Chromium Code Reviews| Index: cc/resources/tile_manager.cc |
| diff --git a/cc/resources/tile_manager.cc b/cc/resources/tile_manager.cc |
| index dff3a52f871ac6a80cd05b77e92fc25ab6b14fed..c820cb2321be90b267c047c29bc485604b5d14af 100644 |
| --- a/cc/resources/tile_manager.cc |
| +++ b/cc/resources/tile_manager.cc |
| @@ -423,8 +423,10 @@ void TileManager::SynchronouslyRasterizeTiles( |
| // ensures that we activate even when OOM. Note that we have to rebuilt the |
| // queue in case the last AssignGpuMemoryToTiles evicted some tiles that would |
| // otherwise not be picked up by the old raster queue. |
| + // TODO(hendrikw): This doesn't seem to do anything, remove? |
|
vmpstr
2015/01/08 21:06:08
hendrikw, FYI.
|
| client_->BuildRasterQueue(&raster_priority_queue_, |
| - global_state_.tree_priority); |
| + global_state_.tree_priority, |
| + RasterTilePriorityQueue::Type::ALL); |
| // Use on-demand raster for any tiles that have not been been assigned |
| // memory. This ensures that we draw even when OOM. |
| @@ -580,8 +582,11 @@ void TileManager::AssignGpuMemoryToTiles( |
| resource_pool_->acquired_resource_count()); |
| eviction_priority_queue_is_up_to_date_ = false; |
| + // TODO(vmpstr): Take this as a parameter and have SynchronousRaster build a |
| + // REQUIRED_FOR_DRAW queue. |
| client_->BuildRasterQueue(&raster_priority_queue_, |
| - global_state_.tree_priority); |
| + global_state_.tree_priority, |
| + RasterTilePriorityQueue::Type::ALL); |
| while (!raster_priority_queue_.IsEmpty()) { |
| Tile* tile = raster_priority_queue_.Top(); |
| @@ -880,6 +885,8 @@ bool TileManager::IsReadyToActivate() const { |
| TRACE_EVENT0("cc", "TileManager::IsReadyToActivate"); |
| const std::vector<PictureLayerImpl*>& layers = client_->GetPictureLayers(); |
| + // TODO(vmpstr): Replace this with building a REQUIRED_TO_ACTIVATE raster |
| + // queue and checking if it's empty. |
| for (const auto& layer : layers) { |
| if (!layer->AllTilesRequiredForActivationAreReadyToDraw()) |
| return false; |
| @@ -891,6 +898,8 @@ bool TileManager::IsReadyToActivate() const { |
| bool TileManager::IsReadyToDraw() const { |
| const std::vector<PictureLayerImpl*>& layers = client_->GetPictureLayers(); |
| + // TODO(vmpstr): Replace this with building a REQUIRED_TO_DRAW raster queue |
| + // and checking if it's empty. |
| for (const auto& layer : layers) { |
| if (!layer->AllTilesRequiredForDrawAreReadyToDraw()) |
| return false; |
| @@ -979,8 +988,10 @@ void TileManager::CheckIfMoreTilesNeedToBePrepared() { |
| // ensures that we activate even when OOM. Note that we have to rebuilt the |
| // queue in case the last AssignGpuMemoryToTiles evicted some tiles that |
| // would otherwise not be picked up by the old raster queue. |
| + // TODO(vmpstr): Make this use REQUIRED_FOR_ACTIVAITON queue. |
|
vmpstr
2015/01/08 21:06:08
I could just make the change now, but I'd prefer t
danakj
2015/01/08 23:24:40
Yes sounds good. Then you can add a test to show t
vmpstr
2015/01/09 20:21:40
The change would just simply this code, but end up
|
| client_->BuildRasterQueue(&raster_priority_queue_, |
| - global_state_.tree_priority); |
| + global_state_.tree_priority, |
| + RasterTilePriorityQueue::Type::ALL); |
| bool ready_to_activate = true; |
| while (!raster_priority_queue_.IsEmpty()) { |
| Tile* tile = raster_priority_queue_.Top(); |