From 04bd51fd533c33f49fcd27ceaad081935beb57a5 Mon Sep 17 00:00:00 2001 From: Heeyong Song Date: Wed, 21 Sep 2022 14:06:22 +0900 Subject: [PATCH] [Tizen] Revert "Sort transform components in breadth first order per scene" This reverts commit 64586be2c793a2743279d613b485c24f45f74327. Change-Id: Id8c1d8f9f01fc63bd9be1d460e130dc646bf3f0a --- dali/internal/update/manager/transform-manager.cpp | 10 +--------- dali/internal/update/manager/transform-manager.h | 15 +++------------ 2 files changed, 4 insertions(+), 21 deletions(-) diff --git a/dali/internal/update/manager/transform-manager.cpp b/dali/internal/update/manager/transform-manager.cpp index db4f042..a5fc34c 100644 --- a/dali/internal/update/manager/transform-manager.cpp +++ b/dali/internal/update/manager/transform-manager.cpp @@ -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]]; } } diff --git a/dali/internal/update/manager/transform-manager.h b/dali/internal/update/manager/transform-manager.h index 97294e2..28f1f77 100644 --- a/dali/internal/update/manager/transform-manager.h +++ b/dali/internal/update/manager/transform-manager.h @@ -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(); -- 2.7.4