lottie: more precise culling for inverse mattes

don't do rendering further when the inverse mattes has
a fully translucent. This could improve rendering performance
in that case.
This commit is contained in:
Hermet Park 2025-02-25 19:05:55 +09:00 committed by Hermet Park
parent 01a4a4c806
commit 7ef3352efa
2 changed files with 29 additions and 25 deletions

View file

@ -189,7 +189,7 @@ void LottieBuilder::updateTransform(LottieGroup* parent, LottieObject** child, f
}
void LottieBuilder::updateGroup(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& pcontexts, RenderContext* ctx)
void LottieBuilder::updateGroup(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& pcontexts, RenderContext* ctx, uint8_t skip)
{
auto group = static_cast<LottieGroup*>(*child);
@ -206,7 +206,7 @@ void LottieBuilder::updateGroup(LottieGroup* parent, LottieObject** child, float
auto propagator = group->mergeable() ? ctx->propagator : static_cast<Shape*>(PAINT(ctx->propagator)->duplicate(group->pooling()));
contexts.back(new RenderContext(*ctx, propagator, group->mergeable()));
updateChildren(group, frameNo, contexts);
updateChildren(group, frameNo, contexts, skip);
}
@ -448,14 +448,14 @@ void LottieBuilder::updateEllipse(LottieGroup* parent, LottieObject** child, flo
auto pos = ellipse->position(frameNo, tween, exps);
auto size = ellipse->size(frameNo, tween, exps) * 0.5f;
if (!ctx->repeaters.empty()) {
if (ctx->repeaters.empty()) {
_draw(parent, ellipse, ctx);
_appendCircle(ctx->merging, pos, size, ellipse->clockwise, ctx);
} else {
auto shape = ellipse->pooling();
shape->reset();
_appendCircle(shape, pos, size, ellipse->clockwise, ctx);
_repeat(parent, shape, ctx);
} else {
_draw(parent, ellipse, ctx);
_appendCircle(ctx->merging, pos, size, ellipse->clockwise, ctx);
}
}
@ -769,7 +769,7 @@ void LottieBuilder::updateTrimpath(TVG_UNUSED LottieGroup* parent, LottieObject*
}
void LottieBuilder::updateChildren(LottieGroup* parent, float frameNo, Inlist<RenderContext>& contexts)
void LottieBuilder::updateChildren(LottieGroup* parent, float frameNo, Inlist<RenderContext>& contexts, uint8_t skip)
{
contexts.head->begin = parent->children.end() - 1;
@ -780,7 +780,7 @@ void LottieBuilder::updateChildren(LottieGroup* parent, float frameNo, Inlist<Re
//Here switch-case statements are more performant than virtual methods.
switch ((*child)->type) {
case LottieObject::Group: {
updateGroup(parent, child, frameNo, contexts, ctx);
updateGroup(parent, child, frameNo, contexts, ctx, skip);
break;
}
case LottieObject::Transform: {
@ -837,14 +837,16 @@ void LottieBuilder::updateChildren(LottieGroup* parent, float frameNo, Inlist<Re
}
default: break;
}
if (ctx->propagator->opacity() == 0) break;
//stop processing for those invisible contents
if (ctx->propagator->opacity() == skip) break;
}
delete(ctx);
}
}
void LottieBuilder::updatePrecomp(LottieComposition* comp, LottieLayer* precomp, float frameNo)
void LottieBuilder::updatePrecomp(LottieComposition* comp, LottieLayer* precomp, float frameNo, uint8_t skip)
{
if (precomp->children.empty()) return;
@ -852,7 +854,7 @@ void LottieBuilder::updatePrecomp(LottieComposition* comp, LottieLayer* precomp,
ARRAY_REVERSE_FOREACH(c, precomp->children) {
auto child = static_cast<LottieLayer*>(*c);
if (!child->matteSrc) updateLayer(comp, precomp->scene, child, frameNo);
if (!child->matteSrc) updateLayer(comp, precomp->scene, child, frameNo, skip);
}
//clip the layer viewport
@ -862,13 +864,13 @@ void LottieBuilder::updatePrecomp(LottieComposition* comp, LottieLayer* precomp,
}
void LottieBuilder::updatePrecomp(LottieComposition* comp, LottieLayer* precomp, float frameNo, Tween& tween)
void LottieBuilder::updatePrecomp(LottieComposition* comp, LottieLayer* precomp, float frameNo, Tween& tween, uint8_t skip)
{
//record & recover the tweening frame number before remapping
auto record = tween.frameNo;
tween.frameNo = precomp->remap(comp, record, exps);
updatePrecomp(comp, precomp, frameNo);
updatePrecomp(comp, precomp, frameNo, skip);
tween.frameNo = record;
}
@ -1223,7 +1225,9 @@ bool LottieBuilder::updateMatte(LottieComposition* comp, float frameNo, Scene* s
auto target = layer->matteTarget;
if (!target) return true;
updateLayer(comp, scene, target, frameNo);
auto skip = (layer->matteType == MaskMethod::InvAlpha || layer->matteType == MaskMethod::InvLuma) ? 255 : 0;
updateLayer(comp, scene, target, frameNo, skip);
if (target->scene) {
layer->scene->mask(target->scene, layer->matteType);
@ -1344,7 +1348,7 @@ void LottieBuilder::updateEffect(LottieLayer* layer, float frameNo)
}
void LottieBuilder::updateLayer(LottieComposition* comp, Scene* scene, LottieLayer* layer, float frameNo)
void LottieBuilder::updateLayer(LottieComposition* comp, Scene* scene, LottieLayer* layer, float frameNo, uint8_t skip)
{
layer->scene = nullptr;
@ -1354,7 +1358,7 @@ void LottieBuilder::updateLayer(LottieComposition* comp, Scene* scene, LottieLay
updateTransform(layer, frameNo);
//full transparent scene. no need to perform
if (layer->type != LottieLayer::Null && layer->cache.opacity == 0) return;
if (layer->type != LottieLayer::Null && layer->cache.opacity == skip) return;
//Prepare render data
layer->scene = Scene::gen();
@ -1369,8 +1373,8 @@ void LottieBuilder::updateLayer(LottieComposition* comp, Scene* scene, LottieLay
switch (layer->type) {
case LottieLayer::Precomp: {
if (!tweening()) updatePrecomp(comp, layer, frameNo);
else updatePrecomp(comp, layer, frameNo, tween);
if (!tweening()) updatePrecomp(comp, layer, frameNo, skip);
else updatePrecomp(comp, layer, frameNo, tween, skip);
break;
}
case LottieLayer::Solid: {
@ -1389,7 +1393,7 @@ void LottieBuilder::updateLayer(LottieComposition* comp, Scene* scene, LottieLay
if (!layer->children.empty()) {
Inlist<RenderContext> contexts;
contexts.back(new RenderContext(layer->pooling()));
updateChildren(layer, frameNo, contexts);
updateChildren(layer, frameNo, contexts, skip);
contexts.free();
}
break;
@ -1530,7 +1534,7 @@ bool LottieBuilder::update(LottieComposition* comp, float frameNo)
ARRAY_REVERSE_FOREACH(child, root->children) {
auto layer = static_cast<LottieLayer*>(*child);
if (!layer->matteSrc) updateLayer(comp, root->scene, layer, frameNo);
if (!layer->matteSrc) updateLayer(comp, root->scene, layer, frameNo, 0);
}
return true;

