ccacfa02d2
Update MotionTileEffect to avoid rebuilding shaders redundantly, at render time: 1) build all shaders at revalidation time 2) cache the layer content picture separately, and only rebuild when the layer content changes To support #2, add some SG helpers for querying subtree inval state. With this change, we avoid all render time allocations. Notry: true Change-Id: I55a1f95752704af6a667b266e725492de6640387 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/226512 Commit-Queue: Florin Malita <fmalita@chromium.org> Commit-Queue: Mike Reed <reed@google.com> Auto-Submit: Florin Malita <fmalita@chromium.org> Reviewed-by: Mike Reed <reed@google.com> |
||
---|---|---|
.. | ||
SkSGClipEffect.h | ||
SkSGColorFilter.h | ||
SkSGDraw.h | ||
SkSGEffectNode.h | ||
SkSGGeometryNode.h | ||
SkSGGeometryTransform.h | ||
SkSGGradient.h | ||
SkSGGroup.h | ||
SkSGImage.h | ||
SkSGInvalidationController.h | ||
SkSGMaskEffect.h | ||
SkSGMerge.h | ||
SkSGNode.h | ||
SkSGOpacityEffect.h | ||
SkSGPaint.h | ||
SkSGPath.h | ||
SkSGPlane.h | ||
SkSGRect.h | ||
SkSGRenderEffect.h | ||
SkSGRenderNode.h | ||
SkSGRoundEffect.h | ||
SkSGScene.h | ||
SkSGText.h | ||
SkSGTransform.h | ||
SkSGTrimEffect.h |