Loading libs/hwui/FrameBuilder.cpp +53 −2 Original line number Diff line number Diff line Loading @@ -33,6 +33,15 @@ namespace uirenderer { FrameBuilder::FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip, uint32_t viewportWidth, uint32_t viewportHeight, const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter) : FrameBuilder(layers, clip, viewportWidth, viewportHeight, nodes, lightCenter, Rect(0, 0, 0, 0)) { } FrameBuilder::FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip, uint32_t viewportWidth, uint32_t viewportHeight, const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter, const Rect &contentDrawBounds) : mCanvasState(*this) { ATRACE_NAME("prepare drawing commands"); Loading Loading @@ -72,14 +81,56 @@ FrameBuilder::FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip, } } // Defer Fbo0 // It there are multiple render nodes, they are laid out as follows: // #0 - backdrop (content + caption) // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds) // #2 - additional overlay nodes // Usually the backdrop cannot be seen since it will be entirely covered by the content. While // resizing however it might become partially visible. The following render loop will crop the // backdrop against the content and draw the remaining part of it. It will then draw the content // cropped to the backdrop (since that indicates a shrinking of the window). // // Additional nodes will be drawn on top with no particular clipping semantics. // The bounds of the backdrop against which the content should be clipped. Rect backdropBounds = contentDrawBounds; // Usually the contents bounds should be mContentDrawBounds - however - we will // move it towards the fixed edge to give it a more stable appearance (for the moment). // If there is no content bounds we ignore the layering as stated above and start with 2. int layer = (contentDrawBounds.isEmpty() || nodes.size() == 1) ? 2 : 0; for (const sp<RenderNode>& node : nodes) { if (node->nothingToDraw()) continue; node->computeOrdering(); int count = mCanvasState.save(SaveFlags::MatrixClip); if (layer == 0) { const RenderProperties& properties = node->properties(); Rect targetBounds(properties.getLeft(), properties.getTop(), properties.getRight(), properties.getBottom()); // Move the content bounds towards the fixed corner of the backdrop. const int x = targetBounds.left; const int y = targetBounds.top; // Remember the intersection of the target bounds and the intersection bounds against // which we have to crop the content. backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight()); backdropBounds.doIntersect(targetBounds); } else if (layer == 1) { // We shift and clip the content to match its final location in the window. const float left = contentDrawBounds.left; const float top = contentDrawBounds.top; const float dx = backdropBounds.left - left; const float dy = backdropBounds.top - top; const float width = backdropBounds.getWidth(); const float height = backdropBounds.getHeight(); mCanvasState.translate(dx, dy); // It gets cropped against the bounds of the backdrop to stay inside. mCanvasState.clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op); } deferNodePropsAndOps(*node); mCanvasState.restoreToCount(count); layer++; } } Loading libs/hwui/FrameBuilder.h +5 −0 Original line number Diff line number Diff line Loading @@ -59,6 +59,11 @@ public: uint32_t viewportWidth, uint32_t viewportHeight, const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter); FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip, uint32_t viewportWidth, uint32_t viewportHeight, const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter, const Rect &contentDrawBounds); virtual ~FrameBuilder() {} /** Loading libs/hwui/renderthread/CanvasContext.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -345,7 +345,7 @@ void CanvasContext::draw() { #if HWUI_NEW_OPS FrameBuilder frameBuilder(mLayerUpdateQueue, dirty, frame.width(), frame.height(), mRenderNodes, mLightCenter); mRenderNodes, mLightCenter, mContentDrawBounds); mLayerUpdateQueue.clear(); BakedOpRenderer renderer(Caches::getInstance(), mRenderThread.renderState(), mOpaque, mLightInfo); Loading Loading
libs/hwui/FrameBuilder.cpp +53 −2 Original line number Diff line number Diff line Loading @@ -33,6 +33,15 @@ namespace uirenderer { FrameBuilder::FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip, uint32_t viewportWidth, uint32_t viewportHeight, const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter) : FrameBuilder(layers, clip, viewportWidth, viewportHeight, nodes, lightCenter, Rect(0, 0, 0, 0)) { } FrameBuilder::FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip, uint32_t viewportWidth, uint32_t viewportHeight, const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter, const Rect &contentDrawBounds) : mCanvasState(*this) { ATRACE_NAME("prepare drawing commands"); Loading Loading @@ -72,14 +81,56 @@ FrameBuilder::FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip, } } // Defer Fbo0 // It there are multiple render nodes, they are laid out as follows: // #0 - backdrop (content + caption) // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds) // #2 - additional overlay nodes // Usually the backdrop cannot be seen since it will be entirely covered by the content. While // resizing however it might become partially visible. The following render loop will crop the // backdrop against the content and draw the remaining part of it. It will then draw the content // cropped to the backdrop (since that indicates a shrinking of the window). // // Additional nodes will be drawn on top with no particular clipping semantics. // The bounds of the backdrop against which the content should be clipped. Rect backdropBounds = contentDrawBounds; // Usually the contents bounds should be mContentDrawBounds - however - we will // move it towards the fixed edge to give it a more stable appearance (for the moment). // If there is no content bounds we ignore the layering as stated above and start with 2. int layer = (contentDrawBounds.isEmpty() || nodes.size() == 1) ? 2 : 0; for (const sp<RenderNode>& node : nodes) { if (node->nothingToDraw()) continue; node->computeOrdering(); int count = mCanvasState.save(SaveFlags::MatrixClip); if (layer == 0) { const RenderProperties& properties = node->properties(); Rect targetBounds(properties.getLeft(), properties.getTop(), properties.getRight(), properties.getBottom()); // Move the content bounds towards the fixed corner of the backdrop. const int x = targetBounds.left; const int y = targetBounds.top; // Remember the intersection of the target bounds and the intersection bounds against // which we have to crop the content. backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight()); backdropBounds.doIntersect(targetBounds); } else if (layer == 1) { // We shift and clip the content to match its final location in the window. const float left = contentDrawBounds.left; const float top = contentDrawBounds.top; const float dx = backdropBounds.left - left; const float dy = backdropBounds.top - top; const float width = backdropBounds.getWidth(); const float height = backdropBounds.getHeight(); mCanvasState.translate(dx, dy); // It gets cropped against the bounds of the backdrop to stay inside. mCanvasState.clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op); } deferNodePropsAndOps(*node); mCanvasState.restoreToCount(count); layer++; } } Loading
libs/hwui/FrameBuilder.h +5 −0 Original line number Diff line number Diff line Loading @@ -59,6 +59,11 @@ public: uint32_t viewportWidth, uint32_t viewportHeight, const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter); FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip, uint32_t viewportWidth, uint32_t viewportHeight, const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter, const Rect &contentDrawBounds); virtual ~FrameBuilder() {} /** Loading
libs/hwui/renderthread/CanvasContext.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -345,7 +345,7 @@ void CanvasContext::draw() { #if HWUI_NEW_OPS FrameBuilder frameBuilder(mLayerUpdateQueue, dirty, frame.width(), frame.height(), mRenderNodes, mLightCenter); mRenderNodes, mLightCenter, mContentDrawBounds); mLayerUpdateQueue.clear(); BakedOpRenderer renderer(Caches::getInstance(), mRenderThread.renderState(), mOpaque, mLightInfo); Loading