Loading libs/hwui/DamageAccumulator.cpp +1 −1 Original line number Original line Diff line number Diff line Loading @@ -214,7 +214,7 @@ void DamageAccumulator::dirty(float left, float top, float right, float bottom) mHead->pendingDirty.join(left, top, right, bottom); mHead->pendingDirty.join(left, top, right, bottom); } } void DamageAccumulator::peekAtDirty(SkRect* dest) { void DamageAccumulator::peekAtDirty(SkRect* dest) const { *dest = mHead->pendingDirty; *dest = mHead->pendingDirty; } } Loading libs/hwui/DamageAccumulator.h +1 −1 Original line number Original line Diff line number Diff line Loading @@ -50,7 +50,7 @@ public: void dirty(float left, float top, float right, float bottom); void dirty(float left, float top, float right, float bottom); // Returns the current dirty area, *NOT* transformed by pushed transforms // Returns the current dirty area, *NOT* transformed by pushed transforms void peekAtDirty(SkRect* dest); void peekAtDirty(SkRect* dest) const; void computeCurrentTransform(Matrix4* outMatrix) const; void computeCurrentTransform(Matrix4* outMatrix) const; Loading libs/hwui/RenderNode.cpp +6 −7 Original line number Original line Diff line number Diff line Loading @@ -179,13 +179,6 @@ void RenderNode::pushLayerUpdate(TreeInfo& info) { transformUpdateNeeded = true; transformUpdateNeeded = true; } } if (transformUpdateNeeded) { // update the transform in window of the layer to reset its origin wrt light source position Matrix4 windowTransform; info.damageAccumulator->computeCurrentTransform(&windowTransform); mLayer->setWindowTransform(windowTransform); } SkRect dirty; SkRect dirty; info.damageAccumulator->peekAtDirty(&dirty); info.damageAccumulator->peekAtDirty(&dirty); Loading @@ -198,6 +191,12 @@ void RenderNode::pushLayerUpdate(TreeInfo& info) { return; return; } } if (transformUpdateNeeded) { // update the transform in window of the layer to reset its origin wrt light source position Matrix4 windowTransform; info.damageAccumulator->computeCurrentTransform(&windowTransform); mLayer->setWindowTransform(windowTransform); } if (dirty.intersect(0, 0, getWidth(), getHeight())) { if (dirty.intersect(0, 0, getWidth(), getHeight())) { dirty.roundOut(); dirty.roundOut(); Loading Loading
libs/hwui/DamageAccumulator.cpp +1 −1 Original line number Original line Diff line number Diff line Loading @@ -214,7 +214,7 @@ void DamageAccumulator::dirty(float left, float top, float right, float bottom) mHead->pendingDirty.join(left, top, right, bottom); mHead->pendingDirty.join(left, top, right, bottom); } } void DamageAccumulator::peekAtDirty(SkRect* dest) { void DamageAccumulator::peekAtDirty(SkRect* dest) const { *dest = mHead->pendingDirty; *dest = mHead->pendingDirty; } } Loading
libs/hwui/DamageAccumulator.h +1 −1 Original line number Original line Diff line number Diff line Loading @@ -50,7 +50,7 @@ public: void dirty(float left, float top, float right, float bottom); void dirty(float left, float top, float right, float bottom); // Returns the current dirty area, *NOT* transformed by pushed transforms // Returns the current dirty area, *NOT* transformed by pushed transforms void peekAtDirty(SkRect* dest); void peekAtDirty(SkRect* dest) const; void computeCurrentTransform(Matrix4* outMatrix) const; void computeCurrentTransform(Matrix4* outMatrix) const; Loading
libs/hwui/RenderNode.cpp +6 −7 Original line number Original line Diff line number Diff line Loading @@ -179,13 +179,6 @@ void RenderNode::pushLayerUpdate(TreeInfo& info) { transformUpdateNeeded = true; transformUpdateNeeded = true; } } if (transformUpdateNeeded) { // update the transform in window of the layer to reset its origin wrt light source position Matrix4 windowTransform; info.damageAccumulator->computeCurrentTransform(&windowTransform); mLayer->setWindowTransform(windowTransform); } SkRect dirty; SkRect dirty; info.damageAccumulator->peekAtDirty(&dirty); info.damageAccumulator->peekAtDirty(&dirty); Loading @@ -198,6 +191,12 @@ void RenderNode::pushLayerUpdate(TreeInfo& info) { return; return; } } if (transformUpdateNeeded) { // update the transform in window of the layer to reset its origin wrt light source position Matrix4 windowTransform; info.damageAccumulator->computeCurrentTransform(&windowTransform); mLayer->setWindowTransform(windowTransform); } if (dirty.intersect(0, 0, getWidth(), getHeight())) { if (dirty.intersect(0, 0, getWidth(), getHeight())) { dirty.roundOut(); dirty.roundOut(); Loading