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(); |