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We push a bit up the tree during preroll to learn whether there system composited layers below each layer. During update scene, we squash down to paint tasks, which we execute after publishing the new scene.
82 lines
2.6 KiB
C++
82 lines
2.6 KiB
C++
// Copyright 2015 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "flutter/flow/layers/container_layer.h"
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namespace flow {
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ContainerLayer::ContainerLayer() {
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ctm_.setIdentity();
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}
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ContainerLayer::~ContainerLayer() {}
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void ContainerLayer::Add(std::unique_ptr<Layer> layer) {
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layer->set_parent(this);
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layers_.push_back(std::move(layer));
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}
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void ContainerLayer::Preroll(PrerollContext* context, const SkMatrix& matrix) {
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TRACE_EVENT0("flutter", "ContainerLayer::Preroll");
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PrerollChildren(context, matrix);
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set_paint_bounds(context->child_paint_bounds);
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}
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void ContainerLayer::PrerollChildren(PrerollContext* context,
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const SkMatrix& matrix) {
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SkRect child_paint_bounds;
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for (auto& layer : layers_) {
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PrerollContext child_context = *context;
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layer->Preroll(&child_context, matrix);
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if (layer->needs_system_composite())
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set_needs_system_composite(true);
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child_paint_bounds.join(child_context.child_paint_bounds);
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}
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context->child_paint_bounds = child_paint_bounds;
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if (needs_system_composite())
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ctm_ = matrix;
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}
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void ContainerLayer::PaintChildren(PaintContext& context) const {
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FTL_DCHECK(!needs_system_composite());
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// Intentionally not tracing here as there should be no self-time
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// and the trace event on this common function has a small overhead.
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for (auto& layer : layers_)
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layer->Paint(context);
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}
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#if defined(OS_FUCHSIA)
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void ContainerLayer::UpdateScene(SceneUpdateContext& context,
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mozart::Node* container) {
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UpdateSceneChildren(context, container);
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}
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void ContainerLayer::UpdateSceneChildrenInsideNode(SceneUpdateContext& context,
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mozart::Node* container,
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mozart::NodePtr node) {
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FTL_DCHECK(needs_system_composite());
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UpdateSceneChildren(context, node.get());
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context.FinalizeCurrentPaintTaskIfNeeded(node.get(), ctm());
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context.AddChildNode(container, std::move(node));
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}
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void ContainerLayer::UpdateSceneChildren(SceneUpdateContext& context,
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mozart::Node* container) {
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FTL_DCHECK(needs_system_composite());
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for (auto& layer : layers_) {
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if (layer->needs_system_composite()) {
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context.FinalizeCurrentPaintTaskIfNeeded(container, ctm());
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layer->UpdateScene(context, container);
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} else {
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context.AddLayerToCurrentPaintTask(layer.get());
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}
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}
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}
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#endif // defined(OS_FUCHSIA)
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} // namespace flow
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