Region

本文深入解析了SurfaceFlinger中computeVisibleRegions函数的工作原理,该函数负责计算每一层的可见区域、覆盖区域及脏区域,并更新各层的状态。通过详细的代码注释,读者能够了解到如何处理透明和不透明表面,以及如何计算各层之间的相对位置。

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void SurfaceFlinger::computeVisibleRegions(
        const LayerVector& currentLayers, uint32_t layerStack,
        Region& outDirtyRegion, Region& outOpaqueRegion)
{
    ATRACE_CALL();

    Region aboveOpaqueLayers;
    Region aboveCoveredLayers;
    Region dirty;

    outDirtyRegion.clear();

    size_t i = currentLayers.size();
    while (i--) {
        const sp<Layer>& layer = currentLayers[i];

        // start with the whole surface at its current location
        const Layer::State& s(layer->drawingState());

        // only consider the layers on the given layer stack
        if (s.layerStack != layerStack)
            continue;

        /*
         * opaqueRegion: area of a surface that is fully opaque.
         */
        Region opaqueRegion;

        /*
         * visibleRegion: area of a surface that is visible on screen
         * and not fully transparent. This is essentially the layer's
         * footprint minus the opaque regions above it.
                 * Areas covered by a translucent surface are considered visible.
         */
        Region visibleRegion;

        /*
         * coveredRegion: area of a surface that is covered by all
         * visible regions above it (which includes the translucent areas).
         */
        Region coveredRegion;

        /*
         * transparentRegion: area of a surface that is hinted to be completely
         * transparent. This is only used to tell when the layer has no visible
         * non-transparent regions and can be removed from the layer list. It
         * does not affect the visibleRegion of this layer or any layers
         * beneath it. The hint may not be correct if apps don't respect the
         * SurfaceView restrictions (which, sadly, some don't).
         */
        Region transparentRegion;


        // handle hidden surfaces by setting the visible region to empty
        if (CC_LIKELY(layer->isVisible())) {
            const bool translucent = !layer->isOpaque();
            Rect bounds(s.transform.transform(layer->computeBounds()));
            visibleRegion.set(bounds);
            if (!visibleRegion.isEmpty()) {
                // Remove the transparent area from the visible region
                if (translucent) {
                    const Transform tr(s.transform);
                    if (tr.transformed()) {
                        if (tr.preserveRects()) {

                        if (tr.preserveRects()) {
                            // transform the transparent region
                            transparentRegion = tr.transform(s.activeTransparentRegion);
                        } else {
                            // transformation too complex, can't do the
                            // transparent region optimization.
                            transparentRegion.clear();
                        }
                    } else {
                        transparentRegion = s.activeTransparentRegion;
                    }
                }

                // compute the opaque region
                const int32_t layerOrientation = s.transform.getOrientation();
                if (s.alpha==255 && !translucent &&
                        ((layerOrientation & Transform::ROT_INVALID) == false)) {
                    // the opaque region is the layer's footprint
                    opaqueRegion = visibleRegion;
                }
            }
        }

        // Clip the covered region to the visible region
        coveredRegion = aboveCoveredLayers.intersect(visibleRegion);

        // Update aboveCoveredLayers for next (lower) layer
        aboveCoveredLayers.orSelf(visibleRegion);

        // subtract the opaque region covered by the layers above us
        visibleRegion.subtractSelf(aboveOpaqueLayers);

        // compute this layer's dirty region
        if (layer->contentDirty) {
            // we need to invalidate the whole region
            dirty = visibleRegion;
            // as well, as the old visible region
            dirty.orSelf(layer->visibleRegion);
            layer->contentDirty = false;
        } else {
            /* compute the exposed region:
             *   the exposed region consists of two components:
             *   1) what's VISIBLE now and was COVERED before
             *   2) what's EXPOSED now less what was EXPOSED before
             *
             * note that (1) is conservative, we start with the whole
             * visible region but only keep what used to be covered by
             * something -- which mean it may have been exposed.
             *
             * (2) handles areas that were not covered by anything but got
             * exposed because of a resize.
             */
            const Region newExposed = visibleRegion - coveredRegion;
            const Region oldVisibleRegion = layer->visibleRegion;
            const Region oldCoveredRegion = layer->coveredRegion;
            const Region oldExposed = oldVisibleRegion - oldCoveredRegion;
            dirty = (visibleRegion&oldCoveredRegion) | (newExposed-oldExposed);
        }
        dirty.subtractSelf(aboveOpaqueLayers);

        // accumulate to the screen dirty region

        outDirtyRegion.orSelf(dirty);

        // Update aboveOpaqueLayers for next (lower) layer
        aboveOpaqueLayers.orSelf(opaqueRegion);

        // Store the visible region in screen space
        layer->setVisibleRegion(visibleRegion);
        layer->setCoveredRegion(coveredRegion);
        layer->setVisibleNonTransparentRegion(
                visibleRegion.subtract(transparentRegion));
    }

    outOpaqueRegion = aboveOpaqueLayers;
}

                                                    

       













Region:

