blob: 9baa9b32de7177e67738a675a78dda8f1cf65779 [file] [log] [blame]
// Copyright 2015 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/raster_tile_priority_queue_all.h"
#include "cc/resources/tiling_set_raster_queue_all.h"
namespace cc {
namespace {
class RasterOrderComparator {
public:
explicit RasterOrderComparator(TreePriority tree_priority)
: tree_priority_(tree_priority) {}
bool operator()(
const RasterTilePriorityQueueAll::PairedTilingSetQueue* a,
const RasterTilePriorityQueueAll::PairedTilingSetQueue* b) const {
// Note that in this function, we have to return true if and only if
// a is strictly lower priority than b. 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(tree_priority_);
const TilingSetRasterQueueAll* a_queue =
a_tree == ACTIVE_TREE ? a->active_queue() : a->pending_queue();
WhichTree b_tree = b->NextTileIteratorTree(tree_priority_);
const TilingSetRasterQueueAll* b_queue =
b_tree == ACTIVE_TREE ? b->active_queue() : b->pending_queue();
const Tile* a_tile = a_queue->Top();
const Tile* b_tile = b_queue->Top();
const TilePriority& a_priority =
a_tile->priority_for_tree_priority(tree_priority_);
const TilePriority& b_priority =
b_tile->priority_for_tree_priority(tree_priority_);
bool prioritize_low_res = tree_priority_ == SMOOTHNESS_TAKES_PRIORITY;
// In smoothness mode, we should return pending NOW tiles before active
// EVENTUALLY tiles. So if both priorities here are eventually, we need to
// check the pending priority.
if (prioritize_low_res &&
a_priority.priority_bin == TilePriority::EVENTUALLY &&
b_priority.priority_bin == TilePriority::EVENTUALLY) {
bool a_is_pending_now =
a_tile->priority(PENDING_TREE).priority_bin == TilePriority::NOW;
bool b_is_pending_now =
b_tile->priority(PENDING_TREE).priority_bin == TilePriority::NOW;
if (a_is_pending_now || b_is_pending_now)
return a_is_pending_now < b_is_pending_now;
// In case neither one is pending now, fall through.
}
// If the bin is the same but the resolution is not, 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.priority_bin == a_priority.priority_bin &&
b_priority.resolution != a_priority.resolution) {
// Non ideal resolution should be sorted lower than other resolutions.
if (a_priority.resolution == NON_IDEAL_RESOLUTION)
return true;
if (b_priority.resolution == NON_IDEAL_RESOLUTION)
return false;
if (prioritize_low_res)
return b_priority.resolution == LOW_RESOLUTION;
return b_priority.resolution == HIGH_RESOLUTION;
}
return b_priority.IsHigherPriorityThan(a_priority);
}
private:
TreePriority tree_priority_;
};
WhichTree HigherPriorityTree(TreePriority tree_priority,
const TilingSetRasterQueueAll* active_queue,
const TilingSetRasterQueueAll* pending_queue,
const Tile* shared_tile) {
switch (tree_priority) {
case SMOOTHNESS_TAKES_PRIORITY: {
const Tile* active_tile = shared_tile ? shared_tile : active_queue->Top();
const Tile* pending_tile =
shared_tile ? shared_tile : pending_queue->Top();
const TilePriority& active_priority = active_tile->priority(ACTIVE_TREE);
const TilePriority& pending_priority =
pending_tile->priority(PENDING_TREE);
// If we're down to eventually bin tiles on the active tree, process the
// pending tree to allow tiles required for activation to be initialized
// when memory policy only allows prepaint.
if (active_priority.priority_bin == TilePriority::EVENTUALLY &&
pending_priority.priority_bin == TilePriority::NOW) {
return PENDING_TREE;
}
return ACTIVE_TREE;
}
case NEW_CONTENT_TAKES_PRIORITY:
return PENDING_TREE;
case SAME_PRIORITY_FOR_BOTH_TREES: {
const Tile* active_tile = shared_tile ? shared_tile : active_queue->Top();
const Tile* pending_tile =
shared_tile ? shared_tile : pending_queue->Top();
const TilePriority& active_priority = active_tile->priority(ACTIVE_TREE);
const TilePriority& pending_priority =
pending_tile->priority(PENDING_TREE);
if (active_priority.IsHigherPriorityThan(pending_priority))
return ACTIVE_TREE;
return PENDING_TREE;
}
default:
NOTREACHED();
return ACTIVE_TREE;
}
}
scoped_ptr<TilingSetRasterQueueAll> CreateTilingSetRasterQueue(
PictureLayerImpl* layer,
TreePriority tree_priority) {
if (!layer)
return nullptr;
PictureLayerTilingSet* tiling_set = layer->picture_layer_tiling_set();
bool prioritize_low_res = tree_priority == SMOOTHNESS_TAKES_PRIORITY;
return make_scoped_ptr(
new TilingSetRasterQueueAll(tiling_set, prioritize_low_res));
}
} // namespace
RasterTilePriorityQueueAll::RasterTilePriorityQueueAll() {
}
RasterTilePriorityQueueAll::~RasterTilePriorityQueueAll() {
}
void RasterTilePriorityQueueAll::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(RasterOrderComparator(tree_priority_));
}
bool RasterTilePriorityQueueAll::IsEmpty() const {
return paired_queues_.empty() || paired_queues_.front()->IsEmpty();
}
Tile* RasterTilePriorityQueueAll::Top() {
DCHECK(!IsEmpty());
return paired_queues_.front()->Top(tree_priority_);
}
void RasterTilePriorityQueueAll::Pop() {
