for video layer.