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// Copyright 2012 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/priority_calculator.h"
#include "ui/gfx/rect.h"
using namespace std;
namespace cc {
static const int nothingPriorityCutoff = -3;
static const int mostHighPriority = -2;
static const int uiDrawsToRootSurfacePriority = -1;
static const int visibleDrawsToRootSurfacePriority = 0;
static const int renderSurfacesPriority = 1;
static const int uiDoesNotDrawToRootSurfacePriority = 2;
static const int visibleDoesNotDrawToRootSurfacePriority = 3;
static const int visibleOnlyPriorityCutoff = 4;
// The lower digits are how far from being visible the texture is,
// in pixels.
static const int notVisibleBasePriority = 1000000;
static const int notVisibleLimitPriority = 1900000;
// Arbitrarily define "nearby" to be 2000 pixels. A better estimate
// would be percent-of-viewport or percent-of-screen.
static const int visibleAndNearbyPriorityCutoff = notVisibleBasePriority + 2000;
// Small animated layers are treated as though they are 512 pixels
// from being visible.
static const int smallAnimatedLayerPriority = notVisibleBasePriority + 512;
static const int lingeringBasePriority = 2000000;
static const int lingeringLimitPriority = 2900000;
static const int mostLowPriority = 3000000;
static const int everythingPriorityCutoff = 3000001;
// static
int PriorityCalculator::uiPriority(bool drawsToRootSurface)
{
return drawsToRootSurface ? uiDrawsToRootSurfacePriority : uiDoesNotDrawToRootSurfacePriority;
}
// static
int PriorityCalculator::visiblePriority(bool drawsToRootSurface)
{
return drawsToRootSurface ? visibleDrawsToRootSurfacePriority : visibleDoesNotDrawToRootSurfacePriority;
}
// static
int PriorityCalculator::renderSurfacePriority()
{
return renderSurfacesPriority;
}
// static
int PriorityCalculator::lingeringPriority(int previousPriority)
{
// FIXME: We should remove this once we have priorities for all
// textures (we can't currently calculate distances for
// off-screen textures).
return min(lingeringLimitPriority,
max(lingeringBasePriority, previousPriority + 1));
}
namespace {
int manhattanDistance(const gfx::Rect& a, const gfx::Rect& b)
{
gfx::Rect c = gfx::UnionRects(a, b);
int x = max(0, c.width() - a.width() - b.width() + 1);
int y = max(0, c.height() - a.height() - b.height() + 1);
return (x + y);
}
}
// static
int PriorityCalculator::priorityFromDistance(const gfx::Rect& visibleRect, const gfx::Rect& textureRect, bool drawsToRootSurface)
{
int distance = manhattanDistance(visibleRect, textureRect);
if (!distance)
return visiblePriority(drawsToRootSurface);
return min(notVisibleLimitPriority, notVisibleBasePriority + distance);
}
// static
int PriorityCalculator::smallAnimatedLayerMinPriority()
{
return smallAnimatedLayerPriority;
}
// static
int PriorityCalculator::highestPriority()
{
return mostHighPriority;
}
// static
int PriorityCalculator::lowestPriority()
{
return mostLowPriority;
}
// static
int PriorityCalculator::allowNothingCutoff()
{
return nothingPriorityCutoff;
}
// static
int PriorityCalculator::allowVisibleOnlyCutoff()
{
return visibleOnlyPriorityCutoff;
}
// static
int PriorityCalculator::allowVisibleAndNearbyCutoff()
{
return visibleAndNearbyPriorityCutoff;
}
// static
int PriorityCalculator::allowEverythingCutoff()
{
return everythingPriorityCutoff;
}
} // namespace cc