// 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/resources/priority_calculator.h" #include <algorithm> #include "ui/gfx/rect.h" namespace cc { static const int kNothingPriorityCutoff = -3; static const int kMostHighPriority = -2; static const int kUIDrawsToRootSurfacePriority = -1; static const int kVisibleDrawsToRootSurfacePriority = 0; static const int kRenderSurfacesPriority = 1; static const int kUIDoesNotDrawToRootSurfacePriority = 2; static const int kVisibleDoesNotDrawToRootSurfacePriority = 3; static const int kVisibleOnlyPriorityCutoff = 4; // The lower digits are how far from being visible the texture is, // in pixels. static const int kNotVisibleBasePriority = 1000000; static const int kNotVisibleLimitPriority = 1900000; // Arbitrarily define "nearby" to be 2000 pixels. A better estimate // would be percent-of-viewport or percent-of-screen. static const int kVisibleAndNearbyPriorityCutoff = kNotVisibleBasePriority + 2000; // Small animated layers are treated as though they are 512 pixels // from being visible. static const int kSmallAnimatedLayerPriority = kNotVisibleBasePriority + 512; static const int kLingeringBasePriority = 2000000; static const int kLingeringLimitPriority = 2900000; static const int kMostLowPriority = 3000000; static const int kEverythingPriorityCutoff = 3000001; // static int PriorityCalculator::UIPriority(bool draws_to_root_surface) { return draws_to_root_surface ? kUIDrawsToRootSurfacePriority : kUIDoesNotDrawToRootSurfacePriority; } // static int PriorityCalculator::VisiblePriority(bool draws_to_root_surface) { return draws_to_root_surface ? kVisibleDrawsToRootSurfacePriority : kVisibleDoesNotDrawToRootSurfacePriority; } // static int PriorityCalculator::RenderSurfacePriority() { return kRenderSurfacesPriority; } // static int PriorityCalculator::LingeringPriority(int previous_priority) { // TODO(reveman): We should remove this once we have priorities for all // textures (we can't currently calculate distances for off-screen textures). return std::min(kLingeringLimitPriority, std::max(kLingeringBasePriority, previous_priority + 1)); } // static int PriorityCalculator::PriorityFromDistance(gfx::Rect visible_rect, gfx::Rect texture_rect, bool draws_to_root_surface) { int distance = visible_rect.ManhattanInternalDistance(texture_rect); if (!distance) return VisiblePriority(draws_to_root_surface); return std::min(kNotVisibleLimitPriority, kNotVisibleBasePriority + distance); } // static int PriorityCalculator::SmallAnimatedLayerMinPriority() { return kSmallAnimatedLayerPriority; } // static int PriorityCalculator::HighestPriority() { return kMostHighPriority; } // static int PriorityCalculator::LowestPriority() { return kMostLowPriority; } // static int PriorityCalculator::AllowNothingCutoff() { return kNothingPriorityCutoff; } // static int PriorityCalculator::AllowVisibleOnlyCutoff() { return kVisibleOnlyPriorityCutoff; } // static int PriorityCalculator::AllowVisibleAndNearbyCutoff() { return kVisibleAndNearbyPriorityCutoff; } // static int PriorityCalculator::AllowEverythingCutoff() { return kEverythingPriorityCutoff; } } // namespace cc