MultiThreaded rendering of different renderNodes
This is adding the renderer side infrastructure to allow
rendering multiple render nodes with different threads.
This is a pre-step for decoupling a non client decor
resize reder from a content resize render.
Multiple render nodes can be added to be drawn, and to
prevent overdrawing, a content bounds area can be set
Bug: 22527834
Change-Id: Ie7271e20895bf38957e5a84aeefc883e282039ad
diff --git a/libs/hwui/renderthread/DrawFrameTask.cpp b/libs/hwui/renderthread/DrawFrameTask.cpp
index 198906c..a47c9ec 100644
--- a/libs/hwui/renderthread/DrawFrameTask.cpp
+++ b/libs/hwui/renderthread/DrawFrameTask.cpp
@@ -38,9 +38,11 @@
DrawFrameTask::~DrawFrameTask() {
}
-void DrawFrameTask::setContext(RenderThread* thread, CanvasContext* context) {
+void DrawFrameTask::setContext(RenderThread* thread, CanvasContext* context,
+ RenderNode* targetNode) {
mRenderThread = thread;
mContext = context;
+ mTargetNode = targetNode;
}
void DrawFrameTask::pushLayerUpdate(DeferredLayerUpdater* layer) {
@@ -118,7 +120,7 @@
mContext->processLayerUpdate(mLayers[i].get());
}
mLayers.clear();
- mContext->prepareTree(info, mFrameInfo, mSyncQueued);
+ mContext->prepareTree(info, mFrameInfo, mSyncQueued, mTargetNode);
// This is after the prepareTree so that any pending operations
// (RenderNode tree state, prefetched layers, etc...) will be flushed.