Even FASTER damage calculations!
* Now with more native!
* Less matrix math thanks to bulk-property-update support!
* Zero JNI on the View.damageInParent() path!
* Fully aware of RT-driven animators!
* Likely full of new and exciting bugs!
* But it also fixes at least 1 existing invalidate bug!
Change-Id: Ie0773f85a60850ff2668370c58defef2e8aa079f
diff --git a/libs/hwui/RenderNode.cpp b/libs/hwui/RenderNode.cpp
index baf372a..c2f6df8 100644
--- a/libs/hwui/RenderNode.cpp
+++ b/libs/hwui/RenderNode.cpp
@@ -25,6 +25,7 @@
#include <utils/Trace.h>
+#include "DamageAccumulator.h"
#include "Debug.h"
#include "DisplayListOp.h"
#include "DisplayListLogBuffer.h"
@@ -110,14 +111,36 @@
prepareTreeImpl(info);
}
-void RenderNode::prepareTreeImpl(TreeInfo& info) {
- if (info.performStagingPush) {
- pushStagingChanges(info);
+static inline void pushNode(RenderNode* self, TreeInfo& info) {
+ if (info.damageAccumulator) {
+ info.damageAccumulator->pushNode(self);
}
- if (info.evaluateAnimations) {
+}
+
+static inline void popNode(TreeInfo& info) {
+ if (info.damageAccumulator) {
+ info.damageAccumulator->popNode();
+ }
+}
+
+void RenderNode::damageSelf(TreeInfo& info) {
+ if (info.damageAccumulator && isRenderable() && properties().getAlpha() > 0) {
+ info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
+ }
+}
+
+void RenderNode::prepareTreeImpl(TreeInfo& info) {
+ pushNode(this, info);
+ if (info.mode == TreeInfo::MODE_FULL) {
+ pushStagingChanges(info);
+ evaluateAnimations(info);
+ } else if (info.mode == TreeInfo::MODE_MAYBE_DETACHING) {
+ pushStagingChanges(info);
+ } else if (info.mode == TreeInfo::MODE_RT_ONLY) {
evaluateAnimations(info);
}
prepareSubTree(info, mDisplayListData);
+ popNode(info);
}
class PushAnimatorsFunctor {
@@ -149,18 +172,28 @@
}
if (mDirtyPropertyFields) {
mDirtyPropertyFields = 0;
+ damageSelf(info);
+ popNode(info);
mProperties = mStagingProperties;
+ pushNode(this, info);
+ // We could try to be clever and only re-damage if the matrix changed.
+ // However, we don't need to worry about that. The cost of over-damaging
+ // here is only going to be a single additional map rect of this node
+ // plus a rect join(). The parent's transform (and up) will only be
+ // performed once.
+ damageSelf(info);
}
if (mNeedsDisplayListDataSync) {
mNeedsDisplayListDataSync = false;
// Do a push pass on the old tree to handle freeing DisplayListData
// that are no longer used
- TreeInfo oldTreeInfo;
+ TreeInfo oldTreeInfo(TreeInfo::MODE_MAYBE_DETACHING);
+ oldTreeInfo.damageAccumulator = info.damageAccumulator;
prepareSubTree(oldTreeInfo, mDisplayListData);
- // TODO: The damage for the old tree should be accounted for
delete mDisplayListData;
mDisplayListData = mStagingDisplayListData;
mStagingDisplayListData = 0;
+ damageSelf(info);
}
}
@@ -180,12 +213,21 @@
void RenderNode::evaluateAnimations(TreeInfo& info) {
if (!mAnimators.size()) return;
+ // TODO: Can we target this better? For now treat it like any other staging
+ // property push and just damage self before and after animators are run
+
+ damageSelf(info);
+ popNode(info);
+
AnimateFunctor functor(this, info);
std::vector< sp<BaseRenderNodeAnimator> >::iterator newEnd;
newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.erase(newEnd, mAnimators.end());
mProperties.updateMatrix();
info.out.hasAnimations |= mAnimators.size();
+
+ pushNode(this, info);
+ damageSelf(info);
}
void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {