Fix damage calculation for animation matrix

Fixes: 111094270
Test: demo app from bug
Change-Id: If434ade19fa103fabbe64f483193d61cb6f1b204
This commit is contained in:
John Reck
2019-06-26 13:46:09 -07:00
parent 64b8497772
commit e275052118

View File

@@ -137,20 +137,28 @@ void DamageAccumulator::applyMatrix4Transform(DirtyStack* frame) {
mapRect(frame->matrix4, frame->pendingDirty, &mHead->pendingDirty);
}
static inline void mapRect(const RenderProperties& props, const SkRect& in, SkRect* out) {
if (in.isEmpty()) return;
const SkMatrix* transform = props.getTransformMatrix();
SkRect temp(in);
static inline void applyMatrix(const SkMatrix* transform, SkRect* rect) {
if (transform && !transform->isIdentity()) {
if (CC_LIKELY(!transform->hasPerspective())) {
transform->mapRect(&temp);
transform->mapRect(rect);
} else {
// Don't attempt to calculate damage for a perspective transform
// as the numbers this works with can break the perspective
// calculations. Just give up and expand to DIRTY_MIN/DIRTY_MAX
temp.set(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX);
rect->set(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX);
}
}
}
static inline void mapRect(const RenderProperties& props, const SkRect& in, SkRect* out) {
if (in.isEmpty()) return;
SkRect temp(in);
applyMatrix(props.getTransformMatrix(), &temp);
if (props.getStaticMatrix()) {
applyMatrix(props.getStaticMatrix(), &temp);
} else if (props.getAnimationMatrix()) {
applyMatrix(props.getAnimationMatrix(), &temp);
}
temp.offset(props.getLeft(), props.getTop());
out->join(temp);
}