Remove unnecessary shadow damage calc in invalidate

Test: builds, boots

Work already done in native, via RenderNode::damageSelf and
RenderProperties::getClipDamageToBounds.

Change-Id: Id96d00d58d61c629dabba49dde3bef1c7b079e89
This commit is contained in:
Chris Craik
2016-12-14 16:04:36 -08:00
parent f5c05332dc
commit 8fb56d0272

View File

@@ -13902,11 +13902,6 @@ public class View implements Drawable.Callback, KeyEvent.Callback,
receiver.damageInParent();
}
}
// Damage the entire IsolatedZVolume receiving this view's shadow.
if (isHardwareAccelerated() && getZ() != 0) {
damageShadowReceiver();
}
}
}
@@ -13933,23 +13928,6 @@ public class View implements Drawable.Callback, KeyEvent.Callback,
return mBackground != null;
}
/**
* Damage area of the screen that can be covered by this View's shadow.
*
* This method will guarantee that any changes to shadows cast by a View
* are damaged on the screen for future redraw.
*/
private void damageShadowReceiver() {
final AttachInfo ai = mAttachInfo;
if (ai != null) {
ViewParent p = getParent();
if (p != null && p instanceof ViewGroup) {
final ViewGroup vg = (ViewGroup) p;
vg.damageInParent();
}
}
}
/**
* Quick invalidation for View property changes (alpha, translationXY, etc.). We don't want to
* set any flags or handle all of the cases handled by the default invalidation methods.
@@ -13980,9 +13958,6 @@ public class View implements Drawable.Callback, KeyEvent.Callback,
} else {
damageInParent();
}
if (isHardwareAccelerated() && invalidateParent && getZ() != 0) {
damageShadowReceiver();
}
}
/**