1
    2
    3
    4
    5
    6
    7
    8
    9
   10
   11
   12
   13
   14
   15
   16
   17
   18
   19
   20
   21
   22
   23
   24
   25
   26
   27
   28
   29
   30
   31
   32
   33
   34
   35
   36
   37
   38
   39
   40
   41
   42
   43
   44
   45
   46
   47
   48
   49
   50
   51
   52
   53
   54
   55
   56
   57
   58
   59
   60
   61
   62
   63
   64
   65
   66
   67
   68
   69
   70
   71
   72
   73
   74
   75
   76
   77
   78
   79
   80
   81
   82
   83
   84
   85
   86
   87
   88
   89
   90
   91
   92
   93
   94
   95
   96
   97
   98
   99
  100
  101
  102
  103
  104
  105
  106
  107
  108
  109
  110
  111
  112
  113
  114
  115
  116
  117
  118
  119
  120
  121
  122
  123
  124
  125
  126
  127
  128
  129
  130
  131
  132
  133
  134
  135
  136
  137
  138
  139
  140
  141
  142
  143
  144
  145
  146
  147
  148
  149
  150
  151
  152
  153
  154
  155
  156
  157
  158
  159
  160
  161
  162
  163
  164
  165
  166
  167
  168
  169
  170
  171
  172
  173
  174
  175
  176
  177
  178
  179
  180

cc / tiles / eviction_tile_priority_queue.cc [blame]

// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "cc/tiles/eviction_tile_priority_queue.h"

#include "base/memory/raw_ptr.h"

namespace cc {

namespace {

class EvictionOrderComparator {
 public:
  explicit EvictionOrderComparator(TreePriority tree_priority)
      : tree_priority_(tree_priority) {}

  // Note that in this function, we have to return true if and only if
  // b is strictly lower priority than a.
  bool operator()(
      const std::unique_ptr<TilingSetEvictionQueue>& a_queue,
      const std::unique_ptr<TilingSetEvictionQueue>& b_queue) const {
    const PrioritizedTile& a_tile = a_queue->Top();
    const PrioritizedTile& b_tile = b_queue->Top();

    const TilePriority& a_priority = a_tile.priority();
    const TilePriority& b_priority = b_tile.priority();
    bool prioritize_low_res = tree_priority_ == SMOOTHNESS_TAKES_PRIORITY;

    // If the priority bin is the same but one of the tiles is from a
    // non-drawing layer, then the drawing layer has a higher priority.
    if (b_priority.priority_bin == a_priority.priority_bin &&
        b_queue->is_drawing_layer() != a_queue->is_drawing_layer()) {
      return a_queue->is_drawing_layer();
    }

    // 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();
    bool b_is_occluded = b_tile.is_occluded();
    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_;
};

void CreateTilingSetEvictionQueues(
    const std::vector<raw_ptr<PictureLayerImpl, VectorExperimental>>& layers,
    TreePriority tree_priority,
    std::vector<std::unique_ptr<TilingSetEvictionQueue>>* queues) {
  DCHECK(queues->empty());

  for (PictureLayerImpl* layer : layers) {
    std::unique_ptr<TilingSetEvictionQueue> tiling_set_queue =
        std::make_unique<TilingSetEvictionQueue>(
            layer->picture_layer_tiling_set(),
            layer->contributes_to_drawn_render_surface());
    // Queues will only contain non empty tiling sets.
    if (!tiling_set_queue->IsEmpty())
      queues->push_back(std::move(tiling_set_queue));
  }
  std::make_heap(queues->begin(), queues->end(),
                 EvictionOrderComparator(tree_priority));
}

}  // namespace

EvictionTilePriorityQueue::EvictionTilePriorityQueue() = default;

EvictionTilePriorityQueue::~EvictionTilePriorityQueue() = default;

void EvictionTilePriorityQueue::Build(
    const std::vector<raw_ptr<PictureLayerImpl, VectorExperimental>>&
        active_layers,
    const std::vector<raw_ptr<PictureLayerImpl, VectorExperimental>>&
        pending_layers,
    TreePriority tree_priority) {
  tree_priority_ = tree_priority;

  CreateTilingSetEvictionQueues(active_layers, tree_priority, &active_queues_);
  CreateTilingSetEvictionQueues(pending_layers, tree_priority,
                                &pending_queues_);
}

bool EvictionTilePriorityQueue::IsEmpty() const {
  return active_queues_.empty() && pending_queues_.empty();
}

const PrioritizedTile& EvictionTilePriorityQueue::Top() const {
  DCHECK(!IsEmpty());
  const auto& next_queues = GetNextQueues();
  return next_queues.front()->Top();
}

void EvictionTilePriorityQueue::Pop() {
  DCHECK(!IsEmpty());

  auto& next_queues = GetNextQueues();
  std::pop_heap(next_queues.begin(), next_queues.end(),
                EvictionOrderComparator(tree_priority_));
  TilingSetEvictionQueue* queue = next_queues.back().get();
  queue->Pop();

  // Remove empty queues.
  if (queue->IsEmpty()) {
    next_queues.pop_back();
  } else {
    std::push_heap(next_queues.begin(), next_queues.end(),
                   EvictionOrderComparator(tree_priority_));
  }
}

std::vector<std::unique_ptr<TilingSetEvictionQueue>>&
EvictionTilePriorityQueue::GetNextQueues() {
  const EvictionTilePriorityQueue* const_this =
      static_cast<const EvictionTilePriorityQueue*>(this);
  const auto& const_queues = const_this->GetNextQueues();
  return const_cast<std::vector<std::unique_ptr<TilingSetEvictionQueue>>&>(
      const_queues);
}

const std::vector<std::unique_ptr<TilingSetEvictionQueue>>&
EvictionTilePriorityQueue::GetNextQueues() const {
  DCHECK(!IsEmpty());

  // If we only have one queue with tiles, return it.
  if (active_queues_.empty())
    return pending_queues_;
  if (pending_queues_.empty())
    return active_queues_;

  const PrioritizedTile& active_tile = active_queues_.front()->Top();
  const PrioritizedTile& pending_tile = pending_queues_.front()->Top();

  const TilePriority& active_priority = active_tile.priority();
  const TilePriority& pending_priority = pending_tile.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.tile()->required_for_activation() !=
          pending_tile.tile()->required_for_activation()) {
    return active_tile.tile()->required_for_activation() ? pending_queues_
                                                         : active_queues_;
  }

  // Return tile with a lower priority.
  if (pending_priority.IsHigherPriorityThan(active_priority))
    return active_queues_;
  return pending_queues_;
}

}  // namespace cc