Index: cc/resources/priority_calculator.cc |
diff --git a/cc/resources/priority_calculator.cc b/cc/resources/priority_calculator.cc |
deleted file mode 100644 |
index 5f5916fda9c0c7f18d35817333dbebe1c3c3981f..0000000000000000000000000000000000000000 |
--- a/cc/resources/priority_calculator.cc |
+++ /dev/null |
@@ -1,116 +0,0 @@ |
-// Copyright 2012 The Chromium Authors. All rights reserved. |
-// Use of this source code is governed by a BSD-style license that can be |
-// found in the LICENSE file. |
- |
-#include "cc/resources/priority_calculator.h" |
- |
-#include <algorithm> |
- |
-#include "ui/gfx/geometry/rect.h" |
- |
-namespace cc { |
- |
-static const int kNothingPriorityCutoff = -3; |
- |
-static const int kMostHighPriority = -2; |
- |
-static const int kUIDrawsToRootSurfacePriority = -1; |
-static const int kVisibleDrawsToRootSurfacePriority = 0; |
-static const int kRenderSurfacesPriority = 1; |
-static const int kUIDoesNotDrawToRootSurfacePriority = 2; |
-static const int kVisibleDoesNotDrawToRootSurfacePriority = 3; |
- |
-static const int kVisibleOnlyPriorityCutoff = 4; |
- |
-// The lower digits are how far from being visible the texture is, |
-// in pixels. |
-static const int kNotVisibleBasePriority = 1000000; |
-static const int kNotVisibleLimitPriority = 1900000; |
- |
-// Arbitrarily define "nearby" to be 2000 pixels. A better estimate |
-// would be percent-of-viewport or percent-of-screen. |
-static const int kVisibleAndNearbyPriorityCutoff = |
- kNotVisibleBasePriority + 2000; |
- |
-// Small animated layers are treated as though they are 512 pixels |
-// from being visible. |
-static const int kSmallAnimatedLayerPriority = kNotVisibleBasePriority + 512; |
- |
-static const int kLingeringBasePriority = 2000000; |
-static const int kLingeringLimitPriority = 2900000; |
- |
-static const int kMostLowPriority = 3000000; |
- |
-static const int kEverythingPriorityCutoff = 3000001; |
- |
-// static |
-int PriorityCalculator::UIPriority(bool draws_to_root_surface) { |
- return draws_to_root_surface ? kUIDrawsToRootSurfacePriority |
- : kUIDoesNotDrawToRootSurfacePriority; |
-} |
- |
-// static |
-int PriorityCalculator::VisiblePriority(bool draws_to_root_surface) { |
- return draws_to_root_surface ? kVisibleDrawsToRootSurfacePriority |
- : kVisibleDoesNotDrawToRootSurfacePriority; |
-} |
- |
-// static |
-int PriorityCalculator::RenderSurfacePriority() { |
- return kRenderSurfacesPriority; |
-} |
- |
-// static |
-int PriorityCalculator::LingeringPriority(int previous_priority) { |
- // TODO(reveman): We should remove this once we have priorities for all |
- // textures (we can't currently calculate distances for off-screen textures). |
- return std::min(kLingeringLimitPriority, |
- std::max(kLingeringBasePriority, previous_priority + 1)); |
-} |
- |
-// static |
-int PriorityCalculator::PriorityFromDistance(const gfx::Rect& visible_rect, |
- const gfx::Rect& texture_rect, |
- bool draws_to_root_surface) { |
- int distance = visible_rect.ManhattanInternalDistance(texture_rect); |
- if (!distance) |
- return VisiblePriority(draws_to_root_surface); |
- return std::min(kNotVisibleLimitPriority, kNotVisibleBasePriority + distance); |
-} |
- |
-// static |
-int PriorityCalculator::SmallAnimatedLayerMinPriority() { |
- return kSmallAnimatedLayerPriority; |
-} |
- |
-// static |
-int PriorityCalculator::HighestPriority() { |
- return kMostHighPriority; |
-} |
- |
-// static |
-int PriorityCalculator::LowestPriority() { |
- return kMostLowPriority; |
-} |
- |
-// static |
-int PriorityCalculator::AllowNothingCutoff() { |
- return kNothingPriorityCutoff; |
-} |
- |
-// static |
-int PriorityCalculator::AllowVisibleOnlyCutoff() { |
- return kVisibleOnlyPriorityCutoff; |
-} |
- |
-// static |
-int PriorityCalculator::AllowVisibleAndNearbyCutoff() { |
- return kVisibleAndNearbyPriorityCutoff; |
-} |
- |
-// static |
-int PriorityCalculator::AllowEverythingCutoff() { |
- return kEverythingPriorityCutoff; |
-} |
- |
-} // namespace cc |