Revert "[Tizen](Partial Update) Continue to calculate damaged rects even though there...
authortscholb <scholb.kim@samsung.com>
Wed, 2 Nov 2022 07:38:37 +0000 (16:38 +0900)
committertscholb <scholb.kim@samsung.com>
Wed, 2 Nov 2022 07:38:37 +0000 (16:38 +0900)
This reverts commit c96b5bf70c4a411d3916be6cab7a761f8bf91811.

dali/internal/render/common/render-manager.cpp

index bb686a0..3c6af61 100644 (file)
@@ -521,7 +521,6 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
 
   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
   DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
-  bool                cleanDamagedRect = false;
 
   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
   // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
@@ -605,8 +604,7 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
               // If the item does 3D transformation, do early exit and clean the damaged rect array
               if(item.mUpdateArea == Vector4::ZERO)
               {
-                cleanDamagedRect = true;
-                continue;
+                return;
               }
 
               Rect<int> rect;
@@ -661,12 +659,6 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
                 {
                   dirtyRectPos->visited = true;
                 }
-                else
-                {
-                  // The item is not in the list for some reason. Add it!
-                  dirtyRectPos->visited = true;
-                  itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
-                }
               }
             }
           }
@@ -693,11 +685,7 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   }
 
   itemsDirtyRects.resize(j - itemsDirtyRects.begin());
-
-  if(!cleanDamagedRect)
-  {
-    damagedRectCleaner.SetCleanOnReturn(false);
-  }
+  damagedRectCleaner.SetCleanOnReturn(false);
 
   // Reset updated flag from the root
   Layer* root = sceneObject->GetRoot();