diff options
Diffstat (limited to 'libs/hwui/DamageAccumulator.cpp')
-rw-r--r-- | libs/hwui/DamageAccumulator.cpp | 26 |
1 files changed, 17 insertions, 9 deletions
diff --git a/libs/hwui/DamageAccumulator.cpp b/libs/hwui/DamageAccumulator.cpp index cca0032b230e..b39f4f20dc0d 100644 --- a/libs/hwui/DamageAccumulator.cpp +++ b/libs/hwui/DamageAccumulator.cpp @@ -130,27 +130,35 @@ static inline void mapRect(const Matrix4* matrix, const SkRect& in, SkRect* out) // calculations. Just give up and expand to DIRTY_MIN/DIRTY_MAX temp.set(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX); } - out->join(RECT_ARGS(temp)); + out->join({RECT_ARGS(temp)}); } 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->setLTRB(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); } @@ -201,7 +209,7 @@ void DamageAccumulator::applyRenderNodeTransform(DirtyStack* frame) { // Perform clipping if (props.getClipDamageToBounds() && !frame->pendingDirty.isEmpty()) { - if (!frame->pendingDirty.intersect(0, 0, props.getWidth(), props.getHeight())) { + if (!frame->pendingDirty.intersect(SkRect::MakeIWH(props.getWidth(), props.getHeight()))) { frame->pendingDirty.setEmpty(); } } @@ -225,7 +233,7 @@ void DamageAccumulator::applyRenderNodeTransform(DirtyStack* frame) { } void DamageAccumulator::dirty(float left, float top, float right, float bottom) { - mHead->pendingDirty.join(left, top, right, bottom); + mHead->pendingDirty.join({left, top, right, bottom}); } void DamageAccumulator::peekAtDirty(SkRect* dest) const { |