Improvements to the efficiency of recursivelySetInterfaceState: and the beta range controller.

This commit is contained in:
Scott Goodson
2016-01-10 02:33:34 -08:00
parent 03d13b19b0
commit 0feaa2a368
9 changed files with 103 additions and 47 deletions

View File

@@ -198,12 +198,14 @@ static ASDisplayNodeMethodOverrides GetASDisplayNodeMethodOverrides(Class c)
return [_ASDisplayLayer class];
}
+ (void)scheduleNodeForDisplay:(ASDisplayNode *)node
+ (void)scheduleNodeForRecursiveDisplay:(ASDisplayNode *)node
{
ASDisplayNodeAssertMainThread();
ASDisplayNodeAssert([ASDisplayNode shouldUseNewRenderingRange], @"+scheduleNodeForRecursiveDisplay: should never be called without the new rendering range enabled");
static NSMutableSet *nodesToDisplay = nil;
static BOOL displayScheduled = NO;
static ASDN::RecursiveMutex displaySchedulerLock;
{
ASDN::MutexLocker l(displaySchedulerLock);
if (!nodesToDisplay) {
@@ -211,6 +213,7 @@ static ASDisplayNodeMethodOverrides GetASDisplayNodeMethodOverrides(Class c)
}
[nodesToDisplay addObject:node];
}
if (!displayScheduled) {
displayScheduled = YES;
// It's essenital that any layout pass that is scheduled during the current
@@ -1557,13 +1560,11 @@ void recursivelyTriggerDisplayForLayer(CALayer *layer, BOOL shouldBlock)
- (void)setShouldBypassEnsureDisplay:(BOOL)shouldBypassEnsureDisplay
{
ASDN::MutexLocker l(_propertyLock);
_flags.shouldBypassEnsureDisplay = shouldBypassEnsureDisplay;
}
- (BOOL)shouldBypassEnsureDisplay
{
ASDN::MutexLocker l(_propertyLock);
return _flags.shouldBypassEnsureDisplay;
}
@@ -1612,7 +1613,7 @@ static BOOL ShouldUseNewRenderingRange = NO;
- (ASLayoutSpec *)layoutSpecThatFits:(ASSizeRange)constrainedSize
{
ASDisplayNodeAssertThreadAffinity(self);
return [ASLayoutSpec new];
return nil;
}
- (ASLayout *)calculatedLayout
@@ -1772,7 +1773,7 @@ static BOOL ShouldUseNewRenderingRange = NO;
oldState = _interfaceState;
_interfaceState = newState;
}
if ((newState & ASInterfaceStateMeasureLayout) != (oldState & ASInterfaceStateMeasureLayout)) {
// Trigger asynchronous measurement if it is not already cached or being calculated.
}
@@ -1782,8 +1783,11 @@ static BOOL ShouldUseNewRenderingRange = NO;
// Still, the interfaceState should be updated to the current state of the node; just don't act on the transition.
// Entered or exited data loading state.
if ((newState & ASInterfaceStateFetchData) != (oldState & ASInterfaceStateFetchData)) {
if (newState & ASInterfaceStateFetchData) {
BOOL nowFetchData = ASInterfaceStateIncludesFetchData(newState);
BOOL wasFetchData = ASInterfaceStateIncludesFetchData(oldState);
if (nowFetchData != wasFetchData) {
if (nowFetchData) {
[self fetchData];
} else {
if ([self supportsRangeManagedInterfaceState]) {
@@ -1793,21 +1797,42 @@ static BOOL ShouldUseNewRenderingRange = NO;
}
// Entered or exited contents rendering state.
if ((newState & ASInterfaceStateDisplay) != (oldState & ASInterfaceStateDisplay)) {
BOOL nowDisplay = ASInterfaceStateIncludesDisplay(newState);
BOOL wasDisplay = ASInterfaceStateIncludesDisplay(oldState);
if (nowDisplay != wasDisplay) {
if ([self supportsRangeManagedInterfaceState]) {
if (newState & ASInterfaceStateDisplay) {
if (nowDisplay) {
// Once the working window is eliminated (ASRangeHandlerRender), trigger display directly here.
[self setDisplaySuspended:NO];
} else {
[self setDisplaySuspended:YES];
[self clearContents];
}
} else {
// NOTE: This case isn't currently supported as setInterfaceState: isn't exposed externally, and all
// internal use cases are range-managed. When a node is visible, don't mess with display - CA will start it.
if ([ASDisplayNode shouldUseNewRenderingRange] && !ASInterfaceStateIncludesVisible(newState)) {
// Check __implementsDisplay purely for efficiency - it's faster even than calling -asyncLayer.
if ([self __implementsDisplay]) {
if (nowDisplay) {
[ASDisplayNode scheduleNodeForRecursiveDisplay:self];
} else {
[[self asyncLayer] cancelAsyncDisplay];
[self clearContents];
}
}
}
}
}
// Entered or exited data loading state.
if ((newState & ASInterfaceStateVisible) != (oldState & ASInterfaceStateVisible)) {
if (newState & ASInterfaceStateVisible) {
// Became visible or invisible. When range-managed, this represents literal visibility - at least one pixel
// is onscreen. If not range-managed, we can't guarantee more than the node being present in an onscreen window.
BOOL nowVisible = ASInterfaceStateIncludesVisible(newState);
BOOL wasVisible = ASInterfaceStateIncludesVisible(oldState);
if (nowVisible != wasVisible) {
if (nowVisible) {
[self visibilityDidChange:YES];
} else {
[self visibilityDidChange:NO];
@@ -1843,11 +1868,23 @@ static BOOL ShouldUseNewRenderingRange = NO;
- (void)recursivelySetInterfaceState:(ASInterfaceState)interfaceState
{
ASInterfaceState oldState = self.interfaceState;
ASInterfaceState newState = interfaceState;
ASDisplayNodePerformBlockOnEveryNode(nil, self, ^(ASDisplayNode *node) {
node.interfaceState = interfaceState;
});
// FIXME: This should also be called in setInterfaceState: if it isn't being applied recursively.
[ASDisplayNode scheduleNodeForDisplay:self];
if ([self supportsRangeManagedInterfaceState]) {
// Instead of each node in the recursion assuming it needs to schedule itself for display,
// setInterfaceState: skips this when handling range-managed nodes (our whole subtree has this set).
// If our range manager intends for us to be displayed right now, and didn't before, get started!
BOOL nowDisplay = ASInterfaceStateIncludesDisplay(newState);
BOOL wasDisplay = ASInterfaceStateIncludesDisplay(oldState);
if (nowDisplay && (nowDisplay != wasDisplay)) {
[ASDisplayNode scheduleNodeForRecursiveDisplay:self];
}
}
}
- (ASHierarchyState)hierarchyState