Merge "Traverse layers in update order" into jb-mr2-dev
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@@ -52,8 +52,6 @@ public:
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kOpBatch_Count, // Add other batch ids before this
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};
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void clear();
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bool isEmpty() { return mBatches.isEmpty(); }
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/**
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@@ -80,6 +78,8 @@ private:
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*/
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void resetBatchingState();
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void clear();
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void storeStateOpBarrier(OpenGLRenderer& renderer, StateOp* op);
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void storeRestoreToCountBarrier(OpenGLRenderer& renderer, StateOp* op, int newSaveCount);
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@@ -167,7 +167,6 @@ void Layer::defer() {
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displayList->defer(deferredState, 0);
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deferredUpdateScheduled = false;
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displayList = NULL;
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}
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void Layer::flush() {
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@@ -182,7 +181,7 @@ void Layer::flush() {
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renderer = NULL;
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dirtyRect.setEmpty();
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deferredList->clear();
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displayList = NULL;
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}
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}
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@@ -571,8 +571,8 @@ void OpenGLRenderer::updateLayers() {
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startMark("Defer Layer Updates");
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}
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// Note: it is very important to update the layers in reverse order
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for (int i = count - 1; i >= 0; i--) {
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// Note: it is very important to update the layers in order
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for (int i = 0; i < count; i++) {
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Layer* layer = mLayerUpdates.itemAt(i);
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updateLayer(layer, false);
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if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
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@@ -594,8 +594,8 @@ void OpenGLRenderer::flushLayers() {
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startMark("Apply Layer Updates");
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char layerName[12];
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// Note: it is very important to update the layers in reverse order
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for (int i = count - 1; i >= 0; i--) {
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// Note: it is very important to update the layers in order
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for (int i = 0; i < count; i++) {
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sprintf(layerName, "Layer #%d", i);
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startMark(layerName);
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