Remove unnecessary shadow damage calc in invalidate
Test: builds, boots Work already done in native, via RenderNode::damageSelf and RenderProperties::getClipDamageToBounds. Change-Id: Id96d00d58d61c629dabba49dde3bef1c7b079e89
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@@ -13902,11 +13902,6 @@ public class View implements Drawable.Callback, KeyEvent.Callback,
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receiver.damageInParent();
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}
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}
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// Damage the entire IsolatedZVolume receiving this view's shadow.
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if (isHardwareAccelerated() && getZ() != 0) {
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damageShadowReceiver();
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}
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}
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}
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@@ -13933,23 +13928,6 @@ public class View implements Drawable.Callback, KeyEvent.Callback,
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return mBackground != null;
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}
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/**
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* Damage area of the screen that can be covered by this View's shadow.
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*
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* This method will guarantee that any changes to shadows cast by a View
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* are damaged on the screen for future redraw.
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*/
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private void damageShadowReceiver() {
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final AttachInfo ai = mAttachInfo;
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if (ai != null) {
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ViewParent p = getParent();
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if (p != null && p instanceof ViewGroup) {
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final ViewGroup vg = (ViewGroup) p;
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vg.damageInParent();
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}
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}
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}
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/**
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* Quick invalidation for View property changes (alpha, translationXY, etc.). We don't want to
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* set any flags or handle all of the cases handled by the default invalidation methods.
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@@ -13980,9 +13958,6 @@ public class View implements Drawable.Callback, KeyEvent.Callback,
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} else {
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damageInParent();
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}
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if (isHardwareAccelerated() && invalidateParent && getZ() != 0) {
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damageShadowReceiver();
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}
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}
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/**
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