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1 // Copyright 2015 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 #include "cc/resources/raster_tile_priority_queue_all.h" | |
6 | |
7 #include "cc/resources/tiling_set_raster_queue_all.h" | |
8 | |
9 namespace cc { | |
10 | |
11 namespace { | |
12 | |
13 class RasterOrderComparator { | |
14 public: | |
15 explicit RasterOrderComparator(TreePriority tree_priority) | |
16 : tree_priority_(tree_priority) {} | |
17 | |
18 bool operator()(const TilingSetRasterQueueAll* a_queue, | |
19 const TilingSetRasterQueueAll* b_queue) const { | |
20 // Note that in this function, we have to return true if and only if | |
21 // a is strictly lower priority than b. | |
22 const TilePriority& a_priority = a_queue->Top().priority(); | |
23 const TilePriority& b_priority = b_queue->Top().priority(); | |
24 bool prioritize_low_res = tree_priority_ == SMOOTHNESS_TAKES_PRIORITY; | |
25 | |
26 // If the bin is the same but the resolution is not, then the order will be | |
27 // determined by whether we prioritize low res or not. | |
28 // TODO(vmpstr): Remove this when TilePriority is no longer a member of Tile | |
29 // class but instead produced by the iterators. | |
30 if (b_priority.priority_bin == a_priority.priority_bin && | |
31 b_priority.resolution != a_priority.resolution) { | |
32 // Non ideal resolution should be sorted lower than other resolutions. | |
33 if (a_priority.resolution == NON_IDEAL_RESOLUTION) | |
34 return true; | |
35 | |
36 if (b_priority.resolution == NON_IDEAL_RESOLUTION) | |
37 return false; | |
38 | |
39 if (prioritize_low_res) | |
40 return b_priority.resolution == LOW_RESOLUTION; | |
41 return b_priority.resolution == HIGH_RESOLUTION; | |
42 } | |
43 | |
44 return b_priority.IsHigherPriorityThan(a_priority); | |
45 } | |
46 | |
47 private: | |
48 TreePriority tree_priority_; | |
49 }; | |
50 | |
51 void CreateTilingSetRasterQueues( | |
52 const std::vector<PictureLayerImpl*>& layers, | |
53 TreePriority tree_priority, | |
54 ScopedPtrVector<TilingSetRasterQueueAll>* queues) { | |
55 DCHECK(queues->empty()); | |
56 | |
57 for (auto* layer : layers) { | |
58 if (!layer->HasValidTilePriorities()) | |
59 continue; | |
60 | |
61 PictureLayerTilingSet* tiling_set = layer->picture_layer_tiling_set(); | |
62 bool prioritize_low_res = tree_priority == SMOOTHNESS_TAKES_PRIORITY; | |
63 scoped_ptr<TilingSetRasterQueueAll> tiling_set_queue = make_scoped_ptr( | |
64 new TilingSetRasterQueueAll(tiling_set, prioritize_low_res)); | |
65 // Queues will only contain non empty tiling sets. | |
66 if (!tiling_set_queue->IsEmpty()) | |
67 queues->push_back(tiling_set_queue.Pass()); | |
68 } | |
69 queues->make_heap(RasterOrderComparator(tree_priority)); | |
70 } | |
71 | |
72 } // namespace | |
73 | |
74 RasterTilePriorityQueueAll::RasterTilePriorityQueueAll() { | |
75 } | |
76 | |
77 RasterTilePriorityQueueAll::~RasterTilePriorityQueueAll() { | |
78 } | |
79 | |
80 void RasterTilePriorityQueueAll::Build( | |
81 const std::vector<PictureLayerImpl*>& active_layers, | |
82 const std::vector<PictureLayerImpl*>& pending_layers, | |
83 TreePriority tree_priority) { | |
84 tree_priority_ = tree_priority; | |
85 | |
86 CreateTilingSetRasterQueues(active_layers, tree_priority_, &active_queues_); | |
