- 13 10月, 2020 1 次提交
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- 10 10月, 2020 1 次提交
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由 Greg Spencer 提交于
This is a PR for converting the dart:ui code in the engine to use a multi-window API. The goal here is to convert from the window singleton to an API that has the concept of multiple windows. Also, I'm matching up the new PlatformDispatcher class to talk directly to the PlatformConfiguration class in the engine. I'm not attempting to actually enable creating multiple windows here, just migrate to an API that has a concept of multiple windows. The multi-window API in this PR currently only ever creates one window. The design doc for this change is here. The major changes in this PR: Move the platfom-specific attributes out of Window, and into the new PlatformDispatcher class that holds all of the platform state, so that the platform code need only update the configuration on this class. Create FlutterView, FlutterWindow, and SingletonFlutterWindow classes to separate out the concepts of a view (of which there may be multiple in a window), a window (of which there may be multiple on a screen, and they host views), and a window where there is only ever expected to be one (this hosts the entire API of the former Window class, and will eventually be the type of the window singleton). Next step after this PR lands: Remove the Window class entirely (it is replaced by SingletonFlutterWindow). Some minor changes in the Framework are needed to switch to using SingletonFlutterWindow directly first. The Window class still exists in this PR, but will be removed as soon as the framework is converted to point to the SingletonFlutterWindow class instead. They share the same API, just have different names (Window is currently a subclass of SingletonFlutterWindow). The intention is that the Window name will be freed up to use as a widget class name in the framework for managing windows. The singleton called window will remain, and keep the same API it has now.
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- 06 10月, 2020 1 次提交
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由 Yuqian Li 提交于
Otherwise, the persistent cache may hold invalid directories and make subsequent store fail. The newly added unit tests would fail without the fix.
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- 03 9月, 2020 1 次提交
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由 Dan Field 提交于
* Use hint freed specifically for image disposal
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- 26 8月, 2020 1 次提交
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- 20 8月, 2020 1 次提交
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由 Dan Field 提交于
* Hint the VM when a layer or picture goes out of scope
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- 19 8月, 2020 1 次提交
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由 Chris Yang 提交于
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- 15 8月, 2020 1 次提交
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由 David Worsham 提交于
Reland #19396 with a fix for improper scale that was affecting internal tests Tested: Ran all unittests, ran internal tests, and ran workstation on Fuchsia BUG: 53062, 53063
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- 14 8月, 2020 2 次提交
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由 Yuqian Li 提交于
Related issue: https://github.com/flutter/flutter/issues/56719
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由 Dan Field 提交于
Remove the dummy rasterizer delegate now that flutter_runner is in tree, and cleanup ctor params (#20486)
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- 07 8月, 2020 1 次提交
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由 Zachary Anderson 提交于
This reverts commit 12a37478.
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- 04 8月, 2020 1 次提交
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由 David Worsham 提交于
The fuchsia code around metrics and sizing was just sending this information through a side-channel, when the engine already had the information available. So, delete all of it to make future CLs simpler. Additionally, the SceneUpdateContext has many unneccesary dependencies re: metrics and PaintTasks. Break those to make future CLs simpler. Tested: Ran all unittests and ran workstation on Fuchsia BUG: 53062, 53063
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- 01 8月, 2020 2 次提交
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由 Zachary Anderson 提交于
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由 Greg Spencer 提交于
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- 01 7月, 2020 1 次提交
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- 17 6月, 2020 1 次提交
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由 Kaushik Iska 提交于
Reverting for b/158816279
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- 10 6月, 2020 1 次提交
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由 Kaushik Iska 提交于
Relanding of a change that was reverted in: https://github.com/flutter/engine/pull/18427
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- 27 5月, 2020 1 次提交
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由 gaaclarke 提交于
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- 16 5月, 2020 1 次提交
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由 Kaushik Iska 提交于
This reverts commit 2cdbc7f9.
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- 15 5月, 2020 1 次提交
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由 Kaushik Iska 提交于
go/flutter-pipeline-improvements for more details.
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- 09 5月, 2020 2 次提交
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由 Kaushik Iska 提交于
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由 Kaushik Iska 提交于
go/flutter-pipeline-improvements for more details.
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- 11 4月, 2020 1 次提交
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由 Chris Yang 提交于
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- 10 4月, 2020 1 次提交
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由 liyuqian 提交于
Fixes https://github.com/flutter/flutter/issues/53117 Test added: - ShellTest.CanLoadSkSLsFromAsset
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- 09 4月, 2020 2 次提交
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由 Chris Yang 提交于
This reverts commit f6b8eda7.
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由 Chris Yang 提交于
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- 03 4月, 2020 1 次提交
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由 Kaushik Iska 提交于
This change also adds TimeRecorder which records time at the start of each frame to capture the latest vsync target display time and wires it in to the rasterizer to add trace events when there is a lag.
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- 01 4月, 2020 1 次提交
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由 liyuqian 提交于
This PR touches variable names, class names, and file names so it's significantly more risky than its predecessor https://github.com/flutter/engine/pull/17329 Due to file name changes, this PR is expected to change the license files. We haven't rename `shell/gpu` to `shell/raster` yet. It should be optional but I think it's better to have `raster_surface_software.cc` than `gpu_surface_software.cc`.
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- 26 3月, 2020 1 次提交
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由 liyuqian 提交于
1. Simple "GPU thread" to "raster thread" replacement. 2. Regex replace "GPU([\n\r\s]+//+ thread)" with "raster$1". 3. Regex replace "// gpu$" with "// raster". 4. Simple test change. 5. Run ci/format.sh
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- 25 3月, 2020 1 次提交
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- 11 2月, 2020 1 次提交
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由 George Wright 提交于
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- 07 2月, 2020 1 次提交
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由 George Wright 提交于
This also adds a dependency on SwiftShader's Vulkan frontend.
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- 01 2月, 2020 1 次提交
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由 Chinmay Garde 提交于
Also update all known test harnesses to use this and fixes the broken shell_unittests harness. Fixes https://github.com/flutter/flutter/issues/49853
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- 25 1月, 2020 1 次提交
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由 George Wright 提交于
This paves the way for us to have shell_unittests backed by different rendering APIs (e.g. OpenGL, Vulkan, Metal).
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- 19 12月, 2019 2 次提交
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由 Kaushik Iska 提交于
This reverts commit 6ea69a0d. On top of the revert, it reverted a commit in the PR: https://github.com/flutter/engine/pull/14024 This reverts commit ea67e5b0b930ebf552bc7dbd678a35ee6a129c39.
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由 Kaushik Iska 提交于
This reverts commit d117ac97.
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- 13 12月, 2019 2 次提交
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由 Kaushik Iska 提交于
This makes it so that the platform views can be passed an arbitraty CreateVsyncWaiter callback that lets us inject a vsync waiter other than just the simulated monotonic vsync waiter that currently exists.
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由 Kaushik Iska 提交于
This move makes it easier to add more vsync waiters.
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- 12 12月, 2019 1 次提交
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由 Kaushik Iska 提交于
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- 05 12月, 2019 1 次提交
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由 David Worsham 提交于
* Remove erroneous ChildView opacity * Wire frame metrics through contexts * Maintain layer stack inside of SceneBuilder * Remove EnsureSingleChild * Centralize system-composite and elevation logic * Wire up OpacityLayer to Scenic
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