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Issue 246893005: Refactor SkPictureStateTree::Iterator to avoid use of kClip_SaveFlag. (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 6 years, 8 months ago
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1 1
2 /* 2 /*
3 * Copyright 2012 Google Inc. 3 * Copyright 2012 Google Inc.
4 * 4 *
5 * Use of this source code is governed by a BSD-style license that can be 5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file. 6 * found in the LICENSE file.
7 */ 7 */
8 8
9 #include "SkPictureStateTree.h" 9 #include "SkPictureStateTree.h"
10 #include "SkCanvas.h" 10 #include "SkCanvas.h"
(...skipping 81 matching lines...)
92 : fDraws(&draws) 92 : fDraws(&draws)
93 , fCanvas(canvas) 93 , fCanvas(canvas)
94 , fCurrentNode(root) 94 , fCurrentNode(root)
95 , fPlaybackMatrix(canvas->getTotalMatrix()) 95 , fPlaybackMatrix(canvas->getTotalMatrix())
96 , fCurrentMatrix(NULL) 96 , fCurrentMatrix(NULL)
97 , fPlaybackIndex(0) 97 , fPlaybackIndex(0)
98 , fSave(false) 98 , fSave(false)
99 , fValid(true) { 99 , fValid(true) {
100 } 100 }
101 101
102 uint32_t SkPictureStateTree::Iterator::draw() { 102 void SkPictureStateTree::Iterator::setCurrentMatrix(const SkMatrix* matrix) {
103 SkASSERT(NULL != matrix);
104
105 if (matrix == fCurrentMatrix) {
106 return;
107 }
108
109 SkMatrix m = *matrix;
110 m.postConcat(fPlaybackMatrix);
Justin Novosad 2014/04/22 15:31:34 If I understand correctly, this is because 'matrix
f(malita) 2014/04/22 15:48:38 Exactly. Added comment.
111 fCanvas->setMatrix(m);
112 fCurrentMatrix = matrix;
113 }
114
115 uint32_t SkPictureStateTree::Iterator::nextDraw() {
Justin Novosad 2014/04/22 15:31:34 +1 for the name change.
103 SkASSERT(this->isValid()); 116 SkASSERT(this->isValid());
104 if (fPlaybackIndex >= fDraws->count()) { 117 if (fPlaybackIndex >= fDraws->count()) {
105 // restore back to where we started
106 fCanvas->setMatrix(fPlaybackMatrix);
107 if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) { 118 if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) {
108 fCanvas->restore(); 119 fCanvas->restore();
109 } 120 }
110 fCurrentNode = fCurrentNode->fParent; 121
111 while (NULL != fCurrentNode) { 122 for (fCurrentNode = fCurrentNode->fParent; fCurrentNode;
Justin Novosad 2014/04/22 15:31:34 The changes to this loop look mostly like a cleane
f(malita) 2014/04/22 15:48:38 Yes, the loop change itself is just cleanup. The
112 if (fCurrentNode->fFlags & Node::kSave_Flag) { 123 fCurrentNode = fCurrentNode->fParent) {
124 if (fCurrentNode->fFlags & (Node::kSave_Flag | Node::kSaveLayer_Flag )) {
113 fCanvas->restore(); 125 fCanvas->restore();
114 } 126 }
115 if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) {
116 fCanvas->restore();
117 }
118 fCurrentNode = fCurrentNode->fParent;
119 } 127 }
128
129 // restore back to where we started
130 fCanvas->setMatrix(fPlaybackMatrix);
131 fCurrentMatrix = NULL;
132
120 return kDrawComplete; 133 return kDrawComplete;
121 } 134 }
122 135
123 Draw* draw = static_cast<Draw*>((*fDraws)[fPlaybackIndex]); 136 Draw* draw = static_cast<Draw*>((*fDraws)[fPlaybackIndex]);
124 Node* targetNode = draw->fNode; 137 Node* targetNode = draw->fNode;
125 138
126 if (fSave) { 139 if (fSave) {
127 fCanvas->save(); 140 fCanvas->save();
128 fSave = false; 141 fSave = false;
129 } 142 }
130 143
131 if (fCurrentNode != targetNode) { 144 if (fCurrentNode != targetNode) {
132 // If we're not at the target and we don't have a list of nodes to get t here, we need to 145 // If we're not at the target and we don't have a list of nodes to get t here, we need to
133 // figure out the path from our current node, to the target 146 // figure out the path from our current node, to the target
134 if (fNodes.count() == 0) { 147 if (fNodes.count() == 0) {
135 // Trace back up to a common ancestor, restoring to get our current state to match that 148 // Trace back up to a common ancestor, restoring to get our current state to match that
136 // of the ancestor, and saving a list of nodes whose state we need t o apply to get to 149 // of the ancestor, and saving a list of nodes whose state we need t o apply to get to
137 // the target (we can restore up to the ancestor immediately, but we 'll need to return 150 // the target (we can restore up to the ancestor immediately, but we 'll need to return
138 // an offset for each node on the way down to the target, to apply t he desired clips and 151 // an offset for each node on the way down to the target, to apply t he desired clips and
139 // saveLayers, so it may take several draw() calls before the next d raw actually occurs) 152 // saveLayers, so it may take several draw() calls before the next d raw actually occurs)
140 Node* tmp = fCurrentNode; 153 Node* tmp = fCurrentNode;
141 Node* ancestor = targetNode; 154 Node* ancestor = targetNode;
142 while (tmp != ancestor) { 155 while (tmp != ancestor) {
143 uint16_t currentLevel = tmp->fLevel; 156 uint16_t currentLevel = tmp->fLevel;
144 uint16_t targetLevel = ancestor->fLevel; 157 uint16_t targetLevel = ancestor->fLevel;
145 if (currentLevel >= targetLevel) { 158 if (currentLevel >= targetLevel) {
146 if (tmp != fCurrentNode && tmp->fFlags & Node::kSave_Flag) { 159 if (tmp != fCurrentNode && tmp->fFlags & Node::kSave_Flag) {
147 fCanvas->restore(); 160 fCanvas->restore();
161 // restore() may change the matrix, so we need to reappl y.
