本文整理汇总了C++中wtf::Vector::remove方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector::remove方法的具体用法?C++ Vector::remove怎么用?C++ Vector::remove使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类wtf::Vector
的用法示例。
在下文中一共展示了Vector::remove方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: discardTexturesVector
void TilesManager::discardTexturesVector(unsigned long long sparedDrawCount,
WTF::Vector<TileTexture*>& textures,
bool deallocateGLTextures)
{
const unsigned int max = textures.size();
int dealloc = 0;
WTF::Vector<int> discardedIndex;
for (unsigned int i = 0; i < max; i++) {
TextureOwner* owner = textures[i]->owner();
if (!owner || owner->drawCount() < sparedDrawCount) {
if (deallocateGLTextures) {
// deallocate textures' gl memory
textures[i]->discardGLTexture();
discardedIndex.append(i);
} else if (owner) {
// simply detach textures from owner
static_cast<Tile*>(owner)->discardTextures();
}
dealloc++;
}
}
bool base = textures == m_textures;
// Clean up the vector of TileTextures and reset the max texture count.
if (discardedIndex.size()) {
android::Mutex::Autolock lock(m_texturesLock);
for (int i = discardedIndex.size() - 1; i >= 0; i--)
textures.remove(discardedIndex[i]);
int remainedTextureNumber = textures.size();
int* countPtr = base ? &m_currentTextureCount : &m_currentLayerTextureCount;
if (remainedTextureNumber < *countPtr) {
ALOGV("reset currentTextureCount for %s tiles from %d to %d",
base ? "base" : "layer", *countPtr, remainedTextureNumber);
*countPtr = remainedTextureNumber;
}
}
ALOGV("Discarded %d %s textures (out of %d %s tiles)",
dealloc, (deallocateGLTextures ? "gl" : ""),
max, base ? "base" : "layer");
}
示例2: WebHistoryClose
static void WebHistoryClose(JNIEnv* env, jobject obj, jint frame)
{
LOG_ASSERT(frame, "Close needs a valid Frame pointer!");
WebCore::Frame* pFrame = (WebCore::Frame*)frame;
WebCore::BackForwardList* list = pFrame->page()->backForwardList();
RefPtr<WebCore::HistoryItem> current = list->currentItem();
// Remove each item instead of using close(). close() is intended to be used
// right before the list is deleted.
WebCore::HistoryItemVector& entries = list->entries();
int size = entries.size();
for (int i = size - 1; i >= 0; --i)
list->removeItem(entries[i].get());
// Add the current item back to the list.
if (current) {
current->setBridge(0);
// addItem will update the children to match the newly created bridge
list->addItem(current);
/*
* The Grand Prix site uses anchor navigations to change the display.
* WebKit tries to be smart and not load child frames that have the
* same history urls during an anchor navigation. This means that the
* current history item stored in the child frame's loader does not
* match the item found in the history tree. If we remove all the
* entries in the back/foward list, we have to restore the entire tree
* or else a HistoryItem might have a deleted parent.
*
* In order to restore the history tree correctly, we have to look up
* all the frames first and then look up the history item. We do this
* because the history item in the tree may be null at this point.
* Unfortunately, a HistoryItem can only search its immediately
* children so we do a breadth-first rebuild of the tree.
*/
// Keep a small list of child frames to traverse.
WTF::Vector<WebCore::Frame*> frameQueue;
// Fix the top-level item.
pFrame->loader()->history()->setCurrentItem(current.get());
WebCore::Frame* child = pFrame->tree()->firstChild();
// Remember the parent history item so we can search for a child item.
RefPtr<WebCore::HistoryItem> parent = current;
while (child) {
// Use the old history item since the current one may have a
// deleted parent.
WebCore::HistoryItem* item = parent->childItemWithTarget(child->tree()->name());
child->loader()->history()->setCurrentItem(item);
// Append the first child to the queue if it exists. If there is no
// item, then we do not need to traverse the children since there
// will be no parent history item.
WebCore::Frame* firstChild;
if (item && (firstChild = child->tree()->firstChild()))
frameQueue.append(firstChild);
child = child->tree()->nextSibling();
// If we don't have a sibling for this frame and the queue isn't
// empty, use the next entry in the queue.
if (!child && !frameQueue.isEmpty()) {
child = frameQueue.at(0);
frameQueue.remove(0);
// Figure out the parent history item used when searching for
// the history item to use.
parent = child->tree()->parent()->loader()->history()->currentItem();
}
}
}
}
示例3: getAvailableTexture
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
//.........这里部分代码省略.........
示例4: getAvailableTexture
TileTexture* TilesManager::getAvailableTexture(Tile* owner)
{
android::Mutex::Autolock lock(m_texturesLock);
WTF::Vector<TileTexture*>* availableTexturePool;
if (owner->isLayerTile())
availableTexturePool = &m_availableTilesTextures;
else
availableTexturePool = &m_availableTextures;
// Sanity check that the tile does not already own a texture
if (owner->backTexture() && owner->backTexture()->owner() == owner) {
int removeIndex = availableTexturePool->find(owner->backTexture());
// TODO: investigate why texture isn't found
if (removeIndex >= 0)
availableTexturePool->remove(removeIndex);
return owner->backTexture();
}
// 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. Otherwise, use the least recently prepared tile, but ignoring tiles
// drawn in the last frame to avoid flickering
TileTexture* farthestTexture = 0;
unsigned long long oldestDrawCount = getDrawGLCount() - 1;
const unsigned int max = availableTexturePool->size();
for (unsigned int i = 0; i < max; i++) {
TileTexture* texture = (*availableTexturePool)[i];
Tile* currentOwner = static_cast<Tile*>(texture->owner());
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;
}
unsigned long long textureDrawCount = currentOwner->drawCount();
if (oldestDrawCount > textureDrawCount) {
farthestTexture = texture;
oldestDrawCount = textureDrawCount;
}
}
if (farthestTexture) {
Tile* previousOwner = static_cast<Tile*>(farthestTexture->owner());
if (farthestTexture->acquire(owner)) {
if (previousOwner) {
previousOwner->removeTexture(farthestTexture);
ALOGV("%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;
}
}
ALOGV("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;
}