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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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