// 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