Fix dirty calculation for layer updates
Bug: 15682142 Defer early return of alpha <= 0 for damage accumulation until popTransform() so that layer updates will be performed regardless of alpha Change-Id: Ifb94dd3ed2d96d610e6f2f3071933903016273a5
This commit is contained in:
@@ -170,6 +170,9 @@ void DamageAccumulator::applyRenderNodeTransform(DirtyStack* frame) {
|
||||
}
|
||||
|
||||
const RenderProperties& props = frame->renderNode->properties();
|
||||
if (props.getAlpha() <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Perform clipping
|
||||
if (props.getClipDamageToBounds() && !frame->pendingDirty.isEmpty()) {
|
||||
|
||||
@@ -117,7 +117,7 @@ void RenderNode::prepareTree(TreeInfo& info) {
|
||||
}
|
||||
|
||||
void RenderNode::damageSelf(TreeInfo& info) {
|
||||
if (isRenderable() && properties().getAlpha() > 0) {
|
||||
if (isRenderable()) {
|
||||
if (properties().getClipDamageToBounds()) {
|
||||
info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
|
||||
} else {
|
||||
|
||||
Reference in New Issue
Block a user