| Index: src/core/SkRTree.h
|
| diff --git a/src/core/SkRTree.h b/src/core/SkRTree.h
|
| index 2d11f28a5739a21c69da94c999db80562196ced9..74073be072562b22bf19c0782ff5184956461c5a 100644
|
| --- a/src/core/SkRTree.h
|
| +++ b/src/core/SkRTree.h
|
| @@ -54,8 +54,13 @@ public:
|
| * If you have some prior information about the distribution of bounds you're expecting, you
|
| * can provide an optional aspect ratio parameter. This allows the bulk-load algorithm to create
|
| * better proportioned tiles of rectangles.
|
| + * You can make the build loading algorithm avoid the sorting step by setting
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| + * orderWhenBulkLoading to false. It will have a small impact on playback performance for
|
| + * inputs where consecutive boxes are close to each other. It will do much worse if the inputs
|
| + * are positioned randomly.
|
| */
|
| - static SkRTree* Create(int minChildren, int maxChildren, SkScalar aspectRatio = 1);
|
| + static SkRTree* Create(int minChildren, int maxChildren, SkScalar aspectRatio = 1,
|
| + bool orderWhenBulkLoading = true);
|
| virtual ~SkRTree();
|
|
|
| /**
|
| @@ -144,7 +149,7 @@ private:
|
| }
|
| };
|
|
|
| - SkRTree(int minChildren, int maxChildren, SkScalar aspectRatio);
|
| + SkRTree(int minChildren, int maxChildren, SkScalar aspectRatio, bool orderWhenBulkLoading);
|
|
|
| /**
|
| * Recursively descend the tree to find an insertion position for 'branch', updates
|
| @@ -184,6 +189,7 @@ private:
|
| SkChunkAlloc fNodes;
|
| SkTDArray<Branch> fDeferredInserts;
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| SkScalar fAspectRatio;
|
| + bool fSortWhenBulkLoading;
|
|
|
| Node* allocateNode(uint16_t level);
|
|
|
|
|