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Side by Side Diff: src/core/SkPictureStateTree.cpp

Issue 250733007: Revert of Refactor SkPictureStateTree::Iterator to avoid use of kClip_SaveFlag. (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 6 years, 7 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...) Expand 10 before | Expand all | Expand 10 after
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 void SkPictureStateTree::Iterator::setCurrentMatrix(const SkMatrix* matrix) { 102 uint32_t SkPictureStateTree::Iterator::draw() {
103 SkASSERT(NULL != matrix);
104
105 if (matrix == fCurrentMatrix) {
106 return;
107 }
108
109 // The matrix is in recording space, but we also inherit
110 // a playback matrix from out target canvas.
111 SkMatrix m = *matrix;
112 m.postConcat(fPlaybackMatrix);
113 fCanvas->setMatrix(m);
114 fCurrentMatrix = matrix;
115 }
116
117 uint32_t SkPictureStateTree::Iterator::nextDraw() {
118 SkASSERT(this->isValid()); 103 SkASSERT(this->isValid());
119 if (fPlaybackIndex >= fDraws->count()) { 104 if (fPlaybackIndex >= fDraws->count()) {
105 // restore back to where we started
106 fCanvas->setMatrix(fPlaybackMatrix);
120 if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) { 107 if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) {
121 fCanvas->restore(); 108 fCanvas->restore();
122 } 109 }
123 110 fCurrentNode = fCurrentNode->fParent;
124 for (fCurrentNode = fCurrentNode->fParent; fCurrentNode; 111 while (NULL != fCurrentNode) {
125 fCurrentNode = fCurrentNode->fParent) { 112 if (fCurrentNode->fFlags & Node::kSave_Flag) {
126 if (fCurrentNode->fFlags & (Node::kSave_Flag | Node::kSaveLayer_Flag )) {
127 fCanvas->restore(); 113 fCanvas->restore();
128 } 114 }
115 if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) {
116 fCanvas->restore();
117 }
118 fCurrentNode = fCurrentNode->fParent;
129 } 119 }
130
131 // restore back to where we started
132 fCanvas->setMatrix(fPlaybackMatrix);
133 fCurrentMatrix = NULL;
134
135 return kDrawComplete; 120 return kDrawComplete;
136 } 121 }
137 122
138 Draw* draw = static_cast<Draw*>((*fDraws)[fPlaybackIndex]); 123 Draw* draw = static_cast<Draw*>((*fDraws)[fPlaybackIndex]);
139 Node* targetNode = draw->fNode; 124 Node* targetNode = draw->fNode;
140 125
141 if (fSave) { 126 if (fSave) {
142 fCanvas->save(); 127 fCanvas->save();
143 fSave = false; 128 fSave = false;
144 } 129 }
145 130
146 if (fCurrentNode != targetNode) { 131 if (fCurrentNode != targetNode) {
147 // If we're not at the target and we don't have a list of nodes to get t here, we need to 132 // If we're not at the target and we don't have a list of nodes to get t here, we need to
148 // figure out the path from our current node, to the target 133 // figure out the path from our current node, to the target
149 if (fNodes.count() == 0) { 134 if (fNodes.count() == 0) {
150 // Trace back up to a common ancestor, restoring to get our current state to match that 135 // Trace back up to a common ancestor, restoring to get our current state to match that
151 // of the ancestor, and saving a list of nodes whose state we need t o apply to get to 136 // of the ancestor, and saving a list of nodes whose state we need t o apply to get to
152 // the target (we can restore up to the ancestor immediately, but we 'll need to return 137 // the target (we can restore up to the ancestor immediately, but we 'll need to return
153 // an offset for each node on the way down to the target, to apply t he desired clips and 138 // an offset for each node on the way down to the target, to apply t he desired clips and
154 // saveLayers, so it may take several draw() calls before the next d raw actually occurs) 139 // saveLayers, so it may take several draw() calls before the next d raw actually occurs)
155 Node* tmp = fCurrentNode; 140 Node* tmp = fCurrentNode;
156 Node* ancestor = targetNode; 141 Node* ancestor = targetNode;
157 while (tmp != ancestor) { 142 while (tmp != ancestor) {
158 uint16_t currentLevel = tmp->fLevel; 143 uint16_t currentLevel = tmp->fLevel;
159 uint16_t targetLevel = ancestor->fLevel; 144 uint16_t targetLevel = ancestor->fLevel;
160 if (currentLevel >= targetLevel) { 145 if (currentLevel >= targetLevel) {
161 if (tmp != fCurrentNode && tmp->fFlags & Node::kSave_Flag) { 146 if (tmp != fCurrentNode && tmp->fFlags & Node::kSave_Flag) {
162 fCanvas->restore(); 147 fCanvas->restore();
163 // restore() may change the matrix, so we need to reappl y.
