| /* |
| * 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 */ |