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authorChris Craik <ccraik@google.com>2014-08-14 13:34:01 -0700
committerChris Craik <ccraik@google.com>2014-08-15 00:59:44 +0000
commit69e5adffb19135d51bde8e458f4907d7265f3e23 (patch)
tree022fc23512ae5adfbe3f86351305bc9f4538a68a /libs/hwui/RenderNode.cpp
parente222e359a0aab985488a711f6edb76820fe8c6df (diff)
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Define shadow casting behavior within layers
bug:15860114 Savelayers and HW layers both now support shadow casting. For save layers, the light source should always be correct, for HW layers, the light source position is set when the layer is created, and updated when it is resized. Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
Diffstat (limited to 'libs/hwui/RenderNode.cpp')
-rw-r--r--libs/hwui/RenderNode.cpp13
1 files changed, 12 insertions, 1 deletions
diff --git a/libs/hwui/RenderNode.cpp b/libs/hwui/RenderNode.cpp
index e3732a1..0db6198 100644
--- a/libs/hwui/RenderNode.cpp
+++ b/libs/hwui/RenderNode.cpp
@@ -116,6 +116,7 @@ int RenderNode::getDebugSize() {
void RenderNode::prepareTree(TreeInfo& info) {
ATRACE_CALL();
+ LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
prepareTreeImpl(info);
}
@@ -163,16 +164,26 @@ void RenderNode::pushLayerUpdate(TreeInfo& info) {
return;
}
+ bool transformUpdateNeeded = false;
if (!mLayer) {
mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
applyLayerPropertiesToLayer(info);
damageSelf(info);
+ transformUpdateNeeded = true;
} else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
LayerRenderer::destroyLayer(mLayer);
mLayer = 0;
}
damageSelf(info);
+ transformUpdateNeeded = true;
+ }
+
+ if (transformUpdateNeeded) {
+ // update the transform in window of the layer to reset its origin wrt light source position
+ Matrix4 windowTransform;
+ info.damageAccumulator->computeCurrentTransform(&windowTransform);
+ mLayer->setWindowTransform(windowTransform);
}
SkRect dirty;
@@ -406,7 +417,7 @@ void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
* If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
* matrix computation instead of the Skia 3x3 matrix + camera hackery.
*/
-void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) {
+void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
if (properties().getLeft() != 0 || properties().getTop() != 0) {
matrix.translate(properties().getLeft(), properties().getTop());
}