- 12 8月, 2016 1 次提交
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由 Hans Muller 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 Adam Barth 提交于
This removes most (all?) of our dependency on base::RefCountedThreadSafe.
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- 04 8月, 2016 1 次提交
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由 Adam Barth 提交于
Also, switch over to //lib/tonic's typed data classes.
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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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- 15 6月, 2016 2 次提交
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由 Adam Barth 提交于
This patch moves the remainder of painting and compositing into their new home (and updates their style to match Google C++ Style).
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由 Adam Barth 提交于
This should make almost every Canvas call significantly faster.
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- 14 6月, 2016 1 次提交
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由 Adam Barth 提交于
These parts don't depend on engine anymore. Also reformat them to match Google C++ style.
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- 12 6月, 2016 1 次提交
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由 Adam Barth 提交于
This patch removes a number of the classes that were generating Dart_GetField calls, particularly related to drawAtlas and drawVertices. The functions that used these classes now use primatives instead, which is more efficient.
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- 11 6月, 2016 4 次提交
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由 Adam Barth 提交于
We don't use this code anymore.
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由 Adam Barth 提交于
Now that tonic doesn't depend on anything in //sky/engine anymore, we can move the code to a location where its dependencies are clearer.
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由 Adam Barth 提交于
This patch removes spurious dependences on other parts of the engine.
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由 Adam Barth 提交于
This patch paves the way to untangling a large amount of code from the engine.
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- 05 5月, 2016 1 次提交
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由 Adam Barth 提交于
Now we grab the underlying primative values before exiting the VM.
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- 02 4月, 2016 1 次提交
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由 Adam Barth 提交于
Particularly, add support for blur filters to implement backdrop blur effects.
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- 30 3月, 2016 1 次提交
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由 Chinmay Garde 提交于
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- 12 3月, 2016 1 次提交
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由 Adam Barth 提交于
We weren't correctly dividing by the device pixel ratio when asking Mozart to present our child scene.
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- 07 3月, 2016 1 次提交
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由 Adam Barth 提交于
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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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- 29 1月, 2016 1 次提交
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由 Adam Barth 提交于
This patch contains Dart bindings for adding a child scene when running in Mozart. The child scene is currently ignored, but a later patch will actually incoporate it into the tree.
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- 19 1月, 2016 1 次提交
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由 Adam Barth 提交于
We use FromArguments everywhere now.
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- 13 1月, 2016 1 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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- 12 1月, 2016 2 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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由 Adam Barth 提交于
We need this to implement RenderShaderMask properly. See #1155.
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- 11 1月, 2016 1 次提交
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由 Ian Hickson 提交于
Also, remove compositor_options in favour of four int constants, four bitwise ands, and a few zero-equality comparisons, since it doesn't seem we'll need this to scale much after all.
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- 09 1月, 2016 1 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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- 24 12月, 2015 1 次提交
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由 Adam Barth 提交于
Rather than using IDL code generation, we now use some template magic to generate this code. No all the code is template-generated yet, but this patch is a start in that direction.
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- 03 11月, 2015 1 次提交
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由 Jason Simmons 提交于
This improved running time of a Canvas.drawRRect benchmark by 40%
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- 07 10月, 2015 1 次提交
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由 Chinmay Garde 提交于
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- 02 10月, 2015 1 次提交
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由 Adam Barth 提交于
* Moves from vector_math to vector_math_64 * Adds support for Float64List in Dart bindings
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- 29 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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- 10 9月, 2015 1 次提交
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由 Chinmay Garde 提交于
dont mutate from frame to frame
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- 03 9月, 2015 1 次提交
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由 Adam Barth 提交于
We now build a layer tree before squashing the draw command down to an SkPicture.
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- 26 8月, 2015 1 次提交
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由 Adam Barth 提交于
We still use SkPicture as our rasterization backend, but now we're uploading our layer tree to C++. A future patch will push the layer tree deeper into the system and we'll eventually switch backends.
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