87 CreateTilingSetRasterQueues(pending_layers, tree_priority_, &pending_queues_); | |
88 } | |
89 | |
90 bool RasterTilePriorityQueueAll::IsEmpty() const { | |
91 return active_queues_.empty() && pending_queues_.empty(); | |
92 } | |
93 | |
94 const PrioritizedTile& RasterTilePriorityQueueAll::Top() const { | |
95 DCHECK(!IsEmpty()); | |
96 const ScopedPtrVector<TilingSetRasterQueueAll>& next_queues = GetNextQueues(); | |
97 return next_queues.front()->Top(); | |
98 } | |
99 | |
100 void RasterTilePriorityQueueAll::Pop() { | |
101 DCHECK(!IsEmpty()); | |
102 | |
103 ScopedPtrVector<TilingSetRasterQueueAll>& next_queues = GetNextQueues(); | |
104 next_queues.pop_heap(RasterOrderComparator(tree_priority_)); | |
105 TilingSetRasterQueueAll* queue = next_queues.back(); | |
106 queue->Pop(); | |
107 | |
108 // Remove empty queues. | |
109 if (queue->IsEmpty()) | |
110 next_queues.pop_back(); | |
111 else | |
112 next_queues.push_heap(RasterOrderComparator(tree_priority_)); | |
113 } | |
114 | |
115 ScopedPtrVector<TilingSetRasterQueueAll>& | |
116 RasterTilePriorityQueueAll::GetNextQueues() { | |
117 return const_cast<ScopedPtrVector<TilingSetRasterQueueAll>&>( | |
118 static_cast<const RasterTilePriorityQueueAll*>(this)->GetNextQueues()); | |
119 } | |
120 | |
121 const ScopedPtrVector<TilingSetRasterQueueAll>& | |
122 RasterTilePriorityQueueAll::GetNextQueues() const { | |
123 DCHECK(!IsEmpty()); | |
124 | |
125 // If we only have one queue with tiles, return it. | |
126 if (active_queues_.empty()) | |
127 return pending_queues_; | |
128 if (pending_queues_.empty()) | |
129 return active_queues_; | |
130 | |
131 const PrioritizedTile& active_tile = active_queues_.front()->Top(); | |
132 const PrioritizedTile& pending_tile = pending_queues_.front()->Top(); | |
133 | |
134 const TilePriority& active_priority = active_tile.priority(); | |
135 const TilePriority& pending_priority = pending_tile.priority(); | |
136 | |
137 switch (tree_priority_) { | |
138 case SMOOTHNESS_TAKES_PRIORITY: { | |
139 // If we're down to eventually bin tiles on the active tree, process the | |
140 // pending tree to allow tiles required for activation to be initialized | |
141 // when memory policy only allows prepaint. | |
142 if (active_priority.priority_bin == TilePriority::EVENTUALLY && | |
143 pending_priority.priority_bin == TilePriority::NOW) { | |
144 return pending_queues_; | |
145 } | |
146 return active_queues_; | |
147 } | |
148 case NEW_CONTENT_TAKES_PRIORITY: { | |
149 // If we're down to soon bin tiles on the pending tree, process the | |
150 // active tree to allow tiles required for activation to be initialized | |
151 // when memory policy only allows prepaint. Note that active required for | |
152 // activation tiles might come from either now or soon bins. | |
153 if (pending_priority.priority_bin >= TilePriority::SOON && | |
154 active_priority.priority_bin <= TilePriority::SOON) { | |
155 return active_queues_; | |
156 } | |
157 return pending_queues_; | |
158 } | |
159 case SAME_PRIORITY_FOR_BOTH_TREES: { | |
160 if (active_priority.IsHigherPriorityThan(pending_priority)) | |
161 return active_queues_; | |
162 return pending_queues_; | |
163 } | |
164 default: | |
165 NOTREACHED(); | |
166 return active_queues_; | |
167 } | |
168 } | |
169 | |
170 } // namespace cc | |
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