diff options
Diffstat (limited to 'libs/hwui/DamageAccumulator.cpp')
-rw-r--r-- | libs/hwui/DamageAccumulator.cpp | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/libs/hwui/DamageAccumulator.cpp b/libs/hwui/DamageAccumulator.cpp new file mode 100644 index 0000000..8aa8c92 --- /dev/null +++ b/libs/hwui/DamageAccumulator.cpp @@ -0,0 +1,105 @@ +/* + * 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 */ |