- 12 9月, 2017 1 次提交
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由 George Kulakowski 提交于
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- 12 5月, 2017 1 次提交
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- 04 11月, 2016 1 次提交
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由 Chinmay Garde 提交于
Allow checkerboarding raster cache entries for debugging purposes (can be toggled from Dart). (#3200)
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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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- 06 8月, 2016 1 次提交
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由 Adam Barth 提交于
This removes most (all?) of our dependency on base::RefCountedThreadSafe.
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- 15 6月, 2016 1 次提交
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由 Adam Barth 提交于
This patch moves the remainder of painting and compositing into their new home (and updates their style to match Google C++ Style).
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- 11 6月, 2016 2 次提交
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由 Adam Barth 提交于
Now that tonic doesn't depend on anything in //sky/engine anymore, we can move the code to a location where its dependencies are clearer.
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由 Adam Barth 提交于
This patch paves the way to untangling a large amount of code from the engine.
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- 30 3月, 2016 1 次提交
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由 Chinmay Garde 提交于
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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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- 24 12月, 2015 1 次提交
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由 Adam Barth 提交于
Rather than using IDL code generation, we now use some template magic to generate this code. No all the code is template-generated yet, but this patch is a start in that direction.
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- 12 11月, 2015 1 次提交
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由 Adam Barth 提交于
Some host objects hold on to a lot of state and take time to tear down. This patch adds the ability to dispose them eagerly to release resources faster.
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- 07 10月, 2015 1 次提交
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由 Chinmay Garde 提交于
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- 10 9月, 2015 1 次提交
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由 Chinmay Garde 提交于
dont mutate from frame to frame
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- 04 9月, 2015 1 次提交
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由 Adam Barth 提交于
Instead of squashing the layers down into a single SkPicture, we now pass the tree to the GPU thread, which draws everything separately.
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- 03 9月, 2015 1 次提交
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由 Adam Barth 提交于
We now build a layer tree before squashing the draw command down to an SkPicture.
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- 26 8月, 2015 1 次提交
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由 Adam Barth 提交于
We still use SkPicture as our rasterization backend, but now we're uploading our layer tree to C++. A future patch will push the layer tree deeper into the system and we'll eventually switch backends.
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- 14 8月, 2015 1 次提交
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由 Adam Barth 提交于
Now we have the ability to draw multiple PictureLayers. We still squash all the pictures together into a single SkPicture for simplicity. In the future, we'll submit them to C++ separately and composite them on the GPU thread.
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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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- 30 6月, 2015 1 次提交
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由 Ian Fischer 提交于
R=abarth@chromium.org, abarth@google.com, ianh@google.com Review URL: https://codereview.chromium.org/1221583003.
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- 25 6月, 2015 1 次提交
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由 Ian Fischer 提交于
Decouple Canvas from DisplayList and map Picture and PictureRecorder more directly to their Skia counterparts. Also changes the framework dart code to use the refactored APIs and fixes the various examples and tests. