- 19 7月, 2017 1 次提交
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由 Brian Osman 提交于
Revert "Revert "Reland "Run Flutter on iOS and Android with color correct Skia (#3826)" (#3878)" (#3895) This reverts commit 1db18a40.
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- 14 7月, 2017 1 次提交
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由 Collin Jackson 提交于
This reverts commit 2d9155e1. Fixes a regression with semitransparent images (flutter/flutter#11169)
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- 28 6月, 2017 1 次提交
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由 Brian Osman 提交于
* Revert "Revert "Reland "Run Flutter on iOS and Android with color correct Skia" (#3818)" (#3823)" This reverts commit db8d8a99. * Fix test code to match internal API change
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- 24 6月, 2017 2 次提交
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由 Brian Osman 提交于
This reverts commit 2650f529.
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由 Brian Osman 提交于
* Revert "Revert "Run Flutter on iOS and Android with color correct Skia (#3743)" (#3775)" This reverts commit cfe70e07. * Enable sRGB on IO thread, too * Add 4444 as a fallback rendering mode * Use bare ptr to SkColorSpace (not sk_sp) in PrerollContext
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- 15 6月, 2017 1 次提交
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由 Michael Goderbauer 提交于
This reverts commit ffe8181f.
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- 09 6月, 2017 1 次提交
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由 mattsarett 提交于
* Run Flutter on iOS and Android with color correct Skia (#3716) ***Turns on color correct rendering for Android and iOS ***Communicates dst color space to raster cache ***Turns on color space aware image decoding Test: ***color_testing_demo on Pixel XL ***flutter_gallery on iPad Mini and iPad Pro (haven't figured out how to run manual_tests on iOS) TODO: I needed to split up this CL somewhere. These are follow-up tasks. ***Make desktop backends color correct ***Make debugging tools (ex: encoding frames to png) preserve color space ***Investigate using UIKit API to allow iOS to fine tune color space of rendered content
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- 06 6月, 2017 3 次提交
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由 Chinmay Garde 提交于
* Fix pixel rounding error in the picture layer by first ensuring that the texture for the image is at least as big as the next integer size along each dimension and using kStrict_SrcRectConstraint while drawing the same image. We already select the source subset by looking at the cull rect of the picture. * Decompose the transformation matrix into a series of operations that generated the same to calculate the scale at which to rasterize the picture. This make the rasterization scale resilient to transformations that introduce a perspective component to the resultant matrix. * The scale in the decomposed matrix is now part of the key in the cache. * Raster cache images that could never be rasterized were still taking part in the cache. Now, those entries are rejected early on. This leads to the sweep after the frame iterating over fewer items. * Added a unit test target.
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由 Chinmay Garde 提交于
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由 mattsarett 提交于
***Turns on color correct rendering for Android and iOS ***Communicates dst color space to raster cache ***Turns on color space aware image decoding Test: ***color_testing_demo on Pixel XL ***flutter_gallery on iPad Mini and iPad Pro (haven't figured out how to run manual_tests on iOS) TODO: I needed to split up this CL somewhere. These are follow-up tasks. ***Make desktop backends color correct ***Make debugging tools (ex: encoding frames to png) preserve color space ***Investigate using UIKit API to allow iOS to fine tune color space of rendered content
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- 09 12月, 2016 1 次提交
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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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- 12 11月, 2016 1 次提交
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由 Jason Simmons 提交于
The picture may hold references to images backed by GPU textures that must be deleted on the IO thread.
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- 31 8月, 2016 1 次提交
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由 Chinmay Garde 提交于
When rasterizing to a recorder backed canvas for SKP tracing, don’t attempt to update the raster cache. (#2983) We could get into a situation where the second time we rasterize a picture for an SKP, the raster cache detects that the same picture is being repeated in subsequent onscreen frames and then proceeds to rasterize the contents to an offscreen texture. This not only causes an unnecessary cache entry, but also shows the cached image in the final SKP trace (which is not what was originally displayed on screen).
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- 24 8月, 2016 1 次提交
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由 Jason Simmons 提交于
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- 23 8月, 2016 1 次提交
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由 Chinmay Garde 提交于
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- 10 8月, 2016 1 次提交
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由 Adam Barth 提交于
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- 06 8月, 2016 1 次提交
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由 Chinmay Garde 提交于
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- 02 8月, 2016 1 次提交
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由 Adam Barth 提交于
This patch removes almost all //base dependency of //flow. The only dependency left is on tracing.
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- 23 7月, 2016 1 次提交
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由 Adam Barth 提交于
The code that draws the picture knows more about the picture (and the future) than we do. This patch gives them a way to hint us about what's going to happen with the picture in the future.
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- 13 5月, 2016 1 次提交
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由 mmclenna 提交于
* Added instrumentation for timings. * A few more traces for better granularity.
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- 22 4月, 2016 2 次提交
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由 Adam Barth 提交于
Instead, make Layer::Paint take a new PaintContext that has just exactly the state that it needs, mirroring PrerollContext. Also, rename PaintContext to CompositorContext because it holds the context for the whole compositor.
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由 Adam Barth 提交于
This patch makes these files better match Google C++ style. Also, add the engine lap time when running on Mojo.
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- 31 1月, 2016 1 次提交
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由 Adam Barth 提交于
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- 13 1月, 2016 2 次提交
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由 Adam Barth 提交于
Now that the compositor doesn't have any tricky deps, we can make it a top-level project, which saves a bunch of typing.
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由 Adam Barth 提交于
The matrix parameter to drawPicture doesn't quite work the way we expected. This patch moves us back to using the translate function on SkCanvas. Fixes https://github.com/flutter/flutter/issues/1205
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- 12 1月, 2016 1 次提交
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由 Adam Barth 提交于
The shader is supposed to be drawn on top of the children as a mask. The previous drawing code was incorrect.
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- 11 1月, 2016 1 次提交
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由 Adam Barth 提交于
This patch uses some fancier Skia APIs to simplify how PictureLayer paints.
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- 09 1月, 2016 5 次提交
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由 Adam Barth 提交于
Rather than relying upon the rects passed in from Dart, the compositor should compute the paint bounds of layers from the cull rects of the underlying SkPictures. This approach is better because it will handle effects like shadows that paint outside the incorrect paint bounds we use today (as well as shrinking around empty space).
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由 Adam Barth 提交于
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由 Adam Barth 提交于
Using the picture's cull rect to select the size of the texture is more accurate than using the paint bounds. The cull rect captures shadows and other "out of bounds" drawing as well as shrinks down around empty space in the recording.
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由 Adam Barth 提交于
Prerolling the rasterization tasks reduces the number of render target switches because we don't interrupt the main render target.
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由 Adam Barth 提交于
This patch adds back (and tweaks) some code that we previously removed for caching rasterized layers. Now that our layerization code in the framework is more sophisticated, we should be able to get more value out of this mechanism.
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- 19 9月, 2015 1 次提交
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由 Chinmay Garde 提交于
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- 12 9月, 2015 2 次提交
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由 Chinmay Garde 提交于
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由 Chinmay Garde 提交于
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- 11 9月, 2015 2 次提交
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由 Chinmay Garde 提交于
The gr_context and canvas are stored at the frame level instead of the storing the same temporarily in the context
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由 Chinmay Garde 提交于
Make the paint context own the rasterizer and options. Also give it the ability to vend frames to render into.
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- 10 9月, 2015 2 次提交
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由 Chinmay Garde 提交于
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由 Adam Barth 提交于
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