Update VectorDrawables cache at frame start
Draw VectorDrawables in GPU backed surface. Render VD cache
at the beginning of the frame to avoid context switching.
Test: CTS graphics tests pass.
Change-Id: Ia14e0ec4049c3fa87f03547fbda44043bf8dd793
diff --git a/libs/hwui/pipeline/skia/SkiaPipeline.h b/libs/hwui/pipeline/skia/SkiaPipeline.h
index c58fedf..6f5e719 100644
--- a/libs/hwui/pipeline/skia/SkiaPipeline.h
+++ b/libs/hwui/pipeline/skia/SkiaPipeline.h
@@ -49,6 +49,8 @@
const std::vector< sp<RenderNode> >& nodes, bool opaque, const Rect &contentDrawBounds,
sk_sp<SkSurface> surface);
+ std::vector<VectorDrawableRoot*>* getVectorDrawables() { return &mVectorDrawables; }
+
static void destroyLayer(RenderNode* node);
static void prepareToDraw(const renderthread::RenderThread& thread, Bitmap* bitmap);
@@ -119,8 +121,18 @@
const std::vector< sp<RenderNode> >& nodes, const Rect &contentDrawBounds,
sk_sp<SkSurface>);
+ /**
+ * Render mVectorDrawables into offscreen buffers.
+ */
+ void renderVectorDrawableCache();
+
TaskManager mTaskManager;
std::vector<sk_sp<SkImage>> mPinnedImages;
+
+ /**
+ * populated by prepareTree with dirty VDs
+ */
+ std::vector<VectorDrawableRoot*> mVectorDrawables;
static float mLightRadius;
static uint8_t mAmbientShadowAlpha;
static uint8_t mSpotShadowAlpha;