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Unified Diff: cc/resources/tile_manager.cc

Issue 833243008: Update from https://crrev.com/311145 (Closed) Base URL: git@github.com:domokit/mojo.git@master
Patch Set: 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..824dca9ee2388f6978afe5a3b4ff7970f6f2bc89 100644
--- a/cc/resources/tile_manager.cc
+++ b/cc/resources/tile_manager.cc
@@ -418,28 +418,6 @@ void TileManager::SynchronouslyRasterizeTiles(
tiles_that_need_to_be_rasterized, resource_pool_,
base::Bind(&TileManager::UpdateTileDrawInfo, base::Unretained(this)));
- // Use on-demand raster for any required-for-activation tiles that have not
- // been been assigned memory after reaching a steady memory state. This
- // 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.
- client_->BuildRasterQueue(&raster_priority_queue_,
- global_state_.tree_priority);
-
- // Use on-demand raster for any tiles that have not been been assigned
- // memory. This ensures that we draw even when OOM.
- while (!raster_priority_queue_.IsEmpty()) {
- Tile* tile = raster_priority_queue_.Top();
- TileDrawInfo& draw_info = tile->draw_info();
-
- if (tile->required_for_draw() && !draw_info.IsReadyToDraw()) {
- draw_info.set_rasterize_on_demand();
- client_->NotifyTileStateChanged(tile);
- }
- raster_priority_queue_.Pop();
- }
- raster_priority_queue_.Reset();
-
TRACE_EVENT_INSTANT1("cc", "DidRasterize", TRACE_EVENT_SCOPE_THREAD, "state",
BasicStateAsValue());
@@ -580,8 +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();
@@ -880,6 +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;
@@ -891,6 +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;
@@ -979,8 +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();
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