Update VectorDrawables cache at frame start
Draw VectorDrawables in GPU backed surface. Render VD cache
at the beginning of the frame to avoid context switching.
Test: CTS graphics tests pass.
Change-Id: Ia14e0ec4049c3fa87f03547fbda44043bf8dd793
diff --git a/libs/hwui/VectorDrawable.cpp b/libs/hwui/VectorDrawable.cpp
index 8823a92..f6b2912 100644
--- a/libs/hwui/VectorDrawable.cpp
+++ b/libs/hwui/VectorDrawable.cpp
@@ -491,6 +491,36 @@
return *mCache.bitmap;
}
+void Tree::updateCache(sk_sp<SkSurface> surface) {
+ if (surface.get()) {
+ mCache.surface = surface;
+ }
+ if (surface.get() || mCache.dirty) {
+ SkSurface* vdSurface = mCache.surface.get();
+ SkCanvas* canvas = vdSurface->getCanvas();
+ float scaleX = vdSurface->width() / mProperties.getViewportWidth();
+ float scaleY = vdSurface->height() / mProperties.getViewportHeight();
+ SkAutoCanvasRestore acr(canvas, true);
+ canvas->clear(SK_ColorTRANSPARENT);
+ canvas->scale(scaleX, scaleY);
+ mRootNode->draw(canvas, false);
+ mCache.dirty = false;
+ canvas->flush();
+ }
+}
+
+void Tree::draw(SkCanvas* canvas) {
+ /*
+ * TODO address the following...
+ *
+ * 1) figure out how to set path's as volatile during animation
+ * 2) if mRoot->getPaint() != null either promote to layer (during
+ * animation) or cache in SkSurface (for static content)
+ */
+ canvas->drawImageRect(mCache.surface->makeImageSnapshot().get(),
+ mutateProperties()->getBounds(), getPaint());
+}
+
void Tree::updateBitmapCache(Bitmap& bitmap, bool useStagingData) {
SkBitmap outCache;
bitmap.getSkBitmap(&outCache);