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author Lucas Dupin <dupin@google.com> 2021-04-15 08:39:50 -0700
committer Lucas Dupin <dupin@google.com> 2021-04-15 15:26:32 -0700
commit6d1601a740fdfa9b564651c5fb9ee779db5f1a09 (patch)
tree7175bd6c5b74607a0ab26a27c36323490c0e7629 /libs/hwui/SkiaCanvas.cpp
parent514f8b70d8652122e343c5929d056af11cac878a (diff)
Move sparkle animation to RenderThread
The sparkle loop animation was happening on the UI thread and is poses some interesting challengers: - Animations freezes when UI thread is busy, for example when startActivity is called. - onDraw calls add unnecessary work to the UI thread, leading to jank in some cases, like PIP Test: manual Fixes: 184760248 Change-Id: Ie2840c767da61476678839eaac215dc3aff95b5c
Diffstat (limited to 'libs/hwui/SkiaCanvas.cpp')
-rw-r--r--libs/hwui/SkiaCanvas.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/libs/hwui/SkiaCanvas.cpp b/libs/hwui/SkiaCanvas.cpp
index 4c4a15295690..3056e977f841 100644
--- a/libs/hwui/SkiaCanvas.cpp
+++ b/libs/hwui/SkiaCanvas.cpp
@@ -820,10 +820,11 @@ void SkiaCanvas::drawRipple(uirenderer::CanvasPropertyPrimitive* x,
uirenderer::CanvasPropertyPrimitive* radius,
uirenderer::CanvasPropertyPaint* paint,
uirenderer::CanvasPropertyPrimitive* progress,
+ uirenderer::CanvasPropertyPrimitive* turbulencePhase,
const SkRuntimeShaderBuilder& effectBuilder) {
sk_sp<uirenderer::skiapipeline::AnimatedRipple> drawable(
new uirenderer::skiapipeline::AnimatedRipple(x, y, radius, paint, progress,
- effectBuilder));
+ turbulencePhase, effectBuilder));
mCanvas->drawDrawable(drawable.get());
}