* Now with more native! * Less matrix math thanks to bulk-property-update support! * Zero JNI on the View.damageInParent() path! * Fully aware of RT-driven animators! * Likely full of new and exciting bugs! * But it also fixes at least 1 existing invalidate bug! Change-Id: Ie0773f85a60850ff2668370c58defef2e8aa079f
106 lines
3.7 KiB
C++
106 lines
3.7 KiB
C++
/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "DamageAccumulator"
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#include "DamageAccumulator.h"
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#include <cutils/log.h>
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#include "RenderNode.h"
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#include "utils/MathUtils.h"
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namespace android {
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namespace uirenderer {
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struct DirtyStack {
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const RenderNode* node;
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// When this frame is pop'd, this rect is mapped through the above transform
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// and applied to the previous (aka parent) frame
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SkRect pendingDirty;
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DirtyStack* prev;
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DirtyStack* next;
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};
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DamageAccumulator::DamageAccumulator() {
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mHead = (DirtyStack*) mAllocator.alloc(sizeof(DirtyStack));
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memset(mHead, 0, sizeof(DirtyStack));
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// Create a root that we will not pop off
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mHead->prev = mHead;
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}
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void DamageAccumulator::pushNode(const RenderNode* node) {
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if (!mHead->next) {
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DirtyStack* nextFrame = (DirtyStack*) mAllocator.alloc(sizeof(DirtyStack));
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nextFrame->next = 0;
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nextFrame->prev = mHead;
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mHead->next = nextFrame;
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}
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mHead = mHead->next;
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mHead->node = node;
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mHead->pendingDirty.setEmpty();
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}
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void DamageAccumulator::popNode() {
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LOG_ALWAYS_FATAL_IF(mHead->prev == mHead, "Cannot pop the root frame!");
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DirtyStack* dirtyFrame = mHead;
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mHead = mHead->prev;
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if (!dirtyFrame->pendingDirty.isEmpty()) {
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SkRect mappedDirty;
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const RenderProperties& props = dirtyFrame->node->properties();
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const SkMatrix* transform = props.getTransformMatrix();
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if (transform && !transform->isIdentity()) {
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transform->mapRect(&mappedDirty, dirtyFrame->pendingDirty);
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} else {
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mappedDirty = dirtyFrame->pendingDirty;
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}
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if (CC_LIKELY(mHead->node)) {
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const RenderProperties& parentProps = mHead->node->properties();
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mappedDirty.offset(props.getLeft() - parentProps.getScrollX(),
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props.getTop() - parentProps.getScrollY());
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if (props.getClipToBounds()) {
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if (!mappedDirty.intersect(0, 0, parentProps.getWidth(), parentProps.getHeight())) {
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mappedDirty.setEmpty();
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}
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}
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if (CC_UNLIKELY(!MathUtils::isZero(props.getTranslationZ()))) {
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// TODO: Can we better bound the shadow damage area? For now
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// match the old damageShadowReceiver() path and just dirty
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// the entire parent bounds
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mappedDirty.join(0, 0, parentProps.getWidth(), parentProps.getHeight());
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}
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} else {
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mappedDirty.offset(props.getLeft(), props.getTop());
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}
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dirty(mappedDirty.fLeft, mappedDirty.fTop, mappedDirty.fRight, mappedDirty.fBottom);
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}
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}
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void DamageAccumulator::dirty(float left, float top, float right, float bottom) {
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mHead->pendingDirty.join(left, top, right, bottom);
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}
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void DamageAccumulator::finish(SkRect* totalDirty) {
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LOG_ALWAYS_FATAL_IF(mHead->prev != mHead, "Cannot finish, mismatched push/pop calls! %p vs. %p", mHead->prev, mHead);
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// Root node never has a transform, so this is the fully mapped dirty rect
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*totalDirty = mHead->pendingDirty;
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totalDirty->roundOut();
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mHead->pendingDirty.setEmpty();
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}
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} /* namespace uirenderer */
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} /* namespace android */
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