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Commit 8fb56d02 authored by Chris Craik's avatar Chris Craik
Browse files

Remove unnecessary shadow damage calc in invalidate

Test: builds, boots

Work already done in native, via RenderNode::damageSelf and
RenderProperties::getClipDamageToBounds.

Change-Id: Id96d00d58d61c629dabba49dde3bef1c7b079e89
parent f5c05332
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+0 −25
Original line number Diff line number Diff line
@@ -13902,11 +13902,6 @@ public class View implements Drawable.Callback, KeyEvent.Callback,
                    receiver.damageInParent();
                }
            }
            // Damage the entire IsolatedZVolume receiving this view's shadow.
            if (isHardwareAccelerated() && getZ() != 0) {
                damageShadowReceiver();
            }
        }
    }
@@ -13933,23 +13928,6 @@ public class View implements Drawable.Callback, KeyEvent.Callback,
        return mBackground != null;
    }
    /**
     * Damage area of the screen that can be covered by this View's shadow.
     *
     * This method will guarantee that any changes to shadows cast by a View
     * are damaged on the screen for future redraw.
     */
    private void damageShadowReceiver() {
        final AttachInfo ai = mAttachInfo;
        if (ai != null) {
            ViewParent p = getParent();
            if (p != null && p instanceof ViewGroup) {
                final ViewGroup vg = (ViewGroup) p;
                vg.damageInParent();
            }
        }
    }
    /**
     * Quick invalidation for View property changes (alpha, translationXY, etc.). We don't want to
     * set any flags or handle all of the cases handled by the default invalidation methods.
@@ -13980,9 +13958,6 @@ public class View implements Drawable.Callback, KeyEvent.Callback,
        } else {
            damageInParent();
        }
        if (isHardwareAccelerated() && invalidateParent && getZ() != 0) {
            damageShadowReceiver();
        }
    }
    /**