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Unified Diff: cc/resources/picture_layer_tiling_unittest.cc

Issue 1130123003: cc: Separate the priority from the tile and put in new PrioritizedTile (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: merge Created 5 years, 7 months ago
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Index: cc/resources/picture_layer_tiling_unittest.cc
diff --git a/cc/resources/picture_layer_tiling_unittest.cc b/cc/resources/picture_layer_tiling_unittest.cc
index d8b61ab56671fe008b048e44240eb077430c72ae..a1aa14d6404fd84aa0f65c643597ee41f490998a 100644
--- a/cc/resources/picture_layer_tiling_unittest.cc
+++ b/cc/resources/picture_layer_tiling_unittest.cc
@@ -784,7 +784,7 @@ TEST(PictureLayerTilingTest, ViewportDistanceWithScale) {
gfx::ToEnclosedRect(gfx::ScaleRect(viewport, 0.25f));
tiling->ComputeTilePriorityRects(viewport, 1.f, 1.0, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ auto prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
// Compute the soon border.
float inset = PictureLayerTiling::CalculateSoonBorderDistance(
@@ -812,7 +812,8 @@ TEST(PictureLayerTilingTest, ViewportDistanceWithScale) {
for (int i = 0; i < 47; ++i) {
for (int j = 0; j < 47; ++j) {
Tile* tile = tiling->TileAt(i, j);
- TilePriority priority = tile->priority();
+ PrioritizedTile prioritized_tile = prioritized_tiles[tile];
+ TilePriority priority = prioritized_tile.priority();
gfx::Rect tile_rect = tiling->TilingDataForTesting().TileBounds(i, j);
if (viewport_in_content_space.Intersects(tile_rect)) {
@@ -844,13 +845,13 @@ TEST(PictureLayerTilingTest, ViewportDistanceWithScale) {
// 41,9 8x8 on all sides.
EXPECT_EQ(tiling->TileAt(5, 1)->content_rect().ToString(), "40,8 10x10");
- TilePriority priority = tiling->TileAt(5, 1)->priority();
+ TilePriority priority = prioritized_tiles[tiling->TileAt(5, 1)].priority();
EXPECT_FLOAT_EQ(68.f, priority.distance_to_visible);
- priority = tiling->TileAt(2, 5)->priority();
+ priority = prioritized_tiles[tiling->TileAt(2, 5)].priority();
EXPECT_FLOAT_EQ(68.f, priority.distance_to_visible);
- priority = tiling->TileAt(3, 4)->priority();
+ priority = prioritized_tiles[tiling->TileAt(3, 4)].priority();
EXPECT_FLOAT_EQ(40.f, priority.distance_to_visible);
// Move the viewport down 40 pixels.
@@ -871,7 +872,7 @@ TEST(PictureLayerTilingTest, ViewportDistanceWithScale) {
EXPECT_EQ(35, skewport.height());
tiling->ComputeTilePriorityRects(viewport, 1.f, 2.0, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
have_now = false;
have_eventually = false;
@@ -882,7 +883,7 @@ TEST(PictureLayerTilingTest, ViewportDistanceWithScale) {
for (int i = 0; i < 47; ++i) {
for (int j = 0; j < 47; ++j) {
Tile* tile = tiling->TileAt(i, j);
- TilePriority priority = tile->priority();
+ TilePriority priority = prioritized_tiles[tile].priority();
gfx::Rect tile_rect = tiling->TilingDataForTesting().TileBounds(i, j);
if (viewport_in_content_space.Intersects(tile_rect)) {
@@ -912,53 +913,53 @@ TEST(PictureLayerTilingTest, ViewportDistanceWithScale) {
EXPECT_TRUE(have_soon);
EXPECT_TRUE(have_eventually);
- priority = tiling->TileAt(5, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(5, 1)].priority();
EXPECT_FLOAT_EQ(68.f, priority.distance_to_visible);
- priority = tiling->TileAt(2, 5)->priority();
+ priority = prioritized_tiles[tiling->TileAt(2, 5)].priority();
EXPECT_FLOAT_EQ(28.f, priority.distance_to_visible);
- priority = tiling->TileAt(3, 4)->priority();
+ priority = prioritized_tiles[tiling->TileAt(3, 4)].priority();
EXPECT_FLOAT_EQ(4.f, priority.distance_to_visible);
// Change the underlying layer scale.
tiling->ComputeTilePriorityRects(viewport, 2.0f, 3.0, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
- priority = tiling->TileAt(5, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(5, 1)].priority();
EXPECT_FLOAT_EQ(136.f, priority.distance_to_visible);
- priority = tiling->TileAt(2, 5)->priority();
+ priority = prioritized_tiles[tiling->TileAt(2, 5)].priority();
EXPECT_FLOAT_EQ(56.f, priority.distance_to_visible);
- priority = tiling->TileAt(3, 4)->priority();
+ priority = prioritized_tiles[tiling->TileAt(3, 4)].priority();
EXPECT_FLOAT_EQ(8.f, priority.distance_to_visible);
// Test additional scales.
