Lines Matching refs:tiles
113 // Determine bin based on three categories of tiles: things we need now,
294 // where top-priority tiles are initialized.
312 // We don't reserve memory for required-for-activation tiles during
314 // have these tiles, and activate after the accelerated gesture.
318 // Use on-demand raster for any required-for-activation tiles that have not
339 // This is only a true indication that all tiles required for
340 // activation are initialized when no tiles are OOM. We need to
342 // memory and in worst case use on-demand raster when tiles
350 void TileManager::GetTilesWithAssignedBins(PrioritizedTileSet* tiles) {
360 // For each tree, bin into different categories of tiles.
387 // Adjust pending bin state for low res tiles. This prevents
388 // pending tree low-res tiles from being initialized before
389 // high-res tiles.
401 // We never want to paint new non-ideal tiles, as we always have
473 // the pending tree, we still want visible tiles to take the highest
480 tiles->InsertTile(tile, priority_bin);
609 PrioritizedTileSet* tiles,
620 // Now give memory out to the tiles until we're out, and build
653 for (PrioritizedTileSet::Iterator it(tiles, true);
690 // Allow lower priority tiles with initialized resources to keep
726 // or any higher priority tile. Preventing tiles that fit into memory
730 // 2. Tiles with existing raster task could otherwise incorrectly