Don't run animators in buildLayer
Bug: 17172689
Change-Id: Ib47d589c002543327fa336718440f9f8c95524e0
diff --git a/libs/hwui/TreeInfo.h b/libs/hwui/TreeInfo.h
index 331f157..74d52a3 100644
--- a/libs/hwui/TreeInfo.h
+++ b/libs/hwui/TreeInfo.h
@@ -65,6 +65,7 @@
, frameTimeMs(0)
, animationHook(NULL)
, prepareTextures(mode == MODE_FULL)
+ , runAnimations(true)
, damageAccumulator(NULL)
, renderState(renderState)
, renderer(NULL)
@@ -76,6 +77,7 @@
, frameTimeMs(clone.frameTimeMs)
, animationHook(clone.animationHook)
, prepareTextures(mode == MODE_FULL)
+ , runAnimations(clone.runAnimations)
, damageAccumulator(clone.damageAccumulator)
, renderState(clone.renderState)
, renderer(clone.renderer)
@@ -88,6 +90,12 @@
// TODO: Remove this? Currently this is used to signal to stop preparing
// textures if we run out of cache space.
bool prepareTextures;
+ // TODO: buildLayer uses this to suppress running any animations, but this
+ // should probably be refactored somehow. The reason this is done is
+ // because buildLayer is not setup for injecting the animationHook, as well
+ // as this being otherwise wasted work as all the animators will be
+ // re-evaluated when the frame is actually drawn
+ bool runAnimations;
// Must not be null during actual usage
DamageAccumulator* damageAccumulator;