tiling = TestablePictureLayerTiling::Create(ACTIVE_TREE, 0.2f, pile, &client,
LayerTreeSettings());
tiling->ComputeTilePriorityRects(viewport, 1.0f, 4.0, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
- priority = tiling->TileAt(5, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(5, 1)].priority();
EXPECT_FLOAT_EQ(110.f, priority.distance_to_visible);
- priority = tiling->TileAt(2, 5)->priority();
+ priority = prioritized_tiles[tiling->TileAt(2, 5)].priority();
EXPECT_FLOAT_EQ(70.f, priority.distance_to_visible);
- priority = tiling->TileAt(3, 4)->priority();
+ priority = prioritized_tiles[tiling->TileAt(3, 4)].priority();
EXPECT_FLOAT_EQ(60.f, priority.distance_to_visible);
tiling->ComputeTilePriorityRects(viewport, 0.5f, 5.0, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
- priority = tiling->TileAt(5, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(5, 1)].priority();
EXPECT_FLOAT_EQ(55.f, priority.distance_to_visible);
- priority = tiling->TileAt(2, 5)->priority();
+ priority = prioritized_tiles[tiling->TileAt(2, 5)].priority();
EXPECT_FLOAT_EQ(35.f, priority.distance_to_visible);
- priority = tiling->TileAt(3, 4)->priority();
+ priority = prioritized_tiles[tiling->TileAt(3, 4)].priority();
EXPECT_FLOAT_EQ(30.f, priority.distance_to_visible);
}
@@ -1314,26 +1315,26 @@ TEST(ComputeTilePriorityRectsTest, VisibleTiles) {
tiling->ComputeTilePriorityRects(viewport_in_layer_space,
current_layer_contents_scale,
current_frame_time_in_seconds, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ auto prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 0));
ASSERT_TRUE(tiling->TileAt(1, 1));
- TilePriority priority = tiling->TileAt(0, 0)->priority();
+ TilePriority priority = prioritized_tiles[tiling->TileAt(0, 0)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(0, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(0, 1)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 0)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 0)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 1)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
}
@@ -1369,37 +1370,37 @@ TEST(ComputeTilePriorityRectsTest, OffscreenTiles) {
tiling->ComputeTilePriorityRects(viewport_in_layer_space,
current_layer_contents_scale,
current_frame_time_in_seconds, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ auto prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 0));
ASSERT_TRUE(tiling->TileAt(1, 1));
- TilePriority priority = tiling->TileAt(0, 0)->priority();
+ TilePriority priority = prioritized_tiles[tiling->TileAt(0, 0)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(0, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(0, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 0)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 0)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
// Furthermore, in this scenario tiles on the right hand side should have a
// larger distance to visible.
- TilePriority left = tiling->TileAt(0, 0)->priority();
- TilePriority right = tiling->TileAt(1, 0)->priority();
+ TilePriority left = prioritized_tiles[tiling->TileAt(0, 0)].priority();
+ TilePriority right = prioritized_tiles[tiling->TileAt(1, 0)].priority();
EXPECT_GT(right.distance_to_visible, left.distance_to_visible);
- left = tiling->TileAt(0, 1)->priority();
- right = tiling->TileAt(1, 1)->priority();
+ left = prioritized_tiles[tiling->TileAt(0, 1)].priority();
+ right = prioritized_tiles[tiling->TileAt(1, 1)].priority();
EXPECT_GT(right.distance_to_visible, left.distance_to_visible);
}
@@ -1434,26 +1435,26 @@ TEST(ComputeTilePriorityRectsTest, PartiallyOffscreenLayer) {
tiling->ComputeTilePriorityRects(viewport_in_layer_space,
current_layer_contents_scale,
current_frame_time_in_seconds, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ auto prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 0));
ASSERT_TRUE(tiling->TileAt(1, 1));
- TilePriority priority = tiling->TileAt(0, 0)->priority();
+ TilePriority priority = prioritized_tiles[tiling->TileAt(0, 0)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(0, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(0, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 0)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 0)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
}
@@ -1493,34 +1494,35 @@ TEST(ComputeTilePriorityRectsTest, PartiallyOffscreenRotatedLayer) {
tiling->ComputeTilePriorityRects(viewport_in_layer_space,
current_layer_contents_scale,
current_frame_time_in_seconds, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ auto prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 0));
ASSERT_TRUE(tiling->TileAt(1, 1));
- TilePriority priority = tiling->TileAt(0, 0)->priority();
+ TilePriority priority = prioritized_tiles[tiling->TileAt(0, 0)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(0, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(0, 1)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 0)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 0)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
// Furthermore, in this scenario the bottom-right tile should have the larger
// distance to visible.
