- 02 9月, 2017 1 次提交
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由 Josh Gargus 提交于
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- 24 8月, 2017 1 次提交
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由 mikejurka 提交于
Ensure that a Mozart EntityNode (that corresponds to an ExportNode) is always released on the Rasterizer thread. MZ-259
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- 25 7月, 2017 1 次提交
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由 Jeff Brown 提交于
Compute the necessary texture resolution using more accurate scaling information provided by Mozart scene node metrics events instead of the device pixel ratio provided by the Mozart view properties (which we might remove in the future). This allows us to allocate smaller textures when a Flutter view is being scaled down.
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- 19 7月, 2017 1 次提交
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由 Chinmay Garde 提交于
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- 15 7月, 2017 1 次提交
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由 freiling 提交于
Instead of flushing each canvas, flush once on the context from which each of the canvas is derived. This gives us a significant performance increase on the fuchsia vulkan backend
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- 21 6月, 2017 1 次提交
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由 P.Y. Laligand 提交于
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- 12 5月, 2017 1 次提交
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- 08 4月, 2017 1 次提交
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由 freiling 提交于
This version does not recycle buffers. It is meant only as an initial solution, and the proper buffer recycling logic has been broken out into a separate change
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- 04 1月, 2017 1 次提交
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由 Adam Barth 提交于
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- 29 11月, 2016 1 次提交
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由 Adam Barth 提交于
Also, change the hit testing geometry so that we get our hits at the root.
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- 19 11月, 2016 1 次提交
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由 Adam Barth 提交于
We push a bit up the tree during preroll to learn whether there system composited layers below each layer. During update scene, we squash down to paint tasks, which we execute after publishing the new scene.
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