xref: /aosp_15_r20/external/skia/modules/sksg/src/SkSGRenderNode.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2017 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRenderNode.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlendMode.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImageFilter.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkImageFilters.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkFloatingPoint.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTo.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/src/SkSGNodePriv.h"
22*c8dee2aaSAndroid Build Coastguard Worker 
23*c8dee2aaSAndroid Build Coastguard Worker namespace sksg {
24*c8dee2aaSAndroid Build Coastguard Worker 
25*c8dee2aaSAndroid Build Coastguard Worker namespace {
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker enum Flags : uint8_t {
28*c8dee2aaSAndroid Build Coastguard Worker     kInvisible_Flag = 1 << 0,
29*c8dee2aaSAndroid Build Coastguard Worker };
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker } // namespace
32*c8dee2aaSAndroid Build Coastguard Worker 
RenderNode(uint32_t inval_traits)33*c8dee2aaSAndroid Build Coastguard Worker RenderNode::RenderNode(uint32_t inval_traits) : INHERITED(inval_traits) {}
34*c8dee2aaSAndroid Build Coastguard Worker 
isVisible() const35*c8dee2aaSAndroid Build Coastguard Worker bool RenderNode::isVisible() const {
36*c8dee2aaSAndroid Build Coastguard Worker     return !(fNodeFlags & kInvisible_Flag);
37*c8dee2aaSAndroid Build Coastguard Worker }
38*c8dee2aaSAndroid Build Coastguard Worker 
setVisible(bool v)39*c8dee2aaSAndroid Build Coastguard Worker void RenderNode::setVisible(bool v) {
40*c8dee2aaSAndroid Build Coastguard Worker     if (v == this->isVisible()) {
41*c8dee2aaSAndroid Build Coastguard Worker         return;
42*c8dee2aaSAndroid Build Coastguard Worker     }
43*c8dee2aaSAndroid Build Coastguard Worker 
44*c8dee2aaSAndroid Build Coastguard Worker     this->invalidate();
45*c8dee2aaSAndroid Build Coastguard Worker     fNodeFlags = v ? (fNodeFlags & ~kInvisible_Flag)
46*c8dee2aaSAndroid Build Coastguard Worker                    : (fNodeFlags | kInvisible_Flag);
47*c8dee2aaSAndroid Build Coastguard Worker }
48*c8dee2aaSAndroid Build Coastguard Worker 
render(SkCanvas * canvas,const RenderContext * ctx) const49*c8dee2aaSAndroid Build Coastguard Worker void RenderNode::render(SkCanvas* canvas, const RenderContext* ctx) const {
50*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(!this->hasInval());
51*c8dee2aaSAndroid Build Coastguard Worker     if (this->isVisible() && !this->bounds().isEmpty()) {
52*c8dee2aaSAndroid Build Coastguard Worker         this->onRender(canvas, ctx);
53*c8dee2aaSAndroid Build Coastguard Worker     }
54*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(!this->hasInval());
55*c8dee2aaSAndroid Build Coastguard Worker }
56*c8dee2aaSAndroid Build Coastguard Worker 
nodeAt(const SkPoint & p) const57*c8dee2aaSAndroid Build Coastguard Worker const RenderNode* RenderNode::nodeAt(const SkPoint& p) const {
58*c8dee2aaSAndroid Build Coastguard Worker     return this->bounds().contains(p.x(), p.y()) ? this->onNodeAt(p) : nullptr;
59*c8dee2aaSAndroid Build Coastguard Worker }
60*c8dee2aaSAndroid Build Coastguard Worker 
ScaleAlpha(SkAlpha alpha,float opacity)61*c8dee2aaSAndroid Build Coastguard Worker static SkAlpha ScaleAlpha(SkAlpha alpha, float opacity) {
62*c8dee2aaSAndroid Build Coastguard Worker    return SkToU8(sk_float_round2int(alpha * opacity));
63*c8dee2aaSAndroid Build Coastguard Worker }
64*c8dee2aaSAndroid Build Coastguard Worker 
LocalShader(const sk_sp<SkShader> & shader,const SkMatrix & base,const SkMatrix & ctm)65*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> LocalShader(const sk_sp<SkShader>& shader,
66*c8dee2aaSAndroid Build Coastguard Worker                                    const SkMatrix& base,
67*c8dee2aaSAndroid Build Coastguard Worker                                    const SkMatrix& ctm) {
68*c8dee2aaSAndroid Build Coastguard Worker     // Mask filters / shaders are declared to operate under a specific transform, but due to the
69*c8dee2aaSAndroid Build Coastguard Worker     // deferral mechanism, other transformations might have been pushed to the state.
