Move Layer creation/deletion into the RenderPipeline.
Test: refactoring. existing tests still pass.
Change-Id: I032c33896a0cb74c91e2a913a584373518466b88
diff --git a/libs/hwui/renderthread/OpenGLPipeline.cpp b/libs/hwui/renderthread/OpenGLPipeline.cpp
index c8971f8..c758f6c 100644
--- a/libs/hwui/renderthread/OpenGLPipeline.cpp
+++ b/libs/hwui/renderthread/OpenGLPipeline.cpp
@@ -183,6 +183,46 @@
return &Caches::getInstance().tasks;
}
+static bool layerMatchesWH(OffscreenBuffer* layer, int width, int height) {
+ return layer->viewportWidth == (uint32_t)width && layer->viewportHeight == (uint32_t)height;
+}
+
+bool OpenGLPipeline::createOrUpdateLayer(RenderNode* node,
+ const DamageAccumulator& damageAccumulator) {
+ RenderState& renderState = mRenderThread.renderState();
+ OffscreenBufferPool& layerPool = renderState.layerPool();
+ bool transformUpdateNeeded = false;
+ if (node->getLayer() == nullptr) {
+ node->setLayer(layerPool.get(renderState, node->getWidth(), node->getHeight()));
+ transformUpdateNeeded = true;
+ } else if (!layerMatchesWH(node->getLayer(), node->getWidth(), node->getHeight())) {
+ // TODO: remove now irrelevant, currently enqueued damage (respecting damage ordering)
+ // Or, ideally, maintain damage between frames on node/layer so ordering is always correct
+ if (node->properties().fitsOnLayer()) {
+ node->setLayer(layerPool.resize(node->getLayer(), node->getWidth(), node->getHeight()));
+ } else {
+ destroyLayer(node);
+ }
+ transformUpdateNeeded = true;
+ }
+
+ if (transformUpdateNeeded && node->getLayer()) {
+ // update the transform in window of the layer to reset its origin wrt light source position
+ Matrix4 windowTransform;
+ damageAccumulator.computeCurrentTransform(&windowTransform);
+ node->getLayer()->setWindowTransform(windowTransform);
+ }
+
+ return transformUpdateNeeded;
+}
+
+void OpenGLPipeline::destroyLayer(RenderNode* node) {
+ if (OffscreenBuffer* layer = node->getLayer()) {
+ layer->renderState.layerPool().putOrDelete(layer);
+ node->setLayer(nullptr);
+ }
+}
+
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */