- 30 9月, 2020 1 次提交
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由 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.
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- 12 9月, 2020 1 次提交
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由 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.
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- 01 9月, 2020 1 次提交
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由 Emmanuel Garcia 提交于
This reverts commit 4de62c7c.
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- 27 8月, 2020 1 次提交
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由 Kaushik Iska 提交于
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- 26 8月, 2020 1 次提交
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由 Emmanuel Garcia 提交于
This reverts commit d16ba48e.
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- 25 8月, 2020 1 次提交
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由 Emmanuel Garcia 提交于
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- 20 8月, 2020 1 次提交
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由 Kaushik Iska 提交于
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- 29 7月, 2020 1 次提交
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由 Adlai Holler 提交于
This is part of a larger effort to expose the difference between GrDirectContext, which runs on the GPU thread and can directly perform operations like uploading textures, and GrRecordingContext, which can only queue up work to be delivered to the GrDirectContext later.
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- 23 7月, 2020 1 次提交
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由 gaaclarke 提交于
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- 05 6月, 2020 1 次提交
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由 Chris Yang 提交于
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- 20 5月, 2020 1 次提交
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由 Chris Yang 提交于
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- 02 5月, 2020 1 次提交
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由 Chris Yang 提交于
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- 12 12月, 2019 1 次提交
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由 Jim Graham 提交于
Currently helps primarily on iOS when no BackdropFilter is present by lowering energy usage
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- 04 12月, 2019 1 次提交
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- 28 11月, 2019 1 次提交
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由 Jim Graham 提交于
Only use an offscreen surface on iOS if a layer which reads back from the destination surface, such as BackdropFilter, is present.
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- 19 11月, 2019 1 次提交
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由 Todd Volkert 提交于
This reverts commit f456423c. This is being reverted because it caused flutter/flutter#45098 (images don't load on iOS).
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- 15 11月, 2019 1 次提交
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由 Chris Yang 提交于
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- 12 11月, 2019 1 次提交
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由 Chris Yang 提交于
This reverts commit 2dcfaaeb.
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- 09 11月, 2019 5 次提交
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由 Chris Yang 提交于
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由 Chris Yang 提交于
This reverts commit 618e6666.
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由 Chris Yang 提交于
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由 Chris Yang 提交于
Revert "Always use `IOSGLContextSwitch` to access EAGLContexts to prevent plugins from polluting Flutter's EAGLContext (#13314)" (#13753)
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由 Chris Yang 提交于
Always use `IOSGLContextSwitch` to access EAGLContexts to prevent plugins from polluting Flutter's EAGLContext (#13314)
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- 15 10月, 2019 1 次提交
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由 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
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- 09 10月, 2019 1 次提交
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由 liyuqian 提交于
For https://github.com/flutter/flutter/issues/40686 Unit tests added: - CacheSkSLWorks - VisitFilesCanBeCalledTwice - CanListFilesRecursively
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- 14 8月, 2019 1 次提交
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由 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
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- 03 8月, 2019 1 次提交
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由 Dan Field 提交于
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- 11 7月, 2019 1 次提交
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- 27 6月, 2019 1 次提交
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由 Dan Field 提交于
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- 13 6月, 2019 1 次提交
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由 Zachary Anderson 提交于
* Revert "[fuchsia] Fix alignment of Fuchsia/non-Fuchsia tracing (#9289)" This reverts commit f80ac5f5. * Revert "Align fuchsia and non-fuchsia tracing (#9199)" This reverts commit 78265484.
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- 06 6月, 2019 1 次提交
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由 Dan Field 提交于
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- 16 5月, 2019 1 次提交
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由 Matthew Dempsky 提交于
This is forward compatible with std::size and similar to how Chromium removed use of the arraysize macro.
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- 18 4月, 2019 1 次提交
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由 liyuqian 提交于
This follows our namespace change from shell to flutter: https://github.com/flutter/engine/pull/8520.
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- 10 4月, 2019 1 次提交
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由 Chinmay Garde 提交于
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- 21 2月, 2019 1 次提交
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- 23 1月, 2019 1 次提交
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由 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().
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- 28 11月, 2018 1 次提交
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由 Michael Goderbauer 提交于
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- 13 11月, 2018 1 次提交
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由 Michael Goderbauer 提交于
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- 10 11月, 2018 1 次提交
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由 Jason Simmons 提交于
Ensure that the EGL rendering context is bound to the GPU thread in Rasterizer::MakeRasterSnapshot (#6816) Fixes https://github.com/flutter/flutter/issues/24083
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- 09 11月, 2018 1 次提交
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由 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.
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