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lottie/render: start all preprocess task at once before rendering the frame.
Change-Id: I6c625a3ed069c40d4f42fbb3579120ffbcc30d54
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@ -271,14 +271,14 @@ bool LOTCompItem::update(int frameNo)
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void LOTCompItem::buildRenderList()
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{
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mRenderList.clear();
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std::vector<VDrawable *> list;
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mDrawableList.clear();
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for (auto i = mLayers.rbegin(); i != mLayers.rend(); ++i) {
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LOTLayerItem *layer = *i;
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layer->renderList(list);
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layer->renderList(mDrawableList);
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}
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for(auto i : list) {
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mRenderList.clear();
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for(auto i : mDrawableList) {
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i->sync();
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mRenderList.push_back(&i->mCNode);
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}
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@ -294,6 +294,12 @@ bool LOTCompItem::render(const LOTBuffer &buffer)
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VBitmap bitmap((uchar *)buffer.buffer, buffer.width, buffer.height,
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buffer.bytesPerLine, VBitmap::Format::ARGB32_Premultiplied, nullptr, nullptr);
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/* schedule all preprocess task for this frame at once.
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*/
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for (auto &e : mDrawableList) {
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e->preprocess();
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}
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VPainter painter(&bitmap);
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VRle mask;
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for (auto i = mLayers.rbegin(); i != mLayers.rend(); ++i) {
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@ -349,11 +355,6 @@ void LOTLayerItem::render(VPainter *painter, const VRle &inheritMask)
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mask = mask & inheritMask;
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}
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// do preprocessing first to take advantage of thread pool.
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for(auto i : list) {
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i->preprocess();
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}
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for(auto i : list) {
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painter->setBrush(i->mBrush);
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if (!mask.isEmpty()) {
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@ -48,6 +48,7 @@ private:
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bool mUpdateViewBox;
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int mCurFrameNo;
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std::vector<LOTNode *> mRenderList;
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std::vector<VDrawable *> mDrawableList;
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};
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typedef vFlag<DirtyFlagBit> DirtyFlag;
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