lottie/optimization: keep the layers in back-to-front order in scenegraph for cache coherency

Change-Id: I31678bc3f4470287a4ebebc8ab88cbd0a38d2f15
This commit is contained in:
subhransu mohanty 2018-09-06 11:17:02 +09:00
parent 7ac6a6d6ee
commit 3866241340

View File

@ -316,6 +316,7 @@ bool LOTLayerItem::visible() const
LOTCompLayerItem::LOTCompLayerItem(LOTLayerData *layerModel)
: LOTLayerItem(layerModel)
{
// 1. create layer item
for (auto &i : mLayerData->mChildren) {
LOTLayerData *layerModel = dynamic_cast<LOTLayerData *>(i.get());
if (layerModel) {
@ -325,24 +326,28 @@ LOTCompLayerItem::LOTCompLayerItem(LOTLayerData *layerModel)
}
// 2. update parent layer
for (auto &i : mLayers) {
int id = i->parentId();
for (const auto &layer : mLayers) {
int id = layer->parentId();
if (id >= 0) {
auto search = std::find_if(mLayers.begin(), mLayers.end(),
[id](const auto& val){ return val->id() == id;});
if (search != mLayers.end()) i->setParentLayer((*search).get());
if (search != mLayers.end()) layer->setParentLayer((*search).get());
}
// update the precomp layer if its not the root layer.
if (!layerModel->root()) i->setPrecompLayer(this);
if (!layerModel->root()) layer->setPrecompLayer(this);
}
// 3. keep the layer in back-to-front order.
// as lottie model keeps the data in front-toback-order.
std::reverse(mLayers.begin(), mLayers.end());
}
void LOTCompLayerItem::updateStaticProperty()
{
LOTLayerItem::updateStaticProperty();
for (auto &i : mLayers) {
i->updateStaticProperty();
for (const auto &layer : mLayers) {
layer->updateStaticProperty();
}
}
@ -375,17 +380,15 @@ void LOTCompLayerItem::render(VPainter *painter, const VRle &inheritMask, const
}
LOTLayerItem *matteLayer = nullptr;
for (auto i = mLayers.rbegin(); i != mLayers.rend(); ++i) {
LOTLayerItem *layer = (*i).get();
for (const auto &layer : mLayers) {
if (!matteLayer && layer->hasMatte()) {
matteLayer = layer;
matteLayer = layer.get();
continue;
}
if (matteLayer) {
if (matteLayer->visible() && layer->visible())
matteLayer->render(painter, mask, matteRle, layer);
matteLayer->render(painter, mask, matteRle, layer.get());
matteLayer = nullptr;
} else {
if (layer->visible())
@ -396,9 +399,8 @@ void LOTCompLayerItem::render(VPainter *painter, const VRle &inheritMask, const
void LOTCompLayerItem::updateContent()
{
// update the layer from back to front
for (auto i = mLayers.rbegin(); i != mLayers.rend(); ++i) {
(*i)->update(frameNo(), combinedMatrix(), combinedAlpha());
for (const auto &layer : mLayers) {
layer->update(frameNo(), combinedMatrix(), combinedAlpha());
}
}
@ -406,9 +408,8 @@ void LOTCompLayerItem::renderList(std::vector<VDrawable *> &list)
{
if (!visible()) return;
// update the layer from back to front
for (auto i = mLayers.rbegin(); i != mLayers.rend(); ++i) {
(*i)->renderList(list);
for (const auto &layer : mLayers) {
layer->renderList(list);
}
}