164 fCurrentMatrix = NULL;
165 } 148 }
166 if (tmp->fFlags & Node::kSaveLayer_Flag) { 149 if (tmp->fFlags & Node::kSaveLayer_Flag) {
167 fCanvas->restore(); 150 fCanvas->restore();
168 // restore() may change the matrix, so we need to reappl y.
169 fCurrentMatrix = NULL;
170 } 151 }
171 tmp = tmp->fParent; 152 tmp = tmp->fParent;
172 } 153 }
173 if (currentLevel <= targetLevel) { 154 if (currentLevel <= targetLevel) {
174 fNodes.push(ancestor); 155 fNodes.push(ancestor);
175 ancestor = ancestor->fParent; 156 ancestor = ancestor->fParent;
176 } 157 }
177
178 SkASSERT(NULL != tmp);
179 SkASSERT(NULL != ancestor);
180 } 158 }
181 159
182 if (ancestor->fFlags & Node::kSave_Flag) { 160 if (ancestor->fFlags & Node::kSave_Flag) {
183 if (fCurrentNode != ancestor) { 161 if (fCurrentNode != ancestor) {
184 fCanvas->restore(); 162 fCanvas->restore();
185 // restore() may change the matrix, so we need to reapply.
186 fCurrentMatrix = NULL;
187 } 163 }
188 if (targetNode != ancestor) { 164 if (targetNode != ancestor) {
189 fCanvas->save(); 165 // FIXME: the save below depends on soon-to-be-deprecated
166 // SaveFlags behavior: it relies on matrix changes persistin g
167 // after restore.
168 fCanvas->save(SkCanvas::kClip_SaveFlag);
190 } 169 }
191 } 170 }
192 fCurrentNode = ancestor; 171 fCurrentNode = ancestor;
193 } 172 }
194 173
195 // If we're not at the target node yet, we'll need to return an offset t o make the caller 174 // If we're not at the target node yet, we'll need to return an offset t o make the caller
196 // apply the next clip or saveLayer. 175 // apply the next clip or saveLayer.
197 if (fCurrentNode != targetNode) { 176 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 }
198 uint32_t offset = fNodes.top()->fOffset; 183 uint32_t offset = fNodes.top()->fOffset;
199 fCurrentNode = fNodes.top(); 184 fCurrentNode = fNodes.top();
200 fSave = fCurrentNode != targetNode && fCurrentNode->fFlags & Node::k Save_Flag; 185 fSave = fCurrentNode != targetNode && fCurrentNode->fFlags & Node::k Save_Flag;
201 fNodes.pop(); 186 fNodes.pop();
202 this->setCurrentMatrix(fCurrentNode->fMatrix);
203 return offset; 187 return offset;
204 } 188 }
205 } 189 }
206 190
207 // If we got this far, the clip/saveLayer state is all set, so we can procee d to set the matrix 191 // If we got this far, the clip/saveLayer state is all set, so we can procee d to set the matrix
208 // for the draw, and return its offset. 192 // for the draw, and return its offset.
209 this->setCurrentMatrix(draw->fMatrix); 193
194 if (fCurrentMatrix != draw->fMatrix) {
195 SkMatrix tmp = *draw->fMatrix;
196 tmp.postConcat(fPlaybackMatrix);
197 fCanvas->setMatrix(tmp);
198 fCurrentMatrix = draw->fMatrix;
199 }
210 200
211 ++fPlaybackIndex; 201 ++fPlaybackIndex;
212 return draw->fOffset; 202 return draw->fOffset;
213 } 203 }
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