- 01 8月, 2017 2 次提交
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由 Jason Simmons 提交于
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由 Chinmay Garde 提交于
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- 29 7月, 2017 2 次提交
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由 Chinmay Garde 提交于
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由 Chinmay Garde 提交于
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- 19 7月, 2017 1 次提交
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由 Brian Osman 提交于
Revert "Revert "Reland "Run Flutter on iOS and Android with color correct Skia (#3826)" (#3878)" (#3895) This reverts commit 1db18a40.
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- 14 7月, 2017 1 次提交
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由 Collin Jackson 提交于
This reverts commit 2d9155e1. Fixes a regression with semitransparent images (flutter/flutter#11169)
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- 28 6月, 2017 1 次提交
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由 Brian Osman 提交于
* Revert "Revert "Reland "Run Flutter on iOS and Android with color correct Skia" (#3818)" (#3823)" This reverts commit db8d8a99. * Fix test code to match internal API change
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- 24 6月, 2017 2 次提交
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由 Brian Osman 提交于
This reverts commit 2650f529.
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由 Brian Osman 提交于
* Revert "Revert "Run Flutter on iOS and Android with color correct Skia (#3743)" (#3775)" This reverts commit cfe70e07. * Enable sRGB on IO thread, too * Add 4444 as a fallback rendering mode * Use bare ptr to SkColorSpace (not sk_sp) in PrerollContext
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- 15 6月, 2017 1 次提交
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由 Michael Goderbauer 提交于
This reverts commit ffe8181f.
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- 09 6月, 2017 1 次提交
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由 mattsarett 提交于
* Run Flutter on iOS and Android with color correct Skia (#3716) ***Turns on color correct rendering for Android and iOS ***Communicates dst color space to raster cache ***Turns on color space aware image decoding Test: ***color_testing_demo on Pixel XL ***flutter_gallery on iPad Mini and iPad Pro (haven't figured out how to run manual_tests on iOS) TODO: I needed to split up this CL somewhere. These are follow-up tasks. ***Make desktop backends color correct ***Make debugging tools (ex: encoding frames to png) preserve color space ***Investigate using UIKit API to allow iOS to fine tune color space of rendered content
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- 06 6月, 2017 2 次提交
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由 Chinmay Garde 提交于
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由 mattsarett 提交于
***Turns on color correct rendering for Android and iOS ***Communicates dst color space to raster cache ***Turns on color space aware image decoding Test: ***color_testing_demo on Pixel XL ***flutter_gallery on iPad Mini and iPad Pro (haven't figured out how to run manual_tests on iOS) TODO: I needed to split up this CL somewhere. These are follow-up tasks. ***Make desktop backends color correct ***Make debugging tools (ex: encoding frames to png) preserve color space ***Investigate using UIKit API to allow iOS to fine tune color space of rendered content
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- 03 5月, 2017 1 次提交
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由 Florin Malita 提交于
We are removing some indirect includes from SkCanvas.h. Updating clients to pull required headers explicitly.
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- 19 4月, 2017 1 次提交
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由 Chinmay Garde 提交于
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- 18 4月, 2017 1 次提交
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由 Chinmay Garde 提交于
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- 23 3月, 2017 1 次提交
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由 Chinmay Garde 提交于
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- 24 2月, 2017 1 次提交
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由 Chinmay Garde 提交于
I had added this initially as a means of making it easier to deal with OpenGL directly in Flow. However, we are moving away from dealing with the client rendering APIs directly. Instead, delegating everything to Skia. Besides, we only ever used this to log the GPU description in case of context setup failures. This has not proved to be useful so far. Also, having this in place is making it difficult to remove all dependencies on GL in Shell.
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- 23 2月, 2017 1 次提交
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由 Chinmay Garde 提交于
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- 08 2月, 2017 1 次提交
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由 Chinmay Garde 提交于
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- 21 1月, 2017 1 次提交
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由 Chinmay Garde 提交于
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- 19 1月, 2017 1 次提交
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由 Jason Simmons 提交于
The GPUSurfaceGL holds references to Skia objects that may own GL objects. If the GL objects are destructed on the GPU thread after the EGL context has been dropped, then the GL delete calls will not take effect.
