+inline void UpdateLayers(Node& node,
+ NodePropertyFlags parentFlags,
+ BufferIndex updateBufferIndex,
+ Layer& currentLayer)
+{
+ // Some dirty flags are inherited from parent
+ NodePropertyFlags nodeDirtyFlags = node.GetDirtyFlags() | node.GetInheritedDirtyFlags(parentFlags);
+ nodeDirtyFlags |= (node.IsLocalMatrixDirty() ? NodePropertyFlags::TRANSFORM : NodePropertyFlags::NOTHING);
+
+ Layer* nodeIsLayer(node.GetLayer());
+ Layer* layer = nodeIsLayer ? nodeIsLayer : ¤tLayer;
+ if(nodeIsLayer)
+ {
+ layer->SetReuseRenderers(updateBufferIndex, true);
+ }
+ DALI_ASSERT_DEBUG(nullptr != layer);
+
+ // if any child node has moved or had its sort modifier changed, layer is not clean and old frame cannot be reused
+ // also if node has been deleted, dont reuse old render items
+ if(nodeDirtyFlags != NodePropertyFlags::NOTHING)
+ {
+ layer->SetReuseRenderers(updateBufferIndex, false);
+ }
+
+ // recurse children
+ NodeContainer& children = node.GetChildren();
+ const NodeIter endIter = children.End();
+ for(NodeIter iter = children.Begin(); iter != endIter; ++iter)
+ {
+ Node& child = **iter;
+ UpdateLayers(child, nodeDirtyFlags, updateBufferIndex, *layer);
+ }
+}
+
+void UpdateLayerTree(Layer& layer,
+ BufferIndex updateBufferIndex)
+{
+ NodePropertyFlags nodeDirtyFlags = layer.GetDirtyFlags();
+ nodeDirtyFlags |= (layer.IsLocalMatrixDirty() ? NodePropertyFlags::TRANSFORM : NodePropertyFlags::NOTHING);
+
+ // recurse children
+ NodeContainer& children = layer.GetChildren();
+ const NodeIter endIter = children.End();
+ for(NodeIter iter = children.Begin(); iter != endIter; ++iter)
+ {
+ Node& child = **iter;
+ UpdateLayers(child, nodeDirtyFlags, updateBufferIndex, layer);
+ }
+}
+