[Tizen] Revert "Sort transform components in breadth first order per scene" 22/281722/1 accepted/tizen/unified/20220922.062031 accepted/tizen/unified/20220922.062712
authorHeeyong Song <heeyong.song@samsung.com>
Wed, 21 Sep 2022 05:06:22 +0000 (14:06 +0900)
committerHeeyong Song <heeyong.song@samsung.com>
Wed, 21 Sep 2022 05:08:30 +0000 (14:08 +0900)
This reverts commit 64586be2c793a2743279d613b485c24f45f74327.

Change-Id: Id8c1d8f9f01fc63bd9be1d460e130dc646bf3f0a

dali/internal/update/manager/transform-manager.cpp
dali/internal/update/manager/transform-manager.h

index db4f042..a5fc34c 100644 (file)
@@ -354,8 +354,6 @@ void TransformManager::ReorderComponents()
 {
   mOrderedComponents.Resize(mComponentCount);
 
-  unsigned int sceneId = 0;
-
   TransformId parentId;
   for(TransformId i = 0; i < mComponentCount; ++i)
   {
@@ -363,16 +361,10 @@ void TransformManager::ReorderComponents()
     mOrderedComponents[i].level = 0u;
 
     parentId = mParent[i];
-    if(parentId == INVALID_TRANSFORM_ID)
-    {
-      mOrderedComponents[i].sceneId = sceneId++;
-    }
-
     while(parentId != INVALID_TRANSFORM_ID)
     {
       mOrderedComponents[i].level++;
-      parentId                      = mParent[mIds[parentId]];
-      mOrderedComponents[i].sceneId = mOrderedComponents[mIds[mParent[i]]].sceneId;
+      parentId = mParent[mIds[parentId]];
     }
   }
 
index 97294e2..28f1f77 100644 (file)
@@ -376,19 +376,11 @@ private:
   {
     bool operator<(const SOrderItem& item) const
     {
-      if(sceneId != item.sceneId)
-      {
-        return sceneId < item.sceneId;
-      }
-      else
-      {
-        return level < item.level;
-      }
+      return level < item.level;
     }
 
     TransformId id;
-    uint16_t    sceneId;
-    uint16_t    level;
+    uint32_t    level;
   };
 
   /**
@@ -400,8 +392,7 @@ private:
 
   /**
    * Reorders components in hierarchical order so update can iterate sequentially
-   * updating the world transforms. The components are sorted in the breadth first
-   * order for each scene and grouped per scene.
+   * updating the world transforms
    */
   void ReorderComponents();