void TiledPage::prepareRow(bool goingLeft, int tilesInRow, int firstTileX, int y, const SkIRect& tileBounds)
{
    for (int i = 0; i < tilesInRow; i++) {
        int x = firstTileX;

        // If we are goingLeft, we want to schedule the tiles starting from the
        // right (and to the left if not). This is because tiles are appended to
        // the list and the texture uploader goes through the set front to back.
        if (goingLeft)
            x += (tilesInRow - 1) - i;
        else
            x += i;

        BaseTile* currentTile = 0;
        BaseTile* availableTile = 0;
        for (int j = 0; j < m_baseTileSize; j++) {
            BaseTile& tile = m_baseTiles[j];
            if (tile.x() == x && tile.y() == y) {
                currentTile = &tile;
                break;
            }

            if (!availableTile || (tile.drawCount() < availableTile->drawCount()))
                availableTile = &tile;
        }

        if (!currentTile && availableTile) {
            XLOG("STEALING tile %d, %d (draw count %llu) for tile %d, %d",
                 availableTile->x(), availableTile->y(), availableTile->drawCount(), x, y);
            availableTile->discardTextures(); // don't wait for textures to be stolen
            currentTile = availableTile;
        }

        if (!currentTile) {
            XLOG("ERROR: No tile available for tile %d %d", x, y);
        }

        if (currentTile) {
            currentTile->setGLWebViewState(m_glWebViewState);
            currentTile->setPage(this);

            currentTile->setContents(this, x, y, m_scale);

            // TODO: move below (which is largely the same for layers / tiled
            // page) into prepare() function

            // ensure there is a texture associated with the tile and then check to
            // see if the texture is dirty and in need of repainting
            if (currentTile->isDirty() || !currentTile->frontTexture())
                currentTile->reserveTexture();
            if (currentTile->backTexture()
                    && currentTile->isDirty()
                    && !currentTile->isRepaintPending()) {
                PaintTileOperation *operation = new PaintTileOperation(currentTile);
                TilesManager::instance()->scheduleOperation(operation);
            }
        }
    }
}
void TilesProfiler::nextTile(BaseTile& tile, float scale, bool inView)
{
    if (!m_enabled || (m_records.size() > MAX_PROF_FRAMES) || (m_records.size() == 0))
        return;

    bool isReady = tile.isTileReady();
    int left = tile.x() * TilesManager::tileWidth();
    int top = tile.y() * TilesManager::tileWidth();
    int right = left + TilesManager::tileWidth();
    int bottom = top + TilesManager::tileWidth();

    if (inView) {
        if (isReady)
            m_goodTiles++;
        else
            m_badTiles++;
    }
    m_records.last().append(TileProfileRecord(
                                left, top, right, bottom,
                                scale, isReady, (int)tile.drawCount()));
    XLOG("adding tile %d %d %d %d, scale %f", left, top, right, bottom, scale);
}
Exemplo n.º 3
0
BaseTileTexture* TilesManager::getAvailableTexture(BaseTile* owner)
{
    android::Mutex::Autolock lock(m_texturesLock);

    // Sanity check that the tile does not already own a texture
    if (owner->backTexture() && owner->backTexture()->owner() == owner) {
        XLOG("same owner (%d, %d), getAvailableBackTexture(%x) => texture %x",
             owner->x(), owner->y(), owner, owner->backTexture());
        if (owner->isLayerTile())
            m_availableTilesTextures.remove(m_availableTilesTextures.find(owner->backTexture()));
        else
            m_availableTextures.remove(m_availableTextures.find(owner->backTexture()));
        return owner->backTexture();
    }

    WTF::Vector<BaseTileTexture*>* availableTexturePool;
    if (owner->isLayerTile()) {
        availableTexturePool = &m_availableTilesTextures;
    } else {
        availableTexturePool = &m_availableTextures;
    }

    // The heuristic for selecting a texture is as follows:
    //  1. Skip textures currently being painted, they can't be painted while
    //         busy anyway
    //  2. If a tile isn't owned, break with that one
    //  3. Don't let tiles acquire their front textures
    //  4. If we find a tile in the same page with a different scale,
    //         it's old and not visible. Break with that one
    //  5. Otherwise, use the least recently prepared tile, but ignoring tiles
    //         drawn in the last frame to avoid flickering

    BaseTileTexture* farthestTexture = 0;
    unsigned long long oldestDrawCount = getDrawGLCount() - 1;
    const unsigned int max = availableTexturePool->size();
    for (unsigned int i = 0; i < max; i++) {
        BaseTileTexture* texture = (*availableTexturePool)[i];
        BaseTile* currentOwner = static_cast<BaseTile*>(texture->owner());

        if (texture->busy()) {
            // don't bother, since the acquire() will likely fail
            continue;
        }

        if (!currentOwner) {
            // unused texture! take it!
            farthestTexture = texture;
            break;
        }

        if (currentOwner == owner) {
            // Don't let a tile acquire its own front texture, as the
            // acquisition logic doesn't handle that
            continue;
        }

        if (currentOwner->painter() == owner->painter() && texture->scale() != owner->scale()) {
            // if we render the back page with one scale, then another while
            // still zooming, we recycle the tiles with the old scale instead of
            // taking ones from the front page
            farthestTexture = texture;
            break;
        }

        unsigned long long textureDrawCount = currentOwner->drawCount();
        if (oldestDrawCount > textureDrawCount) {
            farthestTexture = texture;
            oldestDrawCount = textureDrawCount;
        }
    }

    if (farthestTexture) {
        BaseTile* previousOwner = static_cast<BaseTile*>(farthestTexture->owner());
        if (farthestTexture->acquire(owner)) {
            if (previousOwner) {
                previousOwner->removeTexture(farthestTexture);

                XLOG("%s texture %p stolen from tile %d, %d for %d, %d, drawCount was %llu (now %llu)",
                     owner->isLayerTile() ? "LAYER" : "BASE",
                     farthestTexture, previousOwner->x(), previousOwner->y(),
                     owner->x(), owner->y(),
                     oldestDrawCount, getDrawGLCount());
            }

            availableTexturePool->remove(availableTexturePool->find(farthestTexture));
            return farthestTexture;
        }
    } else {
        if (owner->isLayerTile()) {
            // couldn't find a tile for a layer, layers shouldn't request redraw
            // TODO: once we do layer prefetching, don't set this for those
            // tiles
            m_layerTexturesRemain = false;
        }
    }

    XLOG("Couldn't find an available texture for %s tile %x (%d, %d) out of %d available",
          owner->isLayerTile() ? "LAYER" : "BASE",
          owner, owner->x(), owner->y(), max);
#ifdef DEBUG
    printTextures();
#endif // DEBUG
    return 0;
}