Implement full View.buildLayer
Bug: 17152292
Change-Id: Ia3cc2aadf72fe14517f50762fc634794df51ad5a
diff --git a/libs/hwui/renderthread/CanvasContext.cpp b/libs/hwui/renderthread/CanvasContext.cpp
index e673b0d..5922135 100644
--- a/libs/hwui/renderthread/CanvasContext.cpp
+++ b/libs/hwui/renderthread/CanvasContext.cpp
@@ -244,6 +244,29 @@
thread.renderState().invokeFunctor(functor, mode, NULL);
}
+void CanvasContext::buildLayer(RenderNode* node) {
+ ATRACE_CALL();
+ if (!mEglManager.hasEglContext() || !mCanvas) {
+ return;
+ }
+ requireGlContext();
+ // buildLayer() will leave the tree in an unknown state, so we must stop drawing
+ stopDrawing();
+
+ TreeInfo info(TreeInfo::MODE_FULL, mRenderThread.renderState());
+ info.frameTimeMs = mRenderThread.timeLord().frameTimeMs();
+ info.damageAccumulator = &mDamageAccumulator;
+ info.renderer = mCanvas;
+ node->prepareTree(info);
+ SkRect ignore;
+ mDamageAccumulator.finish(&ignore);
+ // Tickle the GENERIC property on node to mark it as dirty for damaging
+ // purposes when the frame is actually drawn
+ node->setPropertyFieldsDirty(RenderNode::GENERIC);
+
+ mCanvas->flushLayerUpdates();
+}
+
bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
requireGlContext();
layer->apply();