70*c8dee2aaSAndroid Build Coastguard Worker     // We want to undo these transforms (T):
71*c8dee2aaSAndroid Build Coastguard Worker     //
72*c8dee2aaSAndroid Build Coastguard Worker     //   baseCTM x T = ctm
73*c8dee2aaSAndroid Build Coastguard Worker     //
74*c8dee2aaSAndroid Build Coastguard Worker     //   =>  T = Inv(baseCTM) x ctm
75*c8dee2aaSAndroid Build Coastguard Worker     //
76*c8dee2aaSAndroid Build Coastguard Worker     //   =>  Inv(T) = Inv(Inv(baseCTM) x ctm)
77*c8dee2aaSAndroid Build Coastguard Worker     //
78*c8dee2aaSAndroid Build Coastguard Worker     //   =>  Inv(T) = Inv(ctm) x baseCTM
79*c8dee2aaSAndroid Build Coastguard Worker 
80*c8dee2aaSAndroid Build Coastguard Worker     SkMatrix lm;
81*c8dee2aaSAndroid Build Coastguard Worker     if (base != ctm && ctm.invert(&lm)) {
82*c8dee2aaSAndroid Build Coastguard Worker         lm.preConcat(base);
83*c8dee2aaSAndroid Build Coastguard Worker     } else {
84*c8dee2aaSAndroid Build Coastguard Worker         lm = SkMatrix::I();
85*c8dee2aaSAndroid Build Coastguard Worker     }
86*c8dee2aaSAndroid Build Coastguard Worker 
87*c8dee2aaSAndroid Build Coastguard Worker     // Note: this doesn't play ball with existing shader local matrices (what we really want is
88*c8dee2aaSAndroid Build Coastguard Worker     // SkShader::makeWithPostLocalMatrix).  Probably a good signal that the whole mechanism is
89*c8dee2aaSAndroid Build Coastguard Worker     // contrived and should be redesigned (use SkCanvas::clipShader when available, drop shader
90*c8dee2aaSAndroid Build Coastguard Worker     // "effects" completely, etc).
91*c8dee2aaSAndroid Build Coastguard Worker     return shader->makeWithLocalMatrix(lm);
92*c8dee2aaSAndroid Build Coastguard Worker }
93*c8dee2aaSAndroid Build Coastguard Worker 
requiresIsolation() const94*c8dee2aaSAndroid Build Coastguard Worker bool RenderNode::RenderContext::requiresIsolation() const {
95*c8dee2aaSAndroid Build Coastguard Worker     // Note: fShader is never applied on isolation layers.
96*c8dee2aaSAndroid Build Coastguard Worker     return ScaleAlpha(SK_AlphaOPAQUE, fOpacity) != SK_AlphaOPAQUE
97*c8dee2aaSAndroid Build Coastguard Worker         || fColorFilter
98*c8dee2aaSAndroid Build Coastguard Worker         || fMaskShader
99*c8dee2aaSAndroid Build Coastguard Worker         || fBlender;
100*c8dee2aaSAndroid Build Coastguard Worker }
101*c8dee2aaSAndroid Build Coastguard Worker 
modulatePaint(const SkMatrix & ctm,SkPaint * paint,bool is_layer_paint) const102*c8dee2aaSAndroid Build Coastguard Worker void RenderNode::RenderContext::modulatePaint(const SkMatrix& ctm, SkPaint* paint,
103*c8dee2aaSAndroid Build Coastguard Worker                                               bool is_layer_paint) const {
104*c8dee2aaSAndroid Build Coastguard Worker     paint->setAlpha(ScaleAlpha(paint->getAlpha(), fOpacity));
105*c8dee2aaSAndroid Build Coastguard Worker     paint->setColorFilter(SkColorFilters::Compose(fColorFilter, paint->refColorFilter()));
106*c8dee2aaSAndroid Build Coastguard Worker     if (fShader) {
107*c8dee2aaSAndroid Build Coastguard Worker         paint->setShader(LocalShader(fShader, fShaderCTM, ctm));
108*c8dee2aaSAndroid Build Coastguard Worker     }
109*c8dee2aaSAndroid Build Coastguard Worker     if (fBlender) {
110*c8dee2aaSAndroid Build Coastguard Worker         paint->setBlender(fBlender);
111*c8dee2aaSAndroid Build Coastguard Worker     }
112*c8dee2aaSAndroid Build Coastguard Worker 
113*c8dee2aaSAndroid Build Coastguard Worker     // Only apply the shader mask for regular paints.  Isolation layers require
114*c8dee2aaSAndroid Build Coastguard Worker     // special handling on restore.
