Index: cc/resources/tile_manager.cc |
diff --git a/cc/resources/tile_manager.cc b/cc/resources/tile_manager.cc |
index a6693529fc1dda2fedf6e4e4fe38bd0f09af97bd..824dca9ee2388f6978afe5a3b4ff7970f6f2bc89 100644 |
--- a/cc/resources/tile_manager.cc |
+++ b/cc/resources/tile_manager.cc |
@@ -558,8 +558,11 @@ 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(); |
@@ -858,6 +861,8 @@ 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; |
@@ -869,6 +874,8 @@ 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; |
@@ -957,8 +964,10 @@ 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(); |