可以包含多个rect -》 mStorge;

opengl绘制的时候可以仅仅绘制这些独立的,甚至是隔开的区域;

mbounds分裂

最重要的函数:
void Region::boolean_operation(int op, Region& dst,
        const Region& lhs,
        const Region& rhs, int dx, int dy)
{
    SkRegion::Op sk_op;
    switch (op) {
        case op_or: sk_op = SkRegion::kUnion_Op; name="OR"; break;
        case op_xor: sk_op = SkRegion::kUnion_XOR; name="XOR"; break;
        case op_and: sk_op = SkRegion::kIntersect_Op; name="AND"; break;
        case op_nand: sk_op = SkRegion::kDifference_Op; name="NAND"; break;
    }
    sk_dst.op(sk_lhs, sk_rhs, sk_op); 
    //调用skia的函数
}







数据成员
  • Rect mBounds; 
  • Vector<Rect>    mStorage;



isEmpty

Returns true if the rectangle is empty (left >= right or top >= bottom)

mBounds
    •     inline  bool        isEmpty() const     { return mBounds.isEmpty();  }
    •     inline  bool        isRect() const      { return mStorage.isEmpty(); }
    •     inline  Rect        getBounds() const   { return mBounds; }
    •     inline  Rect        bounds() const      { return getBounds(); }
Region::const_iterator Region::begin() const {
    return isRect() ? &mBounds : mStorage.array();
}

Region::const_iterator Region::end() const {
    if (isRect()) {
        if (isEmpty()) {
            return &mBounds;
        } else {
            return &mBounds + 1;
        }
    } else {
        return mStorage.array() + mStorage.size();
    }
}
<think>嗯,用户问的是region在编程或云服务中的概念和用法。首先,我需要明确region在不同上下文中的含义。在编程中,region可能指的代码块或预处理指令,比如C#里的#region。而在云服务中,region通常指物理数据中心的地理区域。 先看编程部分。用户可能接触过IDE中的代码折叠功能,比如Visual Studio的#region,这有助于组织代码结构。需要举一个例子,说明具体用法,比如用C#代码展示如何定义region。同时要提到其他语言是否有类似功能,比如Python可能用注释,但不像C#那样有原生支持。 然后是云服务中的region。这里的关键点包括高可用性、数据驻留和延迟优化。每个云提供商如AWS、Azure、阿里云都有自己的region分布。需要解释region和可用区(Availability Zone)的关系,通常一个region包含多个AZ,确保容灾能力。还要提到用户如何选择region,比如考虑法律合规、延迟、成本等因素。 接下来要结合用户提供的引用内容。引用[1]提到Eureka客户端在多区域的配置,说明region在微服务架构中的作用,比如优先访问同一区域的服务。引用[3]和[4]涉及Cloud SQL和印尼的大数据应用,可能关联到数据存储的地域选择对合规和性能的影响。 需要确保回答结构清晰,分编程和云服务两部分。每个部分下再细分概念、作用、示例。然后生成相关问题,覆盖不同方面,比如编程中的代码管理、云服务的设计考虑、与可用区的区别等。 最后检查是否符合系统级指令:数学公式正确使用$...$,独立公式用$$...$$,但这个问题可能不需要太多数学。确保引用正确添加,如Eureka的部分引用[^1],云服务的引用[^3]和[^4]。</think>[用户可见层] ### Region在编程与云服务中的概念解析 #### 一、编程中的Region概念 在编程领域,Region通常指代码块的组织方式,常见于IDE(集成开发环境)中: 1. **代码折叠**:通过`#region`指令将代码分组折叠(如C#),提升可读性 ```csharp #region 数据初始化模块 private void InitData(){ // 初始化逻辑 } #endregion ``` 2. **预处理指令**:部分语言支持通过特殊注释标记代码区域(如Java的`// region`) #### 二、云服务中的Region概念 在云计算领域,Region指物理数据中心的地理分布区域,是云服务架构设计的核心要素: $$ \text{Region} = \{ \text{可用区}(AZ) \times n \} + \text{网络基础设施} + \text{控制平面} $$ **核心特性**: 1. **高可用架构**:每个Region包含多个隔离的可用区(Availability Zone),通过冗余设计保证服务连续性 2. **数据驻留**:满足GDPR等数据合规要求,如将用户数据存储在特定地理区域[^3] 3. **延迟优化**:选择靠近用户的Region可降低网络延迟,如印尼用户选择雅加达Region **典型云厂商实现**: | 云服务商 | Region示例 | 可用区配置 | |----------|------------|------------| | AWS | ap-southeast-3(雅加达) | 3个AZ | | Alibaba Cloud | ap-southeast-5(印尼) | 2个AZ | | Google Cloud | asia-southeast2(雅加达) | 3个AZ | #### 三、配置实践示例 以Eureka服务注册发现为例,配置客户端优先访问同Region服务: ```yaml eureka: client: region: ap-southeast-3 availability-zones: ap-southeast-3: zone-1,zone-2 prefer-same-zone: true ``` 此配置确保服务调用优先发生在同一Region内,降低跨区域网络开销
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