Fix damage calculation for animation matrix
Fixes: 111094270
Test: demo app from bug
Change-Id: If434ade19fa103fabbe64f483193d61cb6f1b204
diff --git a/libs/hwui/DamageAccumulator.cpp b/libs/hwui/DamageAccumulator.cpp
index cca0032..2d2df52 100644
--- a/libs/hwui/DamageAccumulator.cpp
+++ b/libs/hwui/DamageAccumulator.cpp
@@ -137,20 +137,28 @@
mapRect(frame->matrix4, frame->pendingDirty, &mHead->pendingDirty);
}
-static inline void mapRect(const RenderProperties& props, const SkRect& in, SkRect* out) {
- if (in.isEmpty()) return;
- const SkMatrix* transform = props.getTransformMatrix();
- SkRect temp(in);
+static inline void applyMatrix(const SkMatrix* transform, SkRect* rect) {
if (transform && !transform->isIdentity()) {
if (CC_LIKELY(!transform->hasPerspective())) {
- transform->mapRect(&temp);
+ transform->mapRect(rect);
} else {
// Don't attempt to calculate damage for a perspective transform
// as the numbers this works with can break the perspective
// calculations. Just give up and expand to DIRTY_MIN/DIRTY_MAX
- temp.set(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX);
+ rect->set(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX);
}
}
+}
+
+static inline void mapRect(const RenderProperties& props, const SkRect& in, SkRect* out) {
+ if (in.isEmpty()) return;
+ SkRect temp(in);
+ applyMatrix(props.getTransformMatrix(), &temp);
+ if (props.getStaticMatrix()) {
+ applyMatrix(props.getStaticMatrix(), &temp);
+ } else if (props.getAnimationMatrix()) {
+ applyMatrix(props.getAnimationMatrix(), &temp);
+ }
temp.offset(props.getLeft(), props.getTop());
out->join(temp);
}