Delete a bunch of code
This removes the duality of DisplayList, removing a small amount of
overhead
Test: buids & hwuiunit passes
Change-Id: I8bb3a20e9ead1caec4b4a8a3e9f2c08f717a7096
diff --git a/libs/hwui/pipeline/skia/RenderNodeDrawable.cpp b/libs/hwui/pipeline/skia/RenderNodeDrawable.cpp
index 6c04d78..1b816fe 100644
--- a/libs/hwui/pipeline/skia/RenderNodeDrawable.cpp
+++ b/libs/hwui/pipeline/skia/RenderNodeDrawable.cpp
@@ -25,6 +25,19 @@
namespace uirenderer {
namespace skiapipeline {
+RenderNodeDrawable::RenderNodeDrawable(RenderNode* node, SkCanvas* canvas, bool composeLayer,
+ bool inReorderingSection)
+ : mRenderNode(node)
+ , mRecordedTransform(canvas->getTotalMatrix())
+ , mComposeLayer(composeLayer)
+ , mInReorderingSection(inReorderingSection) {}
+
+RenderNodeDrawable::~RenderNodeDrawable() {
+ // Just here to move the destructor into the cpp file where we can access RenderNode.
+
+ // TODO: Detangle the header nightmare.
+}
+
void RenderNodeDrawable::drawBackwardsProjectedNodes(SkCanvas* canvas,
const SkiaDisplayList& displayList,
int nestLevel) {
@@ -115,7 +128,6 @@
return;
}
- SkASSERT(renderNode->getDisplayList()->isSkiaDL());
SkiaDisplayList* displayList = (SkiaDisplayList*)renderNode->getDisplayList();
SkAutoCanvasRestore acr(canvas, true);