1. 23 10月, 2018 1 次提交
    • C
      Ensure that Scene::toImage renders texture backed images. (#6636) · 20c805c9
      Chinmay Garde 提交于
      TL;DR: Offscreen surface is created on the render thread and device to host
      transfer performed there before task completion on the UI thread.
      
      While attempting to snapshot layer trees, the engine was attempting to use the
      IO thread context. The reasoning was that this would be safe to do because any
      textures uploaded to the GPU as a result of async texture upload would have
      originated from this context and hence the handles would be valid in either
      context. As it turns out, while the handles are valid, Skia does not support
      this use-case because cross-context images transfer ownership of the image from
      one context to another. So, when we made the hop from the UI thread to the IO
      thread (for snapshotting), if either the UI or GPU threads released the last
      reference to the texture backed image, the image would be invalid. This led to
      such images being absent from the layer tree snapshot.
      
      Simply referencing the images as they are being used on the IO thread is not
      sufficient because accessing images on one context after their ownership has
      already been transferred to another is not safe behavior (from Skia's
      perspective, the handles are still valid in the sharegroup).
      
      To work around these issues, it was decided that an offscreen render target
      would be created on the render thread. The color attachment of this render
      target could then be transferred as a cross context image to the IO thread for
      the device to host tranfer.
      
      Again, this is currently not quite possible because the only way to create
      cross context images is from encoded data. Till Skia exposes the functionality
      to create cross-context images from textures in one context, we do a device to
      host transfer on the GPU thread. The side effect of this is that this is now
      part of the frame workload (image compression, which dominate the wall time,
      is still done of the IO thread).
      
      A minor side effect of this patch is that the GPU latch needs to be waited on
      before the UI thread tasks can be completed before shell initialization.
      20c805c9
  2. 18 10月, 2018 1 次提交
  3. 17 10月, 2018 1 次提交
  4. 11 10月, 2018 1 次提交
  5. 04 10月, 2018 3 次提交
  6. 28 9月, 2018 2 次提交
  7. 27 9月, 2018 2 次提交
  8. 25 9月, 2018 2 次提交
  9. 15 9月, 2018 1 次提交
  10. 12 9月, 2018 1 次提交
  11. 11 9月, 2018 1 次提交
  12. 08 9月, 2018 3 次提交
  13. 07 9月, 2018 1 次提交
  14. 06 9月, 2018 2 次提交
  15. 05 9月, 2018 2 次提交
  16. 29 8月, 2018 1 次提交
  17. 21 8月, 2018 1 次提交
  18. 16 8月, 2018 1 次提交
  19. 15 8月, 2018 3 次提交
  20. 14 8月, 2018 1 次提交
    • C
      Remove unused argument on Animator, Engine and PlatformView delegates. (#6007) · 89176ee0
      Chinmay Garde 提交于
      When these delegate methods were initially added, it was expected that a single
      shell would be able to own mutliple platform views, engines and animators. This
      plan was abandoned in favor of creating multiple shells with their own platform
      views, engines, etc.. The arguments were meant to ease the disambiguate the
      instances of the variaous objects managed by the shell. This is no longer
      necessary.
      89176ee0
  21. 11 8月, 2018 2 次提交
  22. 03 8月, 2018 1 次提交
    • A
      Flush all embedded Android views on hot restart. (#5929) · ffbafc85
      amirh 提交于
      * Flush all embedded Android view on hot restart.
      
      Adds an OnEngineRestarted method to PlatformView, this is currently only
      implemented for Android where we need to use it for embedded views.
      
      * review comments followup
      
      * rename to OnPreEngineRestart, call before Clone
      ffbafc85
  23. 01 8月, 2018 1 次提交
  24. 31 7月, 2018 2 次提交
  25. 27 7月, 2018 2 次提交
  26. 26 7月, 2018 1 次提交