DCHECK(!IsEmpty());
paired_queues_.pop_heap(RasterOrderComparator(tree_priority_));
PairedTilingSetQueue* paired_queue = paired_queues_.back();
paired_queue->Pop(tree_priority_);
paired_queues_.push_heap(RasterOrderComparator(tree_priority_));
}
RasterTilePriorityQueueAll::PairedTilingSetQueue::PairedTilingSetQueue() {
}
RasterTilePriorityQueueAll::PairedTilingSetQueue::PairedTilingSetQueue(
const PictureLayerImpl::Pair& layer_pair,
TreePriority tree_priority)
: active_queue_(
CreateTilingSetRasterQueue(layer_pair.active, tree_priority)),
pending_queue_(
CreateTilingSetRasterQueue(layer_pair.pending, tree_priority)),
has_both_layers_(layer_pair.active && layer_pair.pending) {
SkipTilesReturnedByTwin(tree_priority);
TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"PairedTilingSetQueue::PairedTilingSetQueue",
TRACE_EVENT_SCOPE_THREAD, "state", StateAsValue());
}
RasterTilePriorityQueueAll::PairedTilingSetQueue::~PairedTilingSetQueue() {
TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"PairedTilingSetQueue::~PairedTilingSetQueue",
TRACE_EVENT_SCOPE_THREAD, "state", StateAsValue());
}
bool RasterTilePriorityQueueAll::PairedTilingSetQueue::IsEmpty() const {
return (!active_queue_ || active_queue_->IsEmpty()) &&
(!pending_queue_ || pending_queue_->IsEmpty());
}
Tile* RasterTilePriorityQueueAll::PairedTilingSetQueue::Top(
TreePriority tree_priority) {
DCHECK(!IsEmpty());
WhichTree next_tree = NextTileIteratorTree(tree_priority);
TilingSetRasterQueueAll* 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 RasterTilePriorityQueueAll::PairedTilingSetQueue::Pop(
TreePriority tree_priority) {
DCHECK(!IsEmpty());
WhichTree next_tree = NextTileIteratorTree(tree_priority);
TilingSetRasterQueueAll* 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();
SkipTilesReturnedByTwin(tree_priority);
// If no empty, use Top to do DCHECK the next iterator.
DCHECK(IsEmpty() || Top(tree_priority));
}
void RasterTilePriorityQueueAll::PairedTilingSetQueue::SkipTilesReturnedByTwin(
TreePriority tree_priority) {
if (!has_both_layers_)
return;
// We have both layers (active and pending) thus we can encounter shared
// tiles twice (from the active iterator and from the pending iterator).
while (!IsEmpty()) {
WhichTree next_tree = NextTileIteratorTree(tree_priority);
TilingSetRasterQueueAll* next_queue =
next_tree == ACTIVE_TREE ? active_queue_.get() : pending_queue_.get();
DCHECK(next_queue && !next_queue->IsEmpty());
// Accept all non-shared tiles.
const Tile* tile = next_queue->Top();
if (!tile->is_shared())
break;
// Accept a shared tile if the next tree is the higher priority one
// corresponding the iterator (active or pending) which usually (but due
// to spiral iterators not always) returns the shared tile first.
if (next_tree == HigherPriorityTree(tree_priority, nullptr, nullptr, tile))
break;
next_queue->Pop();
}
}
WhichTree
RasterTilePriorityQueueAll::PairedTilingSetQueue::NextTileIteratorTree(
TreePriority tree_priority) const {
DCHECK(!IsEmpty());
// If we only have one queue with tiles, return it.
if (!active_queue_ || active_queue_->IsEmpty())
return PENDING_TREE;
if (!pending_queue_ || pending_queue_->IsEmpty())
return ACTIVE_TREE;
// Now both iterators have tiles, so we have to decide based on tree priority.
return HigherPriorityTree(tree_priority, active_queue_.get(),
pending_queue_.get(), nullptr);
}
scoped_refptr<base::trace_event::ConvertableToTraceFormat>
RasterTilePriorityQueueAll::PairedTilingSetQueue::StateAsValue() const {
scoped_refptr<base::trace_event::TracedValue> state =
new base::trace_event::TracedValue();
bool active_queue_has_tile = active_queue_ && !active_queue_->IsEmpty();
TilePriority::PriorityBin active_priority_bin = TilePriority::EVENTUALLY;
TilePriority::PriorityBin pending_priority_bin = TilePriority::EVENTUALLY;
if (active_queue_has_tile) {
active_priority_bin =
active_queue_->Top()->priority(ACTIVE_TREE).priority_bin;
pending_priority_bin =
active_queue_->Top()->priority(PENDING_TREE).priority_bin;
}
state->BeginDictionary("active_queue");
state->SetBoolean("has_tile", active_queue_has_tile);
state->SetInteger("active_priority_bin", active_priority_bin);
state->SetInteger("pending_priority_bin", pending_priority_bin);
state->EndDictionary();
bool pending_queue_has_tile = pending_queue_ && !pending_queue_->IsEmpty();
active_priority_bin = TilePriority::EVENTUALLY;
pending_priority_bin = TilePriority::EVENTUALLY;
if (pending_queue_has_tile) {
active_priority_bin =
pending_queue_->Top()->priority(ACTIVE_TREE).priority_bin;
pending_priority_bin =
pending_queue_->Top()->priority(PENDING_TREE).priority_bin;
}
state->BeginDictionary("pending_queue");
state->SetBoolean("has_tile", active_queue_has_tile);
state->SetInteger("active_priority_bin", active_priority_bin);
state->SetInteger("pending_priority_bin", pending_priority_bin);
state->EndDictionary();
return state;
}
} // namespace cc