Index: cc/tiles/raster_tile_priority_queue_all.cc |
diff --git a/cc/tiles/raster_tile_priority_queue_all.cc b/cc/tiles/raster_tile_priority_queue_all.cc |
index 0d54a592607ee0558de53349c83fdde3c0aaf86a..c09da4a75d7ad04be66c9ea831503afc4199187e 100644 |
--- a/cc/tiles/raster_tile_priority_queue_all.cc |
+++ b/cc/tiles/raster_tile_priority_queue_all.cc |
@@ -16,15 +16,22 @@ class RasterOrderComparator { |
explicit RasterOrderComparator(TreePriority tree_priority) |
: tree_priority_(tree_priority) {} |
+ // Note that in this function, we have to return true if and only if |
+ // a is strictly lower priority than b. |
bool operator()( |
const std::unique_ptr<TilingSetRasterQueueAll>& a_queue, |
const std::unique_ptr<TilingSetRasterQueueAll>& b_queue) const { |
- // Note that in this function, we have to return true if and only if |
- // a is strictly lower priority than b. |
const TilePriority& a_priority = a_queue->Top().priority(); |
const TilePriority& b_priority = b_queue->Top().priority(); |
bool prioritize_low_res = tree_priority_ == SMOOTHNESS_TAKES_PRIORITY; |
+ // If the priority bin is the same but one of the tiles is from a |
+ // non-drawing layer, then the drawing layer has a higher priority. |
+ if (b_priority.priority_bin == a_priority.priority_bin && |
+ b_queue->is_drawing_layer() != a_queue->is_drawing_layer()) { |
+ return b_queue->is_drawing_layer(); |
+ } |
+ |
// If the bin is the same but the resolution is not, then the order will be |
// determined by whether we prioritize low res or not. |
// TODO(vmpstr): Remove this when TilePriority is no longer a member of Tile |
@@ -63,8 +70,9 @@ void CreateTilingSetRasterQueues( |
PictureLayerTilingSet* tiling_set = layer->picture_layer_tiling_set(); |
bool prioritize_low_res = tree_priority == SMOOTHNESS_TAKES_PRIORITY; |
std::unique_ptr<TilingSetRasterQueueAll> tiling_set_queue = |
- base::MakeUnique<TilingSetRasterQueueAll>(tiling_set, |
- prioritize_low_res); |
+ base::MakeUnique<TilingSetRasterQueueAll>( |
+ tiling_set, prioritize_low_res, |
+ layer->contributes_to_drawn_render_surface()); |
// Queues will only contain non empty tiling sets. |
if (!tiling_set_queue->IsEmpty()) |
queues->push_back(std::move(tiling_set_queue)); |