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-rw-r--r--libs/hwui/DamageAccumulator.cpp105
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diff --git a/libs/hwui/DamageAccumulator.cpp b/libs/hwui/DamageAccumulator.cpp
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+/*
+ * Copyright (C) 2014 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.
+ */
+
+#define LOG_TAG "DamageAccumulator"
+
+#include "DamageAccumulator.h"
+
+#include <cutils/log.h>
+
+#include "RenderNode.h"
+#include "utils/MathUtils.h"
+
+namespace android {
+namespace uirenderer {
+
+struct DirtyStack {
+ const RenderNode* node;
+ // When this frame is pop'd, this rect is mapped through the above transform
+ // and applied to the previous (aka parent) frame
+ SkRect pendingDirty;
+ DirtyStack* prev;
+ DirtyStack* next;
+};
+
+DamageAccumulator::DamageAccumulator() {
+ mHead = (DirtyStack*) mAllocator.alloc(sizeof(DirtyStack));
+ memset(mHead, 0, sizeof(DirtyStack));
+ // Create a root that we will not pop off
+ mHead->prev = mHead;
+}
+
+void DamageAccumulator::pushNode(const RenderNode* node) {
+ if (!mHead->next) {
+ DirtyStack* nextFrame = (DirtyStack*) mAllocator.alloc(sizeof(DirtyStack));
+ nextFrame->next = 0;
+ nextFrame->prev = mHead;
+ mHead->next = nextFrame;
+ }
+ mHead = mHead->next;
+ mHead->node = node;
+ mHead->pendingDirty.setEmpty();
+}
+
+void DamageAccumulator::popNode() {
+ LOG_ALWAYS_FATAL_IF(mHead->prev == mHead, "Cannot pop the root frame!");
+ DirtyStack* dirtyFrame = mHead;
+ mHead = mHead->prev;
+ if (!dirtyFrame->pendingDirty.isEmpty()) {
+ SkRect mappedDirty;
+ const RenderProperties& props = dirtyFrame->node->properties();
+ const SkMatrix* transform = props.getTransformMatrix();
+ if (transform && !transform->isIdentity()) {
+ transform->mapRect(&mappedDirty, dirtyFrame->pendingDirty);
+ } else {
+ mappedDirty = dirtyFrame->pendingDirty;
+ }
+ if (CC_LIKELY(mHead->node)) {
+ const RenderProperties& parentProps = mHead->node->properties();
+ mappedDirty.offset(props.getLeft() - parentProps.getScrollX(),
+ props.getTop() - parentProps.getScrollY());
+ if (props.getClipToBounds()) {
+ if (!mappedDirty.intersect(0, 0, parentProps.getWidth(), parentProps.getHeight())) {
+ mappedDirty.setEmpty();
+ }
+ }
+ if (CC_UNLIKELY(!MathUtils::isZero(props.getTranslationZ()))) {
+ // TODO: Can we better bound the shadow damage area? For now
+ // match the old damageShadowReceiver() path and just dirty
+ // the entire parent bounds
+ mappedDirty.join(0, 0, parentProps.getWidth(), parentProps.getHeight());
+ }
+ } else {
+ mappedDirty.offset(props.getLeft(), props.getTop());
+ }
+ dirty(mappedDirty.fLeft, mappedDirty.fTop, mappedDirty.fRight, mappedDirty.fBottom);
+ }
+}
+
+void DamageAccumulator::dirty(float left, float top, float right, float bottom) {
+ mHead->pendingDirty.join(left, top, right, bottom);
+}
+
+void DamageAccumulator::finish(SkRect* totalDirty) {
+ LOG_ALWAYS_FATAL_IF(mHead->prev != mHead, "Cannot finish, mismatched push/pop calls! %p vs. %p", mHead->prev, mHead);
+ // Root node never has a transform, so this is the fully mapped dirty rect
+ *totalDirty = mHead->pendingDirty;
+ totalDirty->roundOut();
+ mHead->pendingDirty.setEmpty();
+}
+
+} /* namespace uirenderer */
+} /* namespace android */