Roll src/third_party/WebKit 5bc05e9:3d59927 (svn 202625:202627)
[chromium-blink-merge.git] / cc / tiles / raster_tile_priority_queue_all.cc
blobea3c14f8dd00ce9e837a677869c4bf0602e14de4
1 // Copyright 2015 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/tiles/raster_tile_priority_queue_all.h"
7 #include "cc/tiles/tiling_set_raster_queue_all.h"
9 namespace cc {
11 namespace {
13 class RasterOrderComparator {
14 public:
15 explicit RasterOrderComparator(TreePriority tree_priority)
16 : tree_priority_(tree_priority) {}
18 bool operator()(const TilingSetRasterQueueAll* a_queue,
19 const TilingSetRasterQueueAll* b_queue) const {
20 // Note that in this function, we have to return true if and only if
21 // a is strictly lower priority than b.
22 const TilePriority& a_priority = a_queue->Top().priority();
23 const TilePriority& b_priority = b_queue->Top().priority();
24 bool prioritize_low_res = tree_priority_ == SMOOTHNESS_TAKES_PRIORITY;
26 // If the bin is the same but the resolution is not, then the order will be
27 // determined by whether we prioritize low res or not.
28 // TODO(vmpstr): Remove this when TilePriority is no longer a member of Tile
29 // class but instead produced by the iterators.
30 if (b_priority.priority_bin == a_priority.priority_bin &&
31 b_priority.resolution != a_priority.resolution) {
32 // Non ideal resolution should be sorted lower than other resolutions.
33 if (a_priority.resolution == NON_IDEAL_RESOLUTION)
34 return true;
36 if (b_priority.resolution == NON_IDEAL_RESOLUTION)
37 return false;
39 if (prioritize_low_res)
40 return b_priority.resolution == LOW_RESOLUTION;
41 return b_priority.resolution == HIGH_RESOLUTION;
44 return b_priority.IsHigherPriorityThan(a_priority);
47 private:
48 TreePriority tree_priority_;
51 void CreateTilingSetRasterQueues(
52 const std::vector<PictureLayerImpl*>& layers,
53 TreePriority tree_priority,
54 ScopedPtrVector<TilingSetRasterQueueAll>* queues) {
55 DCHECK(queues->empty());
57 for (auto* layer : layers) {
58 if (!layer->HasValidTilePriorities())
59 continue;
61 PictureLayerTilingSet* tiling_set = layer->picture_layer_tiling_set();
62 bool prioritize_low_res = tree_priority == SMOOTHNESS_TAKES_PRIORITY;
63 scoped_ptr<TilingSetRasterQueueAll> tiling_set_queue = make_scoped_ptr(
64 new TilingSetRasterQueueAll(tiling_set, prioritize_low_res));
65 // Queues will only contain non empty tiling sets.
66 if (!tiling_set_queue->IsEmpty())
67 queues->push_back(tiling_set_queue.Pass());
69 queues->make_heap(RasterOrderComparator(tree_priority));
72 } // namespace
74 RasterTilePriorityQueueAll::RasterTilePriorityQueueAll() {
77 RasterTilePriorityQueueAll::~RasterTilePriorityQueueAll() {
80 void RasterTilePriorityQueueAll::Build(
81 const std::vector<PictureLayerImpl*>& active_layers,
82 const std::vector<PictureLayerImpl*>& pending_layers,
83 TreePriority tree_priority) {
84 tree_priority_ = tree_priority;
86 CreateTilingSetRasterQueues(active_layers, tree_priority_, &active_queues_);
87 CreateTilingSetRasterQueues(pending_layers, tree_priority_, &pending_queues_);
90 bool RasterTilePriorityQueueAll::IsEmpty() const {
91 return active_queues_.empty() && pending_queues_.empty();
94 const PrioritizedTile& RasterTilePriorityQueueAll::Top() const {
95 DCHECK(!IsEmpty());
96 const ScopedPtrVector<TilingSetRasterQueueAll>& next_queues = GetNextQueues();
97 return next_queues.front()->Top();
100 void RasterTilePriorityQueueAll::Pop() {
101 DCHECK(!IsEmpty());
103 ScopedPtrVector<TilingSetRasterQueueAll>& next_queues = GetNextQueues();
104 next_queues.pop_heap(RasterOrderComparator(tree_priority_));
105 TilingSetRasterQueueAll* queue = next_queues.back();
106 queue->Pop();
108 // Remove empty queues.
109 if (queue->IsEmpty())
110 next_queues.pop_back();
111 else
112 next_queues.push_heap(RasterOrderComparator(tree_priority_));
115 ScopedPtrVector<TilingSetRasterQueueAll>&
116 RasterTilePriorityQueueAll::GetNextQueues() {
117 return const_cast<ScopedPtrVector<TilingSetRasterQueueAll>&>(
118 static_cast<const RasterTilePriorityQueueAll*>(this)->GetNextQueues());
121 const ScopedPtrVector<TilingSetRasterQueueAll>&
122 RasterTilePriorityQueueAll::GetNextQueues() const {
123 DCHECK(!IsEmpty());
125 // If we only have one queue with tiles, return it.
126 if (active_queues_.empty())
127 return pending_queues_;
128 if (pending_queues_.empty())
129 return active_queues_;
131 const PrioritizedTile& active_tile = active_queues_.front()->Top();
132 const PrioritizedTile& pending_tile = pending_queues_.front()->Top();
134 const TilePriority& active_priority = active_tile.priority();
135 const TilePriority& pending_priority = pending_tile.priority();
137 switch (tree_priority_) {
138 case SMOOTHNESS_TAKES_PRIORITY: {
139 // If we're down to eventually bin tiles on the active tree and there
140 // is a pending tree, process the entire pending tree to allow tiles
141 // required for activation to be initialized when memory policy only
142 // allows prepaint. The eventually bin tiles on the active tree are
143 // lowest priority since that work is likely to be thrown away when
144 // we activate.
145 if (active_priority.priority_bin == TilePriority::EVENTUALLY)
146 return pending_queues_;
147 return active_queues_;
149 case NEW_CONTENT_TAKES_PRIORITY: {
150 // If we're down to soon bin tiles on the pending tree, process the
151 // active tree to allow tiles required for activation to be initialized
152 // when memory policy only allows prepaint. Note that active required for
153 // activation tiles might come from either now or soon bins.
154 if (pending_priority.priority_bin >= TilePriority::SOON &&
155 active_priority.priority_bin <= TilePriority::SOON) {
156 return active_queues_;
158 return pending_queues_;
160 case SAME_PRIORITY_FOR_BOTH_TREES: {
161 if (active_priority.IsHigherPriorityThan(pending_priority))
162 return active_queues_;
163 return pending_queues_;
165 default:
166 NOTREACHED();
167 return active_queues_;
171 } // namespace cc