- 27 7月, 2018 1 次提交
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由 Chinmay Garde 提交于
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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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- 12 9月, 2017 1 次提交
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由 George Kulakowski 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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- 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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- 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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- 22 4月, 2016 1 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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- 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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- 09 1月, 2016 2 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
Prerolling the rasterization tasks reduces the number of render target switches because we don't interrupt the main render target.
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- 12 9月, 2015 1 次提交
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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 Chinmay Garde 提交于
dont mutate from frame to frame
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