blob: 8aa8c92559cae6b068507d8acaf6df5270b3d732 [file] [log] [blame]
/*
* 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 */