162 fCurrentMatrix = NULL;
148 } 163 }
149 if (tmp->fFlags & Node::kSaveLayer_Flag) { 164 if (tmp->fFlags & Node::kSaveLayer_Flag) {
150 fCanvas->restore(); 165 fCanvas->restore();
166 // restore() may change the matrix, so we need to reappl y.
167 fCurrentMatrix = NULL;
151 } 168 }
152 tmp = tmp->fParent; 169 tmp = tmp->fParent;
153 } 170 }
154 if (currentLevel <= targetLevel) { 171 if (currentLevel <= targetLevel) {
155 fNodes.push(ancestor); 172 fNodes.push(ancestor);
156 ancestor = ancestor->fParent; 173 ancestor = ancestor->fParent;
157 } 174 }
175
176 SkASSERT(NULL != tmp);
177 SkASSERT(NULL != ancestor);
158 } 178 }
159 179
160 if (ancestor->fFlags & Node::kSave_Flag) { 180 if (ancestor->fFlags & Node::kSave_Flag) {
161 if (fCurrentNode != ancestor) { 181 if (fCurrentNode != ancestor) {
162 fCanvas->restore(); 182 fCanvas->restore();
183 // restore() may change the matrix, so we need to reapply.
184 fCurrentMatrix = NULL;
163 } 185 }
164 if (targetNode != ancestor) { 186 if (targetNode != ancestor) {
165 // FIXME: the save below depends on soon-to-be-deprecated 187 fCanvas->save();
166 // SaveFlags behavior: it relies on matrix changes persistin g
167 // after restore.
168 fCanvas->save(SkCanvas::kClip_SaveFlag);
169 } 188 }
170 } 189 }
171 fCurrentNode = ancestor; 190 fCurrentNode = ancestor;
172 } 191 }
173 192
174 // If we're not at the target node yet, we'll need to return an offset t o make the caller 193 // If we're not at the target node yet, we'll need to return an offset t o make the caller
175 // apply the next clip or saveLayer. 194 // apply the next clip or saveLayer.
176 if (fCurrentNode != targetNode) { 195 if (fCurrentNode != targetNode) {
177 if (fCurrentMatrix != fNodes.top()->fMatrix) {
178 fCurrentMatrix = fNodes.top()->fMatrix;
179 SkMatrix tmp = *fNodes.top()->fMatrix;
180 tmp.postConcat(fPlaybackMatrix);
181 fCanvas->setMatrix(tmp);
182 }
183 uint32_t offset = fNodes.top()->fOffset; 196 uint32_t offset = fNodes.top()->fOffset;
184 fCurrentNode = fNodes.top(); 197 fCurrentNode = fNodes.top();
185 fSave = fCurrentNode != targetNode && fCurrentNode->fFlags & Node::k Save_Flag; 198 fSave = fCurrentNode != targetNode && fCurrentNode->fFlags & Node::k Save_Flag;
186 fNodes.pop(); 199 fNodes.pop();
200 this->setCurrentMatrix(fCurrentNode->fMatrix);
187 return offset; 201 return offset;
188 } 202 }
189 } 203 }
190 204
191 // If we got this far, the clip/saveLayer state is all set, so we can procee d to set the matrix 205 // If we got this far, the clip/saveLayer state is all set, so we can procee d to set the matrix
192 // for the draw, and return its offset. 206 // for the draw, and return its offset.
193 207 this->setCurrentMatrix(draw->fMatrix);
194 if (fCurrentMatrix != draw->fMatrix) {
195 SkMatrix tmp = *draw->fMatrix;
196 tmp.postConcat(fPlaybackMatrix);
197 fCanvas->setMatrix(tmp);
198 fCurrentMatrix = draw->fMatrix;
199 }
200 208
201 ++fPlaybackIndex; 209 ++fPlaybackIndex;
202 return draw->fOffset; 210 return draw->fOffset;
203 } 211 }
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