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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::PairedPictureLayerQueue* a,
const EvictionTilePriorityQueue::PairedPictureLayerQueue* 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(tree_priority_);
const PictureLayerImpl::LayerEvictionTileIterator* a_iterator =
a_tree == ACTIVE_TREE ? &a->active_iterator : &a->pending_iterator;
WhichTree b_tree = b->NextTileIteratorTree(tree_priority_);
const PictureLayerImpl::LayerEvictionTileIterator* b_iterator =
b_tree == ACTIVE_TREE ? &b->active_iterator : &b->pending_iterator;
const Tile* a_tile = **a_iterator;
const Tile* b_tile = **b_iterator;
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;
// 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_for_tree_priority(tree_priority_);
bool b_is_occluded = b_tile->is_occluded_for_tree_priority(tree_priority_);
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 PairedPictureLayerQueue(*it, tree_priority_)));
}
paired_queues_.make_heap(EvictionOrderComparator(tree_priority_));
}
void EvictionTilePriorityQueue::Reset() {
paired_queues_.clear();
}
bool EvictionTilePriorityQueue::IsEmpty() const {
return paired_queues_.empty() || paired_queues_.front()->IsEmpty();
}
Tile* EvictionTilePriorityQueue::Top() {
DCHECK(!IsEmpty());
return paired_queues_.front()->Top(tree_priority_);
}
void EvictionTilePriorityQueue::Pop() {
DCHECK(!IsEmpty());
paired_queues_.pop_heap(EvictionOrderComparator(tree_priority_));
PairedPictureLayerQueue* paired_queue = paired_queues_.back();
paired_queue->Pop(tree_priority_);
paired_queues_.push_heap(EvictionOrderComparator(tree_priority_));
}
EvictionTilePriorityQueue::PairedPictureLayerQueue::PairedPictureLayerQueue() {
}
EvictionTilePriorityQueue::PairedPictureLayerQueue::PairedPictureLayerQueue(
const PictureLayerImpl::Pair& layer_pair,
TreePriority tree_priority)
: active_iterator(
layer_pair.active
? PictureLayerImpl::LayerEvictionTileIterator(layer_pair.active,
tree_priority)
: PictureLayerImpl::LayerEvictionTileIterator()),
pending_iterator(
layer_pair.pending
? PictureLayerImpl::LayerEvictionTileIterator(layer_pair.pending,
tree_priority)
: PictureLayerImpl::LayerEvictionTileIterator()) {
}
EvictionTilePriorityQueue::PairedPictureLayerQueue::~PairedPictureLayerQueue() {
}
bool EvictionTilePriorityQueue::PairedPictureLayerQueue::IsEmpty() const {
return !active_iterator && !pending_iterator;
}
Tile* EvictionTilePriorityQueue::PairedPictureLayerQueue::Top(
TreePriority tree_priority) {
DCHECK(!IsEmpty());
WhichTree next_tree = NextTileIteratorTree(tree_priority);
PictureLayerImpl::LayerEvictionTileIterator* next_iterator =
next_tree == ACTIVE_TREE ? &active_iterator : &pending_iterator;
DCHECK(*next_iterator);
Tile* tile = **next_iterator;
DCHECK(std::find(returned_shared_tiles.begin(),
returned_shared_tiles.end(),
tile) == returned_shared_tiles.end());
return tile;
}
void EvictionTilePriorityQueue::PairedPictureLayerQueue::Pop(
TreePriority tree_priority) {
DCHECK(!IsEmpty());
WhichTree next_tree = NextTileIteratorTree(tree_priority);
PictureLayerImpl::LayerEvictionTileIterator* next_iterator =
next_tree == ACTIVE_TREE ? &active_iterator : &pending_iterator;
DCHECK(*next_iterator);
returned_shared_tiles.push_back(**next_iterator);
++(*next_iterator);
if (IsEmpty())
return;
next_tree = NextTileIteratorTree(tree_priority);
next_iterator =
next_tree == ACTIVE_TREE ? &active_iterator : &pending_iterator;
while (std::find(returned_shared_tiles.begin(),
returned_shared_tiles.end(),
**next_iterator) != returned_shared_tiles.end()) {
++(*next_iterator);
if (IsEmpty())
break;
next_tree = NextTileIteratorTree(tree_priority);
next_iterator =
next_tree == ACTIVE_TREE ? &active_iterator : &pending_iterator;
}
}
WhichTree
EvictionTilePriorityQueue::PairedPictureLayerQueue::NextTileIteratorTree(
TreePriority tree_priority) const {
DCHECK(!IsEmpty());
// If we only have one iterator with tiles, return it.
if (!active_iterator)
return PENDING_TREE;
if (!pending_iterator)
return ACTIVE_TREE;
const Tile* active_tile = *active_iterator;
const Tile* pending_tile = *pending_iterator;
if (active_tile == pending_tile)
return ACTIVE_TREE;
const TilePriority& active_priority =
active_tile->priority_for_tree_priority(tree_priority);
const TilePriority& pending_priority =
pending_tile->priority_for_tree_priority(tree_priority);
if (pending_priority.IsHigherPriorityThan(active_priority))
return ACTIVE_TREE;
return PENDING_TREE;
}
} // namespace cc