skia2/experimental/sksg/SkSGEffectNode.cpp
Florin Malita c14f144484 [sksg] More inval fixes
Backpedal on node/reval-time-determined damage: nodes cannot control
the invalidation order, and shared descendants may be revalidated before
a particular ancestor gets to query their state - thus making any
decisions based on that invalid.

Instead, apply damage suppression at invalidation time, based on node
type/traits.  Node types which don't generate direct damage are marked
as such, and the invalidation logic bubbles damage past them, until it
finds a valid damage receiver.

Nodes which currently suppress damage:

 - PaintNode    (and subclasses)
 - GeometryNode (and subclasses)
 - Matrix

TBR=
Change-Id: I843e683e64cb6253d8c26d8397c44d02a7d6026f
Reviewed-on: https://skia-review.googlesource.com/91421
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Florin Malita <fmalita@chromium.org>
2018-01-05 18:08:31 +00:00

32 lines
644 B
C++

/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkSGEffectNode.h"
namespace sksg {
EffectNode::EffectNode(sk_sp<RenderNode> child)
: fChild(std::move(child)) {
fChild->addInvalReceiver(this);
}
EffectNode::~EffectNode() {
fChild->removeInvalReceiver(this);
}
void EffectNode::onRender(SkCanvas* canvas) const {
fChild->render(canvas);
}
SkRect EffectNode::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) {
SkASSERT(this->hasInval());
return fChild->revalidate(ic, ctm);
}
} // namespace sksg