/* * 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 #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 */