115*c8dee2aaSAndroid Build Coastguard Worker     if (!is_layer_paint && fMaskShader) {
116*c8dee2aaSAndroid Build Coastguard Worker         paint->setShader(SkShaders::Blend(SkBlendMode::kSrcIn,
117*c8dee2aaSAndroid Build Coastguard Worker                                           LocalShader(fMaskShader, fMaskCTM, ctm),
118*c8dee2aaSAndroid Build Coastguard Worker                                           paint->refShader()));
119*c8dee2aaSAndroid Build Coastguard Worker     }
120*c8dee2aaSAndroid Build Coastguard Worker }
121*c8dee2aaSAndroid Build Coastguard Worker 
ScopedRenderContext(SkCanvas * canvas,const RenderContext * ctx)122*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext::ScopedRenderContext(SkCanvas* canvas, const RenderContext* ctx)
123*c8dee2aaSAndroid Build Coastguard Worker     : fCanvas(canvas)
124*c8dee2aaSAndroid Build Coastguard Worker     , fCtx(ctx ? *ctx : RenderContext())
125*c8dee2aaSAndroid Build Coastguard Worker     , fRestoreCount(canvas->getSaveCount()) {}
126*c8dee2aaSAndroid Build Coastguard Worker 
~ScopedRenderContext()127*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext::~ScopedRenderContext() {
128*c8dee2aaSAndroid Build Coastguard Worker     if (fRestoreCount >= 0) {
129*c8dee2aaSAndroid Build Coastguard Worker         if (fMaskShader) {
130*c8dee2aaSAndroid Build Coastguard Worker             SkPaint mask_paint;
131*c8dee2aaSAndroid Build Coastguard Worker             mask_paint.setBlendMode(SkBlendMode::kDstIn);
132*c8dee2aaSAndroid Build Coastguard Worker             mask_paint.setShader(std::move(fMaskShader));
133*c8dee2aaSAndroid Build Coastguard Worker             fCanvas->drawPaint(mask_paint);
134*c8dee2aaSAndroid Build Coastguard Worker         }
135*c8dee2aaSAndroid Build Coastguard Worker         fCanvas->restoreToCount(fRestoreCount);
136*c8dee2aaSAndroid Build Coastguard Worker     }
137*c8dee2aaSAndroid Build Coastguard Worker }
138*c8dee2aaSAndroid Build Coastguard Worker 
139*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext&&
modulateOpacity(float opacity)140*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext::modulateOpacity(float opacity) {
141*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(opacity >= 0 && opacity <= 1);
142*c8dee2aaSAndroid Build Coastguard Worker     fCtx.fOpacity *= opacity;
143*c8dee2aaSAndroid Build Coastguard Worker     return std::move(*this);
144*c8dee2aaSAndroid Build Coastguard Worker }
145*c8dee2aaSAndroid Build Coastguard Worker 
146*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext&&
modulateColorFilter(sk_sp<SkColorFilter> cf)147*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext::modulateColorFilter(sk_sp<SkColorFilter> cf) {
148*c8dee2aaSAndroid Build Coastguard Worker     fCtx.fColorFilter = SkColorFilters::Compose(std::move(fCtx.fColorFilter), std::move(cf));
149*c8dee2aaSAndroid Build Coastguard Worker     return std::move(*this);
150*c8dee2aaSAndroid Build Coastguard Worker }
151*c8dee2aaSAndroid Build Coastguard Worker 
152*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext&&
modulateShader(sk_sp<SkShader> sh,const SkMatrix & shader_ctm)153*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext::modulateShader(sk_sp<SkShader> sh, const SkMatrix& shader_ctm) {
154*c8dee2aaSAndroid Build Coastguard Worker     // Topmost shader takes precedence.
