Commit Graph

3 Commits

Author SHA1 Message Date
Leon Scroggins III
6c5864c098 Do not cache AVDs that are off screen
Bug: 128805564
Test: Manual + systrace; hwui_unit_tests; CtsUiRenderingTestCases

Only update a VectorDrawable's cache if it is onscreen. This fixes a
Twitter use case where the app has a ProgressBar that is exactly one
pixel offscreen. Prior to this CL, we repeatedly drew the ProgressBar's
AVD to a GPU surface, even though we clip it out later and never draw
that GPU surface. Now, we recognize that the AVD is outside of the
bounds of the screen, so we never draw to the GPU surface.

TreeInfo:
- store the size of the screen, retrieved from
  CanvasContext::getNextFrameSize.
SkiaDisplayList:
- Store the matrix at the time of recording a VectorDrawable. Concat
  that with the current matrix to determine whether the VD is on screen,
  based on the TreeInfo. If it is offscreen, do not add it to the list
  of AVDs that need to be updated ahead of rendering.
- In addition, if it is offscreen (or not dirty), do not call
  setPropertyChangeWillBeConsumed(true). This prevents triggering
  dispatchFrameCallbacks to update on the RenderThread when there is no
  need to. This also mimics what would happen if the View/RenderNode had
  been completely offscreen.
- Add a method to append an AVD to mVectorDrawables. Now that the vector
  is of Pairs, this simplifies the call sites. Add a second helper to
  just add an AVD without a matrix, for use in tests.
SkiaRecordingCanvas:
- get the current matrix and store it in the display list along with the
  AVD.
CanvasContext:
- add getNextFrameSize, for reporting the size of the next frame without
  dequeuing it
VectorDrawable.cpp:
- call quickReject to potentially short circuit drawing. This is for a
  hypothetical use case (verified in a test app) where the containing
  RenderNode is partially onscreen, but the AVD itself is not. Even
  without the change to VectorDrawable.cpp, we skip uploading to the GPU
  cache, the SkiaDisplayList still attempts to draw it. This change
  keeps us from drawing it at all.
SkiaDisplayListTests.cpp:
- Now that I've hidden mVectorDrawables, call the new public APIs.
- prepareListAndChildren test
  - for the clean VD, assert that getPropertyChangeWillBeConsumed
    returns FALSE. This is due to the behavior change that we do not
    set it unless the VD is dirty.
  - set the bounds, so our onscreen check works.
- Add another test for prepareListAndChildren, which puts VDs offscreen.

Change-Id: Iae0a07adcf58e7884e0854720de644e7b2faf2bf
2019-04-12 14:31:31 -04:00
John Reck
f1aa7909e6 Fix damage tracking for RenderNode drawn twice
Bug: 127866048
Test: CustomRenderer demo
Change-Id: I431a7284b1d0a026e06500a78f41830a268235a5
2019-03-07 17:03:48 -08:00
John Reck
bb3a358317 Wire-up default force-dark based off of isLightTheme
Bug: 102591313
Test: Compared settings in light & dark UI modes with
force_dark set to true. Observed that force_dark fixes
were not present when UI mode was set to dark, indicating
force_dark was appropriately globally-disabled

Change-Id: I5882829bb5871829fc8fc9911682f52a6ba5f445
2018-09-27 19:38:13 +00:00