Doris Liu 718cd3eb70 Handle hidden RT VectorDrawable animators
This CL changes the target of VD specific animators to VectorDrawable,
instead of RenderNode. The benefit of doing so is that animators can
now detect whether the animation is meaningful by checking whether
their VD target is in the display list. If not, that means the VD is
not drawing for the current frame, in which case we can be smarter
and more power efficient by removing the animator from the list and
posting a delayed onFinished listener callback.

By setting VD as the animation target, when an ImageView decides to
update its drawable from one AVD to something else, we'll be able
to detect that the previous AVD is no longer in the display list,
and stop providing animation pulse to the stale AVD, which is
something we couldn't do previously.  This change also
handles the case where one AVD instance could be drawn in two
different views.

Bug: 27441375
Change-Id: Iaad1ed09cfd526276b95db0dd695275c28e074e8
2016-06-09 10:27:59 -07:00

97 lines
2.5 KiB
C++

/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <SkCanvas.h>
#include <algorithm>
#include <utils/Trace.h>
#include "Debug.h"
#include "DisplayList.h"
#include "RenderNode.h"
#if HWUI_NEW_OPS
#include "RecordedOp.h"
#else
#include "DisplayListOp.h"
#endif
namespace android {
namespace uirenderer {
DisplayList::DisplayList()
: projectionReceiveIndex(-1)
, stdAllocator(allocator)
, chunks(stdAllocator)
, ops(stdAllocator)
, children(stdAllocator)
, bitmapResources(stdAllocator)
, pathResources(stdAllocator)
, patchResources(stdAllocator)
, paints(stdAllocator)
, regions(stdAllocator)
, referenceHolders(stdAllocator)
, functors(stdAllocator)
, vectorDrawables(stdAllocator)
, hasDrawOps(false) {
}
DisplayList::~DisplayList() {
cleanupResources();
}
void DisplayList::cleanupResources() {
if (CC_UNLIKELY(patchResources.size())) {
ResourceCache& resourceCache = ResourceCache::getInstance();
resourceCache.lock();
for (size_t i = 0; i < patchResources.size(); i++) {
resourceCache.decrementRefcountLocked(patchResources[i]);
}
resourceCache.unlock();
}
for (size_t i = 0; i < pathResources.size(); i++) {
const SkPath* path = pathResources[i];
if (path->unique() && Caches::hasInstance()) {
Caches::getInstance().pathCache.removeDeferred(path);
}
delete path;
}
for (auto& iter : functors) {
if (iter.listener) {
iter.listener->onGlFunctorReleased(iter.functor);
}
}
patchResources.clear();
pathResources.clear();
paints.clear();
regions.clear();
}
size_t DisplayList::addChild(NodeOpType* op) {
referenceHolders.push_back(op->renderNode);
size_t index = children.size();
children.push_back(op);
return index;
}
}; // namespace uirenderer
}; // namespace android