Merge "Skip layer updates for layerless nodes"

This commit is contained in:
Chris Craik
2016-01-13 19:16:16 +00:00
committed by Android (Google) Code Review

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@@ -51,20 +51,25 @@ FrameBuilder::FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip,
// updated in the order they're passed in (mLayerBuilders are issued to Renderer in reverse)
for (int i = layers.entries().size() - 1; i >= 0; i--) {
RenderNode* layerNode = layers.entries()[i].renderNode;
const Rect& layerDamage = layers.entries()[i].damage;
layerNode->computeOrdering();
// only schedule repaint if node still on layer - possible it may have been
// removed during a dropped frame, but layers may still remain scheduled so
// as not to lose info on what portion is damaged
if (CC_LIKELY(layerNode->getLayer() != nullptr)) {
const Rect& layerDamage = layers.entries()[i].damage;
layerNode->computeOrdering();
// map current light center into RenderNode's coordinate space
Vector3 lightCenter = mCanvasState.currentSnapshot()->getRelativeLightCenter();
layerNode->getLayer()->inverseTransformInWindow.mapPoint3d(lightCenter);
// map current light center into RenderNode's coordinate space
Vector3 lightCenter = mCanvasState.currentSnapshot()->getRelativeLightCenter();
layerNode->getLayer()->inverseTransformInWindow.mapPoint3d(lightCenter);
saveForLayer(layerNode->getWidth(), layerNode->getHeight(), 0, 0,
layerDamage, lightCenter, nullptr, layerNode);
saveForLayer(layerNode->getWidth(), layerNode->getHeight(), 0, 0,
layerDamage, lightCenter, nullptr, layerNode);
if (layerNode->getDisplayList()) {
deferNodeOps(*layerNode);
if (layerNode->getDisplayList()) {
deferNodeOps(*layerNode);
}
restoreForLayer();
}
restoreForLayer();
}
// Defer Fbo0