155*c8dee2aaSAndroid Build Coastguard Worker     if (!fCtx.fShader) {
156*c8dee2aaSAndroid Build Coastguard Worker         fCtx.fShader = std::move(sh);
157*c8dee2aaSAndroid Build Coastguard Worker         fCtx.fShaderCTM = shader_ctm;
158*c8dee2aaSAndroid Build Coastguard Worker     }
159*c8dee2aaSAndroid Build Coastguard Worker 
160*c8dee2aaSAndroid Build Coastguard Worker     return std::move(*this);
161*c8dee2aaSAndroid Build Coastguard Worker }
162*c8dee2aaSAndroid Build Coastguard Worker 
163*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext&&
modulateMaskShader(sk_sp<SkShader> ms,const SkMatrix & ctm)164*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext::modulateMaskShader(sk_sp<SkShader> ms, const SkMatrix& ctm) {
165*c8dee2aaSAndroid Build Coastguard Worker     if (fCtx.fMaskShader) {
166*c8dee2aaSAndroid Build Coastguard Worker         // As we compose mask filters, use the relative transform T for the inner mask:
167*c8dee2aaSAndroid Build Coastguard Worker         //
168*c8dee2aaSAndroid Build Coastguard Worker         //   maskCTM x T = ctm
169*c8dee2aaSAndroid Build Coastguard Worker         //
170*c8dee2aaSAndroid Build Coastguard Worker         //   => T = Inv(maskCTM) x ctm
171*c8dee2aaSAndroid Build Coastguard Worker         //
172*c8dee2aaSAndroid Build Coastguard Worker         SkMatrix invMaskCTM;
173*c8dee2aaSAndroid Build Coastguard Worker         if (ms && fCtx.fMaskCTM.invert(&invMaskCTM)) {
174*c8dee2aaSAndroid Build Coastguard Worker             const auto relative_transform = SkMatrix::Concat(invMaskCTM, ctm);
175*c8dee2aaSAndroid Build Coastguard Worker             fCtx.fMaskShader = SkShaders::Blend(SkBlendMode::kSrcIn,
176*c8dee2aaSAndroid Build Coastguard Worker                                                 std::move(fCtx.fMaskShader),
177*c8dee2aaSAndroid Build Coastguard Worker                                                 ms->makeWithLocalMatrix(relative_transform));
178*c8dee2aaSAndroid Build Coastguard Worker         }
179*c8dee2aaSAndroid Build Coastguard Worker     } else {
180*c8dee2aaSAndroid Build Coastguard Worker         fCtx.fMaskShader = std::move(ms);
181*c8dee2aaSAndroid Build Coastguard Worker         fCtx.fMaskCTM    = ctm;
182*c8dee2aaSAndroid Build Coastguard Worker     }
183*c8dee2aaSAndroid Build Coastguard Worker 
184*c8dee2aaSAndroid Build Coastguard Worker     return std::move(*this);
185*c8dee2aaSAndroid Build Coastguard Worker }
186*c8dee2aaSAndroid Build Coastguard Worker 
187*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext&&
modulateBlender(sk_sp<SkBlender> blender)188*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext::modulateBlender(sk_sp<SkBlender> blender) {
189*c8dee2aaSAndroid Build Coastguard Worker     fCtx.fBlender = std::move(blender);
190*c8dee2aaSAndroid Build Coastguard Worker     return std::move(*this);
191*c8dee2aaSAndroid Build Coastguard Worker }
192*c8dee2aaSAndroid Build Coastguard Worker 
193*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext&&
setIsolation(const SkRect & bounds,const SkMatrix & ctm,bool isolation)194*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext::setIsolation(const SkRect& bounds, const SkMatrix& ctm,
195*c8dee2aaSAndroid Build Coastguard Worker                                               bool isolation) {
196*c8dee2aaSAndroid Build Coastguard Worker     if (isolation && fCtx.requiresIsolation()) {
197*c8dee2aaSAndroid Build Coastguard Worker         SkPaint layer_paint;
198*c8dee2aaSAndroid Build Coastguard Worker         fCtx.modulatePaint(ctm, &layer_paint, /*is_layer_paint = */true);
199*c8dee2aaSAndroid Build Coastguard Worker         fCanvas->saveLayer(bounds, &layer_paint);
200*c8dee2aaSAndroid Build Coastguard Worker 
201*c8dee2aaSAndroid Build Coastguard Worker         // Fetch the mask shader for restore.
202*c8dee2aaSAndroid Build Coastguard Worker         if (fCtx.fMaskShader) {
203*c8dee2aaSAndroid Build Coastguard Worker             fMaskShader = LocalShader(fCtx.fMaskShader, fCtx.fMaskCTM, ctm);
204*c8dee2aaSAndroid Build Coastguard Worker         }
205*c8dee2aaSAndroid Build Coastguard Worker 
206*c8dee2aaSAndroid Build Coastguard Worker         // Reset only the props applied via isolation layers.
