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Unified Diff: cc/resources/tile_manager.cc

Issue 816453008: cc: Split tiling set raster queues into all and required. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: update Created 5 years, 11 months ago
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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?
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.
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();

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