Ensure compositor layers are collected when removed from layout.

This commit is contained in:
Glenn Watson 2015-08-13 09:46:58 +10:00
parent e44ae6404f
commit 6506468e19
2 changed files with 57 additions and 0 deletions

View file

@ -379,6 +379,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
(Msg::InitializeLayersForPipeline(pipeline_id, epoch, properties),
ShutdownState::NotShuttingDown) => {
self.get_or_create_pipeline_details(pipeline_id).current_epoch = epoch;
self.collect_old_layers(pipeline_id, &properties);
for (index, layer_properties) in properties.iter().enumerate() {
if index == 0 {
self.create_or_update_base_layer(pipeline_id, *layer_properties);
@ -671,6 +672,17 @@ impl<Window: WindowMethods> IOCompositor<Window> {
self.find_layer_with_pipeline_and_layer_id(pipeline_id, LayerId::null())
}
fn collect_old_layers(&mut self,
pipeline_id: PipelineId,
new_layers: &Vec<LayerProperties>) {
let root_layer = match self.scene.root {
Some(ref root_layer) => root_layer.clone(),
None => return,
};
root_layer.collect_old_layers(self, pipeline_id, new_layers);
}
fn remove_pipeline_root_layer(&mut self, pipeline_id: PipelineId) {
let root_layer = match self.scene.root {
Some(ref root_layer) => root_layer.clone(),

View file

@ -98,6 +98,14 @@ pub trait CompositorLayer {
pipeline_id: PipelineId)
where Window: WindowMethods;
/// Traverses the existing layer hierarchy and removes any layers that
/// currently exist but which are no longer required.
fn collect_old_layers<Window>(&self,
compositor: &mut IOCompositor<Window>,
pipeline_id: PipelineId,
new_layers: &Vec<LayerProperties>)
where Window: WindowMethods;
/// Destroys all tiles of all layers, including children, *without* sending them back to the
/// painter. You must call this only when the paint task is destined to be going down;
/// otherwise, you will leak tiles.
@ -272,6 +280,43 @@ impl CompositorLayer for Layer<CompositorData> {
}
}
fn collect_old_layers<Window>(&self,
compositor: &mut IOCompositor<Window>,
pipeline_id: PipelineId,
new_layers: &Vec<LayerProperties>)
where Window: WindowMethods {
// Traverse children first so that layers are removed
// bottom up - allowing each layer being removed to properly
// clean up any tiles it owns.
for kid in self.children().iter() {
kid.collect_old_layers(compositor, pipeline_id, new_layers);
}
// Retain child layers that also exist in the new layer list.
self.children().retain(|child| {
let extra_data = child.extra_data.borrow();
// Never remove root layers or layers from other pipelines.
if pipeline_id != extra_data.pipeline_id ||
extra_data.id == LayerId::null() {
true
} else {
// Keep this layer if it exists in the new layer list.
let keep_layer = new_layers.iter().position(|properties| {
properties.id == extra_data.id
}).is_some();
// When removing a layer, clear any tiles and surfaces
// associated with the layer.
if !keep_layer {
child.clear_all_tiles(compositor);
}
keep_layer
}
});
}
/// Destroys all tiles of all layers, including children, *without* sending them back to the
/// painter. You must call this only when the paint task is destined to be going down;
/// otherwise, you will leak tiles.