- TilePriority top_left = tiling->TileAt(0, 0)->priority();
- TilePriority top_right = tiling->TileAt(1, 0)->priority();
- TilePriority bottom_right = tiling->TileAt(1, 1)->priority();
+ TilePriority top_left = prioritized_tiles[tiling->TileAt(0, 0)].priority();
+ TilePriority top_right = prioritized_tiles[tiling->TileAt(1, 0)].priority();
+ TilePriority bottom_right =
+ prioritized_tiles[tiling->TileAt(1, 1)].priority();
EXPECT_GT(top_right.distance_to_visible, top_left.distance_to_visible);
EXPECT_EQ(bottom_right.distance_to_visible, top_right.distance_to_visible);
@@ -1576,7 +1578,7 @@ TEST(ComputeTilePriorityRectsTest, PerspectiveLayer) {
tiling->ComputeTilePriorityRects(viewport_in_layer_space,
current_layer_contents_scale,
current_frame_time_in_seconds, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ auto prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
@@ -1585,29 +1587,30 @@ TEST(ComputeTilePriorityRectsTest, PerspectiveLayer) {
// All tiles will have a positive distance_to_visible
// and an infinite time_to_visible.
- TilePriority priority = tiling->TileAt(0, 0)->priority();
+ TilePriority priority = prioritized_tiles[tiling->TileAt(0, 0)].priority();
EXPECT_FLOAT_EQ(priority.distance_to_visible, 0.f);
EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(0, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(0, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 0)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 0)].priority();
EXPECT_FLOAT_EQ(priority.distance_to_visible, 0.f);
EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
// Furthermore, in this scenario the top-left distance_to_visible
// will be smallest, followed by top-right. The bottom layers
// will of course be further than the top layers.
- TilePriority top_left = tiling->TileAt(0, 0)->priority();
- TilePriority top_right = tiling->TileAt(1, 0)->priority();
- TilePriority bottom_left = tiling->TileAt(0, 1)->priority();
- TilePriority bottom_right = tiling->TileAt(1, 1)->priority();
+ TilePriority top_left = prioritized_tiles[tiling->TileAt(0, 0)].priority();
+ TilePriority top_right = prioritized_tiles[tiling->TileAt(1, 0)].priority();
+ TilePriority bottom_left = prioritized_tiles[tiling->TileAt(0, 1)].priority();
+ TilePriority bottom_right =
+ prioritized_tiles[tiling->TileAt(1, 1)].priority();
EXPECT_GT(bottom_right.distance_to_visible, top_right.distance_to_visible);
@@ -1669,7 +1672,7 @@ TEST(ComputeTilePriorityRectsTest, PerspectiveLayerClippedByW) {
tiling->ComputeTilePriorityRects(viewport_in_layer_space,
current_layer_contents_scale,
current_frame_time_in_seconds, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ auto prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
@@ -1678,21 +1681,21 @@ TEST(ComputeTilePriorityRectsTest, PerspectiveLayerClippedByW) {
// Left-side tiles will be clipped by the transform, so we have to assume
// they are visible just in case.
- TilePriority priority = tiling->TileAt(0, 0)->priority();
+ TilePriority priority = prioritized_tiles[tiling->TileAt(0, 0)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_FLOAT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(0, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(0, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
// Right-side tiles will have a positive distance_to_visible
// and an infinite time_to_visible.
- priority = tiling->TileAt(1, 0)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 0)].priority();
EXPECT_FLOAT_EQ(priority.distance_to_visible, 0.f);
EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
}
@@ -1740,28 +1743,28 @@ TEST(ComputeTilePriorityRectsTest, BasicMotion) {
tiling->ComputeTilePriorityRects(viewport_in_layer_space,
current_layer_contents_scale,
current_frame_time_in_seconds, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ auto prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 0));
ASSERT_TRUE(tiling->TileAt(1, 1));
- TilePriority priority = tiling->TileAt(0, 0)->priority();
+ TilePriority priority = prioritized_tiles[tiling->TileAt(0, 0)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(0, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(0, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
// time_to_visible for the right hand side layers needs an extra 0.099
// seconds because this tile is 99 pixels further away.
- priority = tiling->TileAt(1, 0)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 0)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 1)].priority();
EXPECT_GT(priority.distance_to_visible, 0.f);
EXPECT_NE(TilePriority::NOW, priority.priority_bin);
}
@@ -1817,22 +1820,22 @@ TEST(ComputeTilePriorityRectsTest, RotationMotion) {
tiling->ComputeTilePriorityRects(viewport_in_layer_space,
current_layer_contents_scale,
current_frame_time_in_seconds, Occlusion());
- tiling->UpdateAllTilePrioritiesForTesting();
+ auto prioritized_tiles = tiling->UpdateAndGetAllPrioritizedTilesForTesting();
ASSERT_TRUE(tiling->TileAt(0, 0));
ASSERT_TRUE(tiling->TileAt(0, 1));
ASSERT_TRUE(tiling->TileAt(1, 0));
ASSERT_TRUE(tiling->TileAt(1, 1));
- TilePriority priority = tiling->TileAt(0, 0)->priority();
+ TilePriority priority = prioritized_tiles[tiling->TileAt(0, 0)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(0, 1)->priority();
+ priority = prioritized_tiles[tiling->TileAt(0, 1)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
- priority = tiling->TileAt(1, 0)->priority();
+ priority = prioritized_tiles[tiling->TileAt(1, 0)].priority();
EXPECT_FLOAT_EQ(0.f, priority.distance_to_visible);
EXPECT_EQ(TilePriority::NOW, priority.priority_bin);
}
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