- 27 7月, 2018 1 次提交
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由 Chinmay Garde 提交于
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- 26 7月, 2018 1 次提交
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由 liyuqian 提交于
* Rename clip mode to clip behavior So we're consistent across flutter/flutter and flutter/engine * Clang format
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- 14 7月, 2018 1 次提交
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由 liyuqian 提交于
For flutter/flutter#18057
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- 30 6月, 2018 1 次提交
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由 mikejurka 提交于
TEST=Compiled and ran flutter app on Fuchsia, verified it rendered and responded to input.
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- 31 5月, 2018 1 次提交
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由 liyuqian 提交于
saveLayer is slow so we should avoid it as much as possible. If there are artifacts without saveLayer, then we should report that to Skia for the fix instead of slowing the performance with saveLayer. This PQ makes average rasterizer time drop from 25ms to 18ms in flutter_gallery transitions perf test on a Nexus 5X. This partially fixes flutter/flutter#13736 . We probably still need some work in the opacity layer to squize all the performance improvements.
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- 12 10月, 2017 1 次提交
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由 Chinmay Garde 提交于
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- 13 9月, 2017 1 次提交
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由 Michael Goderbauer 提交于
* format * license script adaptions * updated licenses * review comments
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- 12 9月, 2017 1 次提交
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由 George Kulakowski 提交于
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- 09 9月, 2017 1 次提交
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由 Adam Barth 提交于
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- 02 9月, 2017 1 次提交
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由 Josh Gargus 提交于
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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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- 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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- 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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- 13 10月, 2016 1 次提交
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由 Adam Barth 提交于
The Skia team tells us that these go faster.
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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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- 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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- 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
We now compute the bounds for all container layers, including clips, and use those bounds to tighten down our clips and save layers.
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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 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 1 次提交
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由 Adam Barth 提交于
We need this to implement RenderShaderMask properly. See #1155.
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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 Chinmay Garde 提交于
dont mutate from frame to frame
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