Simplify TreeInfo
Change-Id: I8f05e9046236d607016b6c2bb77a333cfb47ba47
diff --git a/libs/hwui/TreeInfo.h b/libs/hwui/TreeInfo.h
index 98e6146..1c31487 100644
--- a/libs/hwui/TreeInfo.h
+++ b/libs/hwui/TreeInfo.h
@@ -55,70 +55,46 @@
MODE_RT_ONLY,
};
- explicit TreeInfo(TraversalMode mode, RenderState& renderState)
- : mode(mode)
- , prepareTextures(mode == MODE_FULL)
- , runAnimations(true)
- , damageAccumulator(nullptr)
- , renderState(renderState)
- , renderer(nullptr)
- , errorHandler(nullptr)
- , canvasContext(nullptr)
- {}
-
- explicit TreeInfo(TraversalMode mode, const TreeInfo& clone)
- : mode(mode)
- , prepareTextures(mode == MODE_FULL)
- , runAnimations(clone.runAnimations)
- , damageAccumulator(clone.damageAccumulator)
- , renderState(clone.renderState)
- , renderer(clone.renderer)
- , errorHandler(clone.errorHandler)
- , canvasContext(clone.canvasContext)
+ TreeInfo(TraversalMode mode, renderthread::CanvasContext& canvasContext)
+ : mode(mode)
+ , prepareTextures(mode == MODE_FULL)
+ , canvasContext(canvasContext)
{}
TraversalMode mode;
// TODO: Remove this? Currently this is used to signal to stop preparing
// textures if we run out of cache space.
bool prepareTextures;
+ renderthread::CanvasContext& canvasContext;
// 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;
+ bool runAnimations = true;
// Must not be null during actual usage
- DamageAccumulator* damageAccumulator;
- RenderState& renderState;
+ DamageAccumulator* damageAccumulator = nullptr;
// The renderer that will be drawing the next frame. Use this to push any
// layer updates or similar. May be NULL.
- OpenGLRenderer* renderer;
- ErrorHandler* errorHandler;
- // May be NULL (TODO: can it really?)
- renderthread::CanvasContext* canvasContext;
+ OpenGLRenderer* renderer = nullptr;
+ ErrorHandler* errorHandler = nullptr;
struct Out {
- Out()
- : hasFunctors(false)
- , hasAnimations(false)
- , requiresUiRedraw(false)
- , canDrawThisFrame(true)
- {}
- bool hasFunctors;
+ bool hasFunctors = false;
// This is only updated if evaluateAnimations is true
- bool hasAnimations;
+ bool hasAnimations = false;
// This is set to true if there is an animation that RenderThread cannot
// animate itself, such as if hasFunctors is true
// This is only set if hasAnimations is true
- bool requiresUiRedraw;
+ bool requiresUiRedraw = false;
// This is set to true if draw() can be called this frame
// false means that we must delay until the next vsync pulse as frame
// production is outrunning consumption
// NOTE that if this is false CanvasContext will set either requiresUiRedraw
// *OR* will post itself for the next vsync automatically, use this
// only to avoid calling draw()
- bool canDrawThisFrame;
+ bool canDrawThisFrame = true;
} out;
// TODO: Damage calculations