207*c8dee2aaSAndroid Build Coastguard Worker         fCtx.fColorFilter = nullptr;
208*c8dee2aaSAndroid Build Coastguard Worker         fCtx.fMaskShader  = nullptr;
209*c8dee2aaSAndroid Build Coastguard Worker         fCtx.fBlender     = nullptr;
210*c8dee2aaSAndroid Build Coastguard Worker         fCtx.fOpacity     = 1;
211*c8dee2aaSAndroid Build Coastguard Worker     }
212*c8dee2aaSAndroid Build Coastguard Worker 
213*c8dee2aaSAndroid Build Coastguard Worker     return std::move(*this);
214*c8dee2aaSAndroid Build Coastguard Worker }
215*c8dee2aaSAndroid Build Coastguard Worker 
216*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext&&
setFilterIsolation(const SkRect & bounds,const SkMatrix & ctm,sk_sp<SkImageFilter> filter)217*c8dee2aaSAndroid Build Coastguard Worker RenderNode::ScopedRenderContext::setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm,
218*c8dee2aaSAndroid Build Coastguard Worker                                                     sk_sp<SkImageFilter> filter) {
219*c8dee2aaSAndroid Build Coastguard Worker     if (filter) {
220*c8dee2aaSAndroid Build Coastguard Worker         SkPaint layer_paint;
221*c8dee2aaSAndroid Build Coastguard Worker         fCtx.modulatePaint(ctm, &layer_paint);
222*c8dee2aaSAndroid Build Coastguard Worker         // shaders and image filters are not composable, so we convert the shader to an
223*c8dee2aaSAndroid Build Coastguard Worker         // image filter and blend them together
224*c8dee2aaSAndroid Build Coastguard Worker         if (layer_paint.getShader()) {
225*c8dee2aaSAndroid Build Coastguard Worker             filter = SkImageFilters::Blend(SkBlendMode::kSrcIn, std::move(filter),
226*c8dee2aaSAndroid Build Coastguard Worker             SkImageFilters::Shader(layer_paint.refShader()));
227*c8dee2aaSAndroid Build Coastguard Worker         }
228*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!layer_paint.getImageFilter());
229*c8dee2aaSAndroid Build Coastguard Worker         layer_paint.setImageFilter(std::move(filter));
230*c8dee2aaSAndroid Build Coastguard Worker         fCanvas->saveLayer(bounds, &layer_paint);
231*c8dee2aaSAndroid Build Coastguard Worker         fCtx = RenderContext();
232*c8dee2aaSAndroid Build Coastguard Worker     }
233*c8dee2aaSAndroid Build Coastguard Worker 
234*c8dee2aaSAndroid Build Coastguard Worker     return std::move(*this);
235*c8dee2aaSAndroid Build Coastguard Worker }
236*c8dee2aaSAndroid Build Coastguard Worker 
CustomRenderNode(std::vector<sk_sp<RenderNode>> && children)237*c8dee2aaSAndroid Build Coastguard Worker CustomRenderNode::CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children)
238*c8dee2aaSAndroid Build Coastguard Worker     : INHERITED(kOverrideDamage_Trait)  // We cannot make any assumptions - override conservatively.
239*c8dee2aaSAndroid Build Coastguard Worker     , fChildren(std::move(children)) {
240*c8dee2aaSAndroid Build Coastguard Worker     for (const auto& child : fChildren) {
241*c8dee2aaSAndroid Build Coastguard Worker         this->observeInval(child);
242*c8dee2aaSAndroid Build Coastguard Worker     }
243*c8dee2aaSAndroid Build Coastguard Worker }
244*c8dee2aaSAndroid Build Coastguard Worker 
~CustomRenderNode()245*c8dee2aaSAndroid Build Coastguard Worker CustomRenderNode::~CustomRenderNode() {
246*c8dee2aaSAndroid Build Coastguard Worker     for (const auto& child : fChildren) {
247*c8dee2aaSAndroid Build Coastguard Worker         this->unobserveInval(child);
248*c8dee2aaSAndroid Build Coastguard Worker     }
249*c8dee2aaSAndroid Build Coastguard Worker }
250*c8dee2aaSAndroid Build Coastguard Worker 
hasChildrenInval() const251*c8dee2aaSAndroid Build Coastguard Worker bool CustomRenderNode::hasChildrenInval() const {
252*c8dee2aaSAndroid Build Coastguard Worker     for (const auto& child : fChildren) {
253*c8dee2aaSAndroid Build Coastguard Worker         if (NodePriv::HasInval(child)) {
254*c8dee2aaSAndroid Build Coastguard Worker             return true;
255*c8dee2aaSAndroid Build Coastguard Worker         }
256*c8dee2aaSAndroid Build Coastguard Worker     }
257*c8dee2aaSAndroid Build Coastguard Worker 
258*c8dee2aaSAndroid Build Coastguard Worker     return false;
259*c8dee2aaSAndroid Build Coastguard Worker }
260*c8dee2aaSAndroid Build Coastguard Worker 
261*c8dee2aaSAndroid Build Coastguard Worker } // namespace sksg
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