Home | History | Annotate | Download | only in trees

Lines Matching full:damage

57   // This function computes the "damage rect" of a target surface, and updates
58 // the state that is used to correctly track damage across frames. The damage
63 // The surface's damage rect is computed as the union of all possible changes
70 // The basic algorithm for computing the damage region is as follows:
72 // 1. compute damage caused by changes in active/new layers
75 // add the surface's damage to our target surface.
77 // add the layer's damage to the target surface.
79 // 2. compute damage caused by the target surface's mask, if it exists.
81 // 3. compute damage caused by old layers/surfaces that no longer exist
83 // add the old layer/surface bounds to the target surface damage.
85 // 4. combine all partial damage rects to get the full damage rect.
90 // surfaces have already computed their damage.
92 // - Changes to layers/surfaces indicate "damage" to the target surface; If a
100 // anything. But this does not artificially inflate the damage rect. If the
115 // exposed and damage the target surface. As the algorithm progresses,
119 // 3. After the damage rect is computed, the leftover not marked regions
126 // the damage will be for this frame, because we need to update the damage
139 // TODO(shawnsingh): can we clamp this damage to the surface's content rect?
147 // those here to limit damage.
154 // Damage accumulates until we are notified that we actually did draw on that
185 // We skip damage from the HUD layer because (a) the HUD layer damages the
186 // whole frame and (b) we don't want HUD layer damage to be shown by the
187 // HUD damage rect visualization.
207 // Currently, if there is any change to the mask, we choose to damage the
223 // After computing damage for all active layers, any leftover items in the
264 // There are two ways that a layer can damage a region of the target surface:
314 // There are two ways a "descendant surface" can damage regions of the "target
323 // will damage the target surface in this case.
325 // 2. Damage rect: This surface may have been damaged by its own layer_list
326 // as well, and that damage should propagate to the target surface.
342 // The entire surface contributes damage.
348 // Only the surface's damage_rect will damage the target surface.
353 // If there was damage, transform it to target space, and possibly contribute
369 // If there was damage on the replica's mask, then the target surface receives
370 // that damage as well.
393 // to be expanded, so we will need to expand any damage at or below this
394 // layer. We expand the damage from this layer too, as we need to readback