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- 04 1月, 2017 1 次提交
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由 Chinmay Garde 提交于
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- 17 12月, 2016 1 次提交
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由 Jason Simmons 提交于
Detach the EGL surface from the GPU thread and then destroy it during the FlutterView surfaceDestroyed callback (#3316) Fixes https://github.com/flutter/flutter/issues/7147
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- 24 11月, 2016 1 次提交
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由 Chinmay Garde 提交于
* Update Skia revision to pull in GL native interface construction fixes on iOS. Fixed in https://skia-review.googlesource.com/c/5212/ * Use the new image encoder API from Skia.
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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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- 18 11月, 2016 1 次提交
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由 Chinmay Garde 提交于
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- 29 10月, 2016 1 次提交
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由 Adam Barth 提交于
We no longer use mojom to transport messages. We still use the Mojo EDK to spin the event loop, however.
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- 12 10月, 2016 1 次提交
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由 Jason Simmons 提交于
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- 08 10月, 2016 1 次提交
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由 Jason Simmons 提交于
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- 07 10月, 2016 1 次提交
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由 Chinmay Garde 提交于
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- 25 9月, 2016 1 次提交
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由 Chinmay Garde 提交于
Extract a common interface out of GaneshCanvas (into GPUCanvas) that can also be used for the Vulkan canvas. (#3058)
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- 24 9月, 2016 1 次提交
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由 Chinmay Garde 提交于
* Namespaces have been updated to reflect the move from //flutter/sky/shell to //flutter/shell. * shell/BUILD.gn file has been split into smaller GN files for each subcomponent of the shell (common, GPU, diagnostic, testing). * GN dependencies have been rewritten to stop exposing common shell dependencies as public. Duplicates have also been removed. * GPU subcomponent has been updated make it more suitable for Vulkan integration. * The GLFW backend has been resurrected.
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- 17 7月, 2015 1 次提交
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由 Collin Jackson 提交于
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- 14 7月, 2015 2 次提交
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由 Adam Barth 提交于
R=chinmaygarde@google.com Review URL: https://codereview.chromium.org/1236953002 .
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由 Adam Barth 提交于
R=ianh@google.com Review URL: https://codereview.chromium.org/1235813005 .
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- 30 6月, 2015 1 次提交
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由 Adam Barth 提交于
When navigating from one app to another, we create a new Android window and destroy the old one. Previously, when we destroyed the old window after creating the new window, we would destroy the Ganesh context after making the GL context for the new window current, causing us to corrupt the GL state in the new window. After this CL, we call MakeCurrent before destroying the Ganesh context so that it interacts with the proper GL context. R=jackson@google.com Review URL: https://codereview.chromium.org/1214263002.
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- 24 6月, 2015 1 次提交
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由 Adam Barth 提交于
This CL makes it possible to build sky_shell on Linux. It doesn't do much, but it doesn't crash on startup. The goal is to evetually be able to test sky_shell on the bots and to be able to run the test_sky on Mac. R=eseidel@chromium.org Review URL: https://codereview.chromium.org/1202323002.
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- 17 6月, 2015 1 次提交
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由 Chinmay Garde 提交于
BUG= R=iansf@google.com Review URL: https://codereview.chromium.org/1183213007.
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- 10 6月, 2015 1 次提交
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由 Ian Fischer 提交于
Update the native_viewport interface to allow specification of the surface configuration, currently only needed for and used by EGL on Android. This also fixes an issue where eglChooseConfig was only being called in InitializeOneOff, which is only called once per process. This CL makes choosing the config happen once per GLSurface instead, which will ultimately permit apps to create multiple native_viewports with different surface configurations on the same display. The eglDisplay object is still a global, though. R=abarth@chromium.org, viettrungluu@chromium.org, jamesr@chromium.org Review URL: https://codereview.chromium.org/1168993002.
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