1. 30 9月, 2020 1 次提交
    • B
      Replace kLegacyFontHost_InitType with kUnknown_SkPixelGeometry. (#21474) · a6a6fd16
      bungeman 提交于
      Skia is removing the deprecated legacy display setting globals and
      associated kLegacyFontHost_InitType. This change replaces all such uses
      with default surface properties with no special flags and an unknown
      pixel geometry. Flutter never set the associated globals, leaving them
      with their initial default values, which were no special flags and
      horizontal RGB pixel geometry. The values used here are different but
      this change should make no difference as Flutter never mentions
      SkFont::kSubpixelAntiAlias to take advantage of the pixel geometry.
      a6a6fd16
  2. 12 9月, 2020 1 次提交
    • C
      Clean up C++ includes (#21127) · 08dabe96
      Chris Bracken 提交于
      Cleans up header order/grouping for consistency: associated header, C/C++ system/standard library headers, library headers, platform-specific #includes.
      
      Adds <cstring> where strlen, memcpy are being used: there are a bunch of places we use them transitively.
      
      Applies linter-required cleanups. Disables linter on one file due to included RapidJson header. See https://github.com/flutter/flutter/issues/65676
      
      This patch does not cover flutter/shell/platform/darwin. There's a separate, slightly more intensive cleanup for those in progress.
      08dabe96
  3. 01 9月, 2020 1 次提交
  4. 27 8月, 2020 1 次提交
  5. 26 8月, 2020 1 次提交
  6. 25 8月, 2020 1 次提交
  7. 20 8月, 2020 1 次提交
  8. 29 7月, 2020 1 次提交
  9. 23 7月, 2020 1 次提交
  10. 05 6月, 2020 1 次提交
  11. 20 5月, 2020 1 次提交
  12. 02 5月, 2020 1 次提交
  13. 12 12月, 2019 1 次提交
  14. 04 12月, 2019 1 次提交
  15. 28 11月, 2019 1 次提交
  16. 19 11月, 2019 1 次提交
  17. 15 11月, 2019 1 次提交
  18. 12 11月, 2019 1 次提交
  19. 09 11月, 2019 5 次提交
  20. 15 10月, 2019 1 次提交
    • L
      Change IO thread shader cache strategy (#13121) · 139051fd
      liyuqian 提交于
      So it's the same with the GPU thread.
      
      Otherwise, some shaders may be cached in binary on the IO thread, and we will lose them when we do the SkSL precompile.
      
      For b/140174804
      139051fd
  21. 09 10月, 2019 1 次提交
  22. 14 8月, 2019 1 次提交
    • C
      Allow embedder controlled composition of Flutter layers. (#10195) · e8f95440
      Chinmay Garde 提交于
      This patch allows embedders to split the Flutter layer tree into multiple
      chunks. These chunks are meant to be composed one on top of another. This gives
      embedders a chance to interleave their own contents between these chunks.
      
      The Flutter embedder API already provides hooks for the specification of
      textures for the Flutter engine to compose within its own hierarchy (for camera
      feeds, video, etc..). However, not all embedders can render the contents of such
      sources into textures the Flutter engine can accept. Moreover, this composition
      model may have overheads that are non-trivial for certain use cases. In such
      cases, the embedder may choose to specify multiple render target for Flutter to
      render into instead of just one.
      
      The use of this API allows embedders to perform composition very similar to the
      iOS embedder. This composition model is used on that platform for the embedding
      of UIKit view such and web view and map views within the Flutter hierarchy.
      However, do note that iOS also has threading configurations that are currently
      not available to custom embedders.
      
      The embedder API updates in this patch are ABI stable and existing embedders
      will continue to work are normal. For embedders that want to enable this
      composition mode, the API is designed to make it easy to opt into the same in an
      incremental manner.
      
      Rendering of contents into the “root” rendering surface remains unchanged.
      However, now the application can push “platform views” via a scene builder.
      These platform views need to handled by a FlutterCompositor specified in a new
      field at the end of the FlutterProjectArgs struct.
      
      When a new platform view in introduced within the layer tree, the compositor
      will ask the embedder to create a new render target for that platform view.
      Render targets can currently be OpenGL framebuffers, OpenGL textures or software
      buffers. The type of the render target returned by the embedder must be
      compatible with the root render surface. That is, if the root render surface is
      an OpenGL framebuffer, the render target for each platform view must either be a
      texture or a framebuffer in the same OpenGL context. New render target types as
      well as root renderers for newer APIs like Metal & Vulkan can and will be added
      in the future. The addition of these APIs will be done in an ABI & API stable
      manner.
      
      As Flutter renders frames, it gives the embedder a callback with information
      about the position of the various platform views in the effective hierarchy.
      The embedder is then meant to put the contents of the render targets that it
      setup and had previously given to the engine onto the screen (of course
      interleaving the contents of the platform views).
      
      Unit-tests have been added that test not only the structure and properties of
      layer hierarchy given to the compositor, but also the contents of the texels
      rendered by a test compositor using both the OpenGL and software rendering
      backends.
      
      Fixes b/132812775
      Fixes flutter/flutter#35410
      e8f95440
  23. 03 8月, 2019 1 次提交
  24. 11 7月, 2019 1 次提交
  25. 27 6月, 2019 1 次提交
  26. 13 6月, 2019 1 次提交
  27. 06 6月, 2019 1 次提交
  28. 16 5月, 2019 1 次提交
  29. 18 4月, 2019 1 次提交
  30. 10 4月, 2019 1 次提交
  31. 21 2月, 2019 1 次提交
  32. 23 1月, 2019 1 次提交
    • B
      Remove SkColorSpaceXformCanvas, use color-managed SkSurfaces instead (#7548) · 50ddc371
      Brian Osman 提交于
      Behavior (visual) changes should be very minor. Things that are to be expected:
      * A few things were not color managed correctly by the transform canvas (color emoji, some color filters). Those will be handled correctly with the tagged surfaces (although we're always transforming to sRGB, so nothing should change until we target a wider gamut).
      * Image filtering will happen in the source color space, rather than the destination. Very minor.
      * The transform canvas did caching of images in the destination color space. Now, the conversion happens at draw time. If there are performance issues, images can be pre-converted to the destination with makeColorSpace().
      50ddc371
  33. 28 11月, 2018 1 次提交
  34. 13 11月, 2018 1 次提交
  35. 10 11月, 2018 1 次提交
  36. 09 11月, 2018 1 次提交
    • A
      Support platform view overlays with GL rendering (#6769) · 099b4eea
      Amir Hardon 提交于
      Moved the frame buffer specific logic from IOSGLContext to IOSGLRenderTarget.
      
      use recording canvases for overlays
      
      Support platform view overlays with gl rendering.
      
      This also changes the overlay canvases (for both software and gl
      rendering) be recording canvases, and only rasterize them after
      finishing the paint traversal.
      099b4eea