void CCLayerTreeHost::setPrioritiesForLayers(const LayerList& updateList) { // Use BackToFront since it's cheap and this isn't order-dependent. typedef CCLayerIterator<LayerChromium, Vector<RefPtr<LayerChromium> >, RenderSurfaceChromium, CCLayerIteratorActions::BackToFront> CCLayerIteratorType; CCPriorityCalculator calculator; CCLayerIteratorType end = CCLayerIteratorType::end(&updateList); for (CCLayerIteratorType it = CCLayerIteratorType::begin(&updateList); it != end; ++it) { if (it.representsItself()) it->setTexturePriorities(calculator); else if (it.representsTargetRenderSurface()) { if (it->maskLayer()) it->maskLayer()->setTexturePriorities(calculator); if (it->replicaLayer() && it->replicaLayer()->maskLayer()) it->replicaLayer()->maskLayer()->setTexturePriorities(calculator); } } }
void CCLayerTreeHost::prioritizeTextures(const LayerList& updateList) { // Use BackToFront since it's cheap and this isn't order-dependent. typedef CCLayerIterator<LayerChromium, Vector<RefPtr<LayerChromium> >, RenderSurfaceChromium, CCLayerIteratorActions::BackToFront> CCLayerIteratorType; m_contentsTextureManager->clearPriorities(); CCPriorityCalculator calculator; CCLayerIteratorType end = CCLayerIteratorType::end(&updateList); for (CCLayerIteratorType it = CCLayerIteratorType::begin(&updateList); it != end; ++it) { if (it.representsItself()) it->setTexturePriorities(calculator); else if (it.representsTargetRenderSurface()) { if (it->maskLayer()) it->maskLayer()->setTexturePriorities(calculator); if (it->replicaLayer() && it->replicaLayer()->maskLayer()) it->replicaLayer()->maskLayer()->setTexturePriorities(calculator); } } size_t readbackBytes = 0; size_t maxBackgroundTextureBytes = 0; size_t contentsTextureBytes = 0; // Start iteration at 1 to skip the root surface as it does not have a texture cost. for (size_t i = 1; i < updateList.size(); ++i) { LayerChromium* renderSurfaceLayer = updateList[i].get(); RenderSurfaceChromium* renderSurface = renderSurfaceLayer->renderSurface(); size_t bytes = TextureManager::memoryUseBytes(renderSurface->contentRect().size(), GraphicsContext3D::RGBA); contentsTextureBytes += bytes; if (renderSurface->backgroundFilters().isEmpty()) continue; if (bytes > maxBackgroundTextureBytes) maxBackgroundTextureBytes = bytes; if (!readbackBytes) readbackBytes = TextureManager::memoryUseBytes(m_deviceViewportSize, GraphicsContext3D::RGBA); } size_t renderSurfacesBytes = readbackBytes + maxBackgroundTextureBytes + contentsTextureBytes; m_contentsTextureManager->prioritizeTextures(renderSurfacesBytes); }