コード例 #1
0
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);
        }
    }
}
コード例 #2
0
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);
}