, fValid(true) {
}
-uint32_t SkPictureStateTree::Iterator::draw() {
+void SkPictureStateTree::Iterator::setCurrentMatrix(const SkMatrix* matrix) {
+ SkASSERT(NULL != matrix);
+
+ if (matrix == fCurrentMatrix) {
+ return;
+ }
+
+ // The matrix is in recording space, but we also inherit
+ // a playback matrix from out target canvas.
+ SkMatrix m = *matrix;
+ m.postConcat(fPlaybackMatrix);
+ fCanvas->setMatrix(m);
+ fCurrentMatrix = matrix;
+}
+
+uint32_t SkPictureStateTree::Iterator::nextDraw() {
SkASSERT(this->isValid());
if (fPlaybackIndex >= fDraws->count()) {
- // restore back to where we started
- fCanvas->setMatrix(fPlaybackMatrix);
if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) {
fCanvas->restore();
}
- fCurrentNode = fCurrentNode->fParent;
- while (NULL != fCurrentNode) {
+
+ for (fCurrentNode = fCurrentNode->fParent; fCurrentNode;
+ fCurrentNode = fCurrentNode->fParent) {
+ // Note: we call restore() twice when both flags are set.
if (fCurrentNode->fFlags & Node::kSave_Flag) {
fCanvas->restore();
}
if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) {
fCanvas->restore();
}
- fCurrentNode = fCurrentNode->fParent;
}
+
+ fCanvas->setMatrix(fPlaybackMatrix);
+ fCurrentMatrix = NULL;
return kDrawComplete;
}
Node* targetNode = draw->fNode;
if (fSave) {
- fCanvas->save(SkCanvas::kClip_SaveFlag);
+ fCanvas->save();
fSave = false;
}
if (currentLevel >= targetLevel) {
if (tmp != fCurrentNode && tmp->fFlags & Node::kSave_Flag) {
fCanvas->restore();
+ // restore() may change the matrix, so we need to reapply.
+ fCurrentMatrix = NULL;
}
if (tmp->fFlags & Node::kSaveLayer_Flag) {
fCanvas->restore();
+ // restore() may change the matrix, so we need to reapply.
+ fCurrentMatrix = NULL;
}
tmp = tmp->fParent;
}
if (ancestor->fFlags & Node::kSave_Flag) {
if (fCurrentNode != ancestor) {
fCanvas->restore();
+ // restore() may change the matrix, so we need to reapply.
+ fCurrentMatrix = NULL;
}
if (targetNode != ancestor) {
- fCanvas->save(SkCanvas::kClip_SaveFlag);
+ fCanvas->save();
}
}
fCurrentNode = ancestor;
// If we're not at the target node yet, we'll need to return an offset to make the caller
// apply the next clip or saveLayer.
if (fCurrentNode != targetNode) {
- if (fCurrentMatrix != fNodes.top()->fMatrix) {
- fCurrentMatrix = fNodes.top()->fMatrix;
- SkMatrix tmp = *fNodes.top()->fMatrix;
- tmp.postConcat(fPlaybackMatrix);
- fCanvas->setMatrix(tmp);
- }
uint32_t offset = fNodes.top()->fOffset;
fCurrentNode = fNodes.top();
fSave = fCurrentNode != targetNode && fCurrentNode->fFlags & Node::kSave_Flag;
fNodes.pop();
+ this->setCurrentMatrix(fCurrentNode->fMatrix);
return offset;
}
}
// If we got this far, the clip/saveLayer state is all set, so we can proceed to set the matrix
// for the draw, and return its offset.
-
- if (fCurrentMatrix != draw->fMatrix) {
- SkMatrix tmp = *draw->fMatrix;
- tmp.postConcat(fPlaybackMatrix);
- fCanvas->setMatrix(tmp);
- fCurrentMatrix = draw->fMatrix;
- }
+ this->setCurrentMatrix(draw->fMatrix);
++fPlaybackIndex;
return draw->fOffset;