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// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/resources/eviction_tile_priority_queue.h"
namespace cc {
namespace {
class EvictionOrderComparator {
public:
explicit EvictionOrderComparator(TreePriority tree_priority)
: tree_priority_(tree_priority) {}
bool operator()(
const EvictionTilePriorityQueue::PairedTilingSetQueue* a,
const EvictionTilePriorityQueue::PairedTilingSetQueue* b) const {
// Note that in this function, we have to return true if and only if
// b is strictly lower priority than a. Note that for the sake of
// completeness, empty queue is considered to have lowest priority.
if (a->IsEmpty() || b->IsEmpty())
return b->IsEmpty() < a->IsEmpty();
WhichTree a_tree = a->NextTileIteratorTree();
const TilingSetEvictionQueue* a_queue =
a_tree == ACTIVE_TREE ? a->active_queue.get() : a->pending_queue.get();
WhichTree b_tree = b->NextTileIteratorTree();
const TilingSetEvictionQueue* b_queue =
b_tree == ACTIVE_TREE ? b->active_queue.get() : b->pending_queue.get();
const Tile* a_tile = a_queue->Top();
const Tile* b_tile = b_queue->Top();
const TilePriority& a_priority = a_tile->combined_priority();
const TilePriority& b_priority = b_tile->combined_priority();
bool prioritize_low_res = tree_priority_ == SMOOTHNESS_TAKES_PRIORITY;
// If the priority bin differs, b is lower priority if it has the higher
// priority bin.
if (a_priority.priority_bin != b_priority.priority_bin)
return b_priority.priority_bin > a_priority.priority_bin;
// Otherwise if the resolution differs, then the order will be determined by
// whether we prioritize low res or not.
// TODO(vmpstr): Remove this when TilePriority is no longer a member of Tile
// class but instead produced by the iterators.
if (b_priority.resolution != a_priority.resolution) {
// Non ideal resolution should be sorted higher than other resolutions.
if (a_priority.resolution == NON_IDEAL_RESOLUTION)
return false;
if (b_priority.resolution == NON_IDEAL_RESOLUTION)
return true;
if (prioritize_low_res)
return a_priority.resolution == LOW_RESOLUTION;
return a_priority.resolution == HIGH_RESOLUTION;
}
// Otherwise if the occlusion differs, b is lower priority if it is
// occluded.
bool a_is_occluded = a_tile->is_occluded_combined();
bool b_is_occluded = b_tile->is_occluded_combined();
if (a_is_occluded != b_is_occluded)
return b_is_occluded;
// b is lower priorty if it is farther from visible.
return b_priority.distance_to_visible > a_priority.distance_to_visible;
}
private:
TreePriority tree_priority_;
};
} // namespace
EvictionTilePriorityQueue::EvictionTilePriorityQueue() {
}
EvictionTilePriorityQueue::~EvictionTilePriorityQueue() {
}
void EvictionTilePriorityQueue::Build(
const std::vector<PictureLayerImpl::Pair>& paired_layers,
TreePriority tree_priority) {
tree_priority_ = tree_priority;
for (std::vector<PictureLayerImpl::Pair>::const_iterator it =
paired_layers.begin();
it != paired_layers.end();
++it) {
paired_queues_.push_back(
make_scoped_ptr(new PairedTilingSetQueue(*it, tree_priority_)));
}
paired_queues_.make_heap(EvictionOrderComparator(tree_priority_));
}
bool EvictionTilePriorityQueue::IsEmpty() const {
return paired_queues_.empty() || paired_queues_.front()->IsEmpty();
}
Tile* EvictionTilePriorityQueue::Top() {
DCHECK(!IsEmpty());
return paired_queues_.front()->Top();
}
void EvictionTilePriorityQueue::Pop() {
DCHECK(!IsEmpty());
paired_queues_.pop_heap(EvictionOrderComparator(tree_priority_));
PairedTilingSetQueue* paired_queue = paired_queues_.back();
paired_queue->Pop();
paired_queues_.push_heap(EvictionOrderComparator(tree_priority_));
}
EvictionTilePriorityQueue::PairedTilingSetQueue::PairedTilingSetQueue() {
}
EvictionTilePriorityQueue::PairedTilingSetQueue::PairedTilingSetQueue(
const PictureLayerImpl::Pair& layer_pair,
TreePriority tree_priority) {
bool skip_shared_out_of_order_tiles = layer_pair.active && layer_pair.pending;
if (layer_pair.active) {
active_queue = make_scoped_ptr(new TilingSetEvictionQueue(
layer_pair.active->picture_layer_tiling_set(), tree_priority,
skip_shared_out_of_order_tiles));
}
if (layer_pair.pending) {
pending_queue = make_scoped_ptr(new TilingSetEvictionQueue(
layer_pair.pending->picture_layer_tiling_set(), tree_priority,
skip_shared_out_of_order_tiles));
}
}
EvictionTilePriorityQueue::PairedTilingSetQueue::~PairedTilingSetQueue() {
}
bool EvictionTilePriorityQueue::PairedTilingSetQueue::IsEmpty() const {
return (!active_queue || active_queue->IsEmpty()) &&
(!pending_queue || pending_queue->IsEmpty());
}
Tile* EvictionTilePriorityQueue::PairedTilingSetQueue::Top() {
DCHECK(!IsEmpty());
WhichTree next_tree = NextTileIteratorTree();
TilingSetEvictionQueue* next_queue =
next_tree == ACTIVE_TREE ? active_queue.get() : pending_queue.get();
DCHECK(next_queue && !next_queue->IsEmpty());
Tile* tile = next_queue->Top();
DCHECK(returned_tiles_for_debug.find(tile) == returned_tiles_for_debug.end());
return tile;
}
void EvictionTilePriorityQueue::PairedTilingSetQueue::Pop() {
DCHECK(!IsEmpty());
WhichTree next_tree = NextTileIteratorTree();
TilingSetEvictionQueue* next_queue =
next_tree == ACTIVE_TREE ? active_queue.get() : pending_queue.get();
DCHECK(next_queue && !next_queue->IsEmpty());
DCHECK(returned_tiles_for_debug.insert(next_queue->Top()).second);
next_queue->Pop();
// If not empty, use Top to DCHECK the next iterator.
DCHECK_IMPLIES(!IsEmpty(), Top());
}
WhichTree
EvictionTilePriorityQueue::PairedTilingSetQueue::NextTileIteratorTree() const {
DCHECK(!IsEmpty());
// If we only have one iterator with tiles, return it.
if (!active_queue || active_queue->IsEmpty())
return PENDING_TREE;
if (!pending_queue || pending_queue->IsEmpty())
return ACTIVE_TREE;
const Tile* active_tile = active_queue->Top();
const Tile* pending_tile = pending_queue->Top();
// If tiles are the same, it doesn't matter which tree we return.
if (active_tile == pending_tile)
return ACTIVE_TREE;
const TilePriority& active_priority = active_tile->combined_priority();
const TilePriority& pending_priority = pending_tile->combined_priority();
// If the bins are the same and activation differs, then return the tree of
// the tile not required for activation.
if (active_priority.priority_bin == pending_priority.priority_bin &&
active_tile->required_for_activation() !=
pending_tile->required_for_activation()) {
return active_tile->required_for_activation() ? PENDING_TREE : ACTIVE_TREE;
}
// Return tile with a lower priority.
if (pending_priority.IsHigherPriorityThan(active_priority))
return ACTIVE_TREE;
return PENDING_TREE;
}
} // namespace cc