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authorJohn Reck <jreck@google.com>2011-03-23 18:02:27 -0700
committerJohn Reck <jreck@google.com>2011-03-25 13:25:16 -0700
commit417789b7c56928a5fcb610583346d07ffa380900 (patch)
tree3f8902d06b229fa826b866778bfc57cf852f9742 /WebCore/platform/graphics/android/LayerAndroid.cpp
parent78eb447490d235178fafa5bd046918ffe965003f (diff)
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My attempt at a smarter tile manager
Removes TileSets and queues tiles individually Uses a priority queue to determine which tiles to render first Stops rendering the front tile page if we are prepping the back one Limits queue spam by tracking which tiles are already in the queue Change-Id: I2f2c9539e0d8a421ac7f1f4cb80ee831b9894293
Diffstat (limited to 'WebCore/platform/graphics/android/LayerAndroid.cpp')
-rw-r--r--WebCore/platform/graphics/android/LayerAndroid.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/WebCore/platform/graphics/android/LayerAndroid.cpp b/WebCore/platform/graphics/android/LayerAndroid.cpp
index 433e7ec..0d71eec 100644
--- a/WebCore/platform/graphics/android/LayerAndroid.cpp
+++ b/WebCore/platform/graphics/android/LayerAndroid.cpp
@@ -890,7 +890,7 @@ void LayerAndroid::createGLTextures()
uniqueId(), this, m_dirty, m_reservedTexture,
m_reservedTexture->rect().width(), m_reservedTexture->rect().height());
PaintLayerOperation* operation = new PaintLayerOperation(this);
- TilesManager::instance()->scheduleOperation(operation, !m_drawingTexture);
+ TilesManager::instance()->scheduleOperation(operation);
} else {
XLOG("We don't schedule a paint for layer %d (%x), because we already sent a request",
uniqueId(), this);