View file

@ -142,17 +142,17 @@ private:
void updateStrokeEffect(LottieLayer* layer, LottieFxStroke* effect, float frameNo);
void updateEffect(LottieLayer* layer, float frameNo);
void updateLayer(LottieComposition* comp, Scene* scene, LottieLayer* layer, float frameNo);
void updateLayer(LottieComposition* comp, Scene* scene, LottieLayer* layer, float frameNo, uint8_t skip);
bool updateMatte(LottieComposition* comp, float frameNo, Scene* scene, LottieLayer* layer);
void updatePrecomp(LottieComposition* comp, LottieLayer* precomp, float frameNo);
void updatePrecomp(LottieComposition* comp, LottieLayer* precomp, float frameNo, Tween& tween);
void updatePrecomp(LottieComposition* comp, LottieLayer* precomp, float frameNo, uint8_t skip);
void updatePrecomp(LottieComposition* comp, LottieLayer* precomp, float frameNo, Tween& tween, uint8_t skip);
void updateSolid(LottieLayer* layer);
void updateImage(LottieGroup* layer);
void updateText(LottieLayer* layer, float frameNo);
void updateMasks(LottieLayer* layer, float frameNo);
void updateTransform(LottieLayer* layer, float frameNo);
void updateChildren(LottieGroup* parent, float frameNo, Inlist<RenderContext>& contexts);
void updateGroup(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& pcontexts, RenderContext* ctx);
void updateChildren(LottieGroup* parent, float frameNo, Inlist<RenderContext>& contexts, uint8_t skip);
void updateGroup(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& pcontexts, RenderContext* ctx, uint8_t skip);
void updateTransform(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx);
void updateSolidFill(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx);
void updateSolidStroke(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx);