Merge "Don't clobber the local dirty rect after rendering a layer. Bug #3417254 Bug #3413433" into honeycomb

This commit is contained in:
Romain Guy
2011-02-02 16:44:07 -08:00
committed by Android (Google) Code Review
3 changed files with 6 additions and 6 deletions

View File

@@ -547,7 +547,7 @@ public abstract class HardwareRenderer {
}
onPreDraw(dirty);
HardwareCanvas canvas = mCanvas;
attachInfo.mHardwareCanvas = canvas;

View File

@@ -8221,8 +8221,10 @@ public class View implements Drawable.Callback, KeyEvent.Callback, Accessibility
if (mHardwareLayer == null) {
mHardwareLayer = mAttachInfo.mHardwareRenderer.createHardwareLayer(
width, height, isOpaque());
mLocalDirtyRect.setEmpty();
} else if (mHardwareLayer.getWidth() != width || mHardwareLayer.getHeight() != height) {
mHardwareLayer.resize(width, height);
mLocalDirtyRect.setEmpty();
}
Canvas currentCanvas = mAttachInfo.mHardwareCanvas;
@@ -8231,6 +8233,7 @@ public class View implements Drawable.Callback, KeyEvent.Callback, Accessibility
try {
canvas.setViewport(width, height);
canvas.onPreDraw(mLocalDirtyRect);
mLocalDirtyRect.setEmpty();
final int restoreCount = canvas.save();
@@ -8252,7 +8255,6 @@ public class View implements Drawable.Callback, KeyEvent.Callback, Accessibility
canvas.onPostDraw();
mHardwareLayer.end(currentCanvas);
mAttachInfo.mHardwareCanvas = currentCanvas;
mLocalDirtyRect.setEmpty();
}
}

View File

@@ -32,6 +32,8 @@ namespace uirenderer {
void LayerRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo);
#if RENDER_LAYERS_AS_REGIONS
Rect dirty(left, top, right, bottom);
if (dirty.isEmpty() || (dirty.left <= 0 && dirty.top <= 0 &&
@@ -43,11 +45,7 @@ void LayerRenderer::prepareDirty(float left, float top, float right, float botto
android::Rect r(dirty.left, dirty.top, dirty.right, dirty.bottom);
mLayer->region.subtractSelf(r);
}
#endif
glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo);
#if RENDER_LAYERS_AS_REGIONS
OpenGLRenderer::prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, opaque);
#else
OpenGLRenderer::prepareDirty(0.0f, 0.0f, mLayer->width, mLayer->height, opaque);