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Unified Diff: cc/trees/layer_tree_settings.h

Issue 2021433005: cc: Make LayerTreeSettings have in-member initialization. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 7 months ago
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Index: cc/trees/layer_tree_settings.h
diff --git a/cc/trees/layer_tree_settings.h b/cc/trees/layer_tree_settings.h
index 9ef436bf9bbe51c94036ab831b69e179bb6a6149..d18eea4865dd0e91acf399c920ff2f9536e0251e 100644
--- a/cc/trees/layer_tree_settings.h
+++ b/cc/trees/layer_tree_settings.h
@@ -5,6 +5,7 @@
#ifndef CC_TREES_LAYER_TREE_SETTINGS_H_
#define CC_TREES_LAYER_TREE_SETTINGS_H_
+#include <GLES2/gl2.h>
danakj 2016/05/31 20:28:58 I think I prefer include "third_party/khronos/GLES
vmpstr 2016/05/31 21:01:43 Done.
#include <stddef.h>
#include <vector>
@@ -37,69 +38,75 @@ class CC_EXPORT LayerTreeSettings {
SchedulerSettings ToSchedulerSettings() const;
RendererSettings renderer_settings;
- bool single_thread_proxy_scheduler;
+ bool single_thread_proxy_scheduler = true;
// TODO(enne): Remove this after everything uses output surface begin frames.
- bool use_external_begin_frame_source;
+ bool use_external_begin_frame_source = false;
// TODO(enne): Temporary staging for unified begin frame source work.
- bool use_output_surface_begin_frame_source;
- bool main_frame_before_activation_enabled;
- bool using_synchronous_renderer_compositor;
- bool can_use_lcd_text;
- bool use_distance_field_text;
- bool gpu_rasterization_enabled;
- bool gpu_rasterization_forced;
- bool async_worker_context_enabled;
- int gpu_rasterization_msaa_sample_count;
- float gpu_rasterization_skewport_target_time_in_seconds;
- bool create_low_res_tiling;
+ bool use_output_surface_begin_frame_source = false;
+ bool main_frame_before_activation_enabled = false;
+ bool using_synchronous_renderer_compositor = false;
+ bool can_use_lcd_text = true;
+ bool use_distance_field_text = false;
+ bool gpu_rasterization_enabled = false;
+ bool gpu_rasterization_forced = false;
+ bool async_worker_context_enabled = false;
+ int gpu_rasterization_msaa_sample_count = 0;
+ float gpu_rasterization_skewport_target_time_in_seconds = 0.2f;
+ bool create_low_res_tiling = false;
enum ScrollbarAnimator {
NO_ANIMATOR,
LINEAR_FADE,
THINNING,
};
- ScrollbarAnimator scrollbar_animator;
- int scrollbar_fade_delay_ms;
- int scrollbar_fade_resize_delay_ms;
- int scrollbar_fade_duration_ms;
- SkColor solid_color_scrollbar_color;
- bool timeout_and_draw_when_animation_checkerboards;
- bool layer_transforms_should_scale_layer_contents;
- bool layers_always_allowed_lcd_text;
- float minimum_contents_scale;
- float low_res_contents_scale_factor;
- float top_controls_show_threshold;
- float top_controls_hide_threshold;
- double background_animation_rate;
- gfx::Size default_tile_size;
- gfx::Size max_untiled_layer_size;
- gfx::Size minimum_occlusion_tracking_size;
- int tiling_interest_area_padding;
- float skewport_target_time_in_seconds;
- int skewport_extrapolation_limit_in_screen_pixels;
- size_t max_memory_for_prepaint_percentage;
- bool use_zero_copy;
- bool use_partial_raster;
- bool enable_elastic_overscroll;
+ ScrollbarAnimator scrollbar_animator = NO_ANIMATOR;
+ int scrollbar_fade_delay_ms = 0;
+ int scrollbar_fade_resize_delay_ms = 0;
+ int scrollbar_fade_duration_ms = 0;
+ SkColor solid_color_scrollbar_color = SK_ColorWHITE;
+ bool timeout_and_draw_when_animation_checkerboards = true;
+ bool layer_transforms_should_scale_layer_contents = false;
+ bool layers_always_allowed_lcd_text = false;
+ float minimum_contents_scale = 0.0625f;
+ float low_res_contents_scale_factor = 0.25f;
+ float top_controls_show_threshold = 0.5f;
+ float top_controls_hide_threshold = 0.5f;
+ double background_animation_rate = 1.0;
+ gfx::Size default_tile_size = gfx::Size(256, 256);
danakj 2016/05/31 20:28:58 This does compile as a copy. But we make these Lay
vmpstr 2016/05/31 21:01:43 It does?
+ gfx::Size max_untiled_layer_size = gfx::Size(512, 512);
+ gfx::Size minimum_occlusion_tracking_size = gfx::Size(160, 160);
+ // 3000 pixels should give sufficient area for prepainting.
+ int tiling_interest_area_padding = 3000;
+ float skewport_target_time_in_seconds = 1.0f;
+ int skewport_extrapolation_limit_in_screen_pixels = 2000;
+ size_t max_memory_for_prepaint_percentage = 100;
+ bool use_zero_copy = false;
+ bool use_partial_raster = false;
+ bool enable_elastic_overscroll = false;
// An array of image texture targets for each GpuMemoryBuffer format.
- std::vector<unsigned> use_image_texture_targets;
- bool ignore_root_layer_flings;
- size_t scheduled_raster_task_limit;
- bool use_occlusion_for_tile_prioritization;
- bool verify_clip_tree_calculations;
- bool image_decode_tasks_enabled;
- bool wait_for_beginframe_interval;
- bool abort_commit_before_output_surface_creation;
- bool use_mouse_wheel_gestures;
- bool use_layer_lists;
- int max_staging_buffer_usage_in_bytes;
- ManagedMemoryPolicy memory_policy_;
- size_t gpu_decoded_image_budget_bytes;
- size_t software_decoded_image_budget_bytes;
+ std::vector<unsigned> use_image_texture_targets =
+ std::vector<unsigned>(static_cast<size_t>(gfx::BufferFormat::LAST) + 1,
danakj 2016/05/31 20:28:58 copying vectors tho seems like bad practice. I thi
vmpstr 2016/05/31 21:01:43 I think this would be elided or at the very least
+ GL_TEXTURE_2D);
+ bool ignore_root_layer_flings = false;
+ size_t scheduled_raster_task_limit = 32;
+ bool use_occlusion_for_tile_prioritization = false;
+ bool verify_clip_tree_calculations = false;
+ bool image_decode_tasks_enabled = false;
+ bool wait_for_beginframe_interval = true;
+ bool abort_commit_before_output_surface_creation = true;
+ bool use_mouse_wheel_gestures = false;
+ bool use_layer_lists = false;
+ int max_staging_buffer_usage_in_bytes = 32 * 1024 * 1024;
+ ManagedMemoryPolicy memory_policy_ =
+ ManagedMemoryPolicy(64 * 1024 * 1024,
+ gpu::MemoryAllocation::CUTOFF_ALLOW_EVERYTHING,
+ ManagedMemoryPolicy::kDefaultNumResourcesLimit);
+ size_t gpu_decoded_image_budget_bytes = 96 * 1024 * 1024;
+ size_t software_decoded_image_budget_bytes = 128 * 1024 * 1024;
// If set to true, the display item list will internally cache a SkPicture for
// raster rather than directly using the display items.
- bool use_cached_picture_raster;
+ bool use_cached_picture_raster = true;
LayerTreeDebugState initial_debug_state;
};
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