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/TreeInfo.h b/libs/hwui/TreeInfo.h
index 8355f83..2096f98 100644
--- a/libs/hwui/TreeInfo.h
+++ b/libs/hwui/TreeInfo.h
@@ -18,11 +18,14 @@
#include <utils/Timers.h>
+#include "utils/Macros.h"
+
namespace android {
namespace uirenderer {
class BaseRenderNodeAnimator;
class AnimationListener;
+class DamageAccumulator;
class AnimationHook {
public:
@@ -31,21 +34,44 @@
~AnimationHook() {}
};
-struct TreeInfo {
- // The defaults here should be safe for everyone but DrawFrameTask to use as-is.
- TreeInfo()
- : frameTimeMs(0)
+// This would be a struct, but we want to PREVENT_COPY_AND_ASSIGN
+class TreeInfo {
+ PREVENT_COPY_AND_ASSIGN(TreeInfo);
+public:
+ enum TraversalMode {
+ // The full monty - sync, push, run animators, etc... Used by DrawFrameTask
+ // May only be used if both the UI thread and RT thread are blocked on the
+ // prepare
+ MODE_FULL,
+ // Run only what can be done safely on RT thread. Currently this only means
+ // animators, but potentially things like SurfaceTexture updates
+ // could be handled by this as well if there are no listeners
+ MODE_RT_ONLY,
+ // The subtree is being detached. Maybe. If the RenderNode is present
+ // in both the old and new display list's children then it will get a
+ // MODE_MAYBE_DETACHING followed shortly by a MODE_FULL.
+ // Push any pending display list changes in case it is detached,
+ // but don't evaluate animators and such as if it isn't detached as a
+ // MODE_FULL will follow shortly.
+ MODE_MAYBE_DETACHING,
+ // TODO: TRIM_MEMORY?
+ };
+
+ explicit TreeInfo(TraversalMode mode)
+ : mode(mode)
+ , frameTimeMs(0)
, animationHook(NULL)
- , prepareTextures(false)
- , performStagingPush(true)
- , evaluateAnimations(false)
+ , prepareTextures(mode == MODE_FULL)
+ , damageAccumulator(0)
{}
+ const TraversalMode mode;
nsecs_t frameTimeMs;
AnimationHook* animationHook;
+ // TODO: Remove this? Currently this is used to signal to stop preparing
+ // textures if we run out of cache space.
bool prepareTextures;
- bool performStagingPush;
- bool evaluateAnimations;
+ DamageAccumulator* damageAccumulator;
struct Out {
Out()