Index: cc/resources/tile_manager.cc |
diff --git a/cc/resources/tile_manager.cc b/cc/resources/tile_manager.cc |
index f5c61f3d6e33b7d97e086e47730889a61576fd1e..1e2cfc1da5b728b277f2784d826f0a40e112bca4 100644 |
--- a/cc/resources/tile_manager.cc |
+++ b/cc/resources/tile_manager.cc |
@@ -362,6 +362,11 @@ void TileManager::PrepareTiles( |
scoped_ptr<RasterTilePriorityQueue> raster_priority_queue( |
client_->BuildRasterQueue(global_state_.tree_priority, |
RasterTilePriorityQueue::Type::ALL)); |
+ // Inform the client that will likely require a draw if the top tile is |
+ // required for draw. |
+ client_->SetIsLikelyToRequireADraw( |
vmpstr
2015/01/26 22:08:35
I think this is the only spot that makes sense we
danakj
2015/01/29 22:33:20
Once the initial batch of work is done, if the top
vmpstr
2015/01/29 22:48:09
Well.. I don't think so... I mean when we draw, we
danakj
2015/01/29 23:05:34
well, i'm not sure it matters but take a look at L
|
+ !raster_priority_queue->IsEmpty() && |
+ raster_priority_queue->Top()->required_for_draw()); |
AssignGpuMemoryToTiles(raster_priority_queue.get(), |
scheduled_raster_task_limit_, |
&tiles_that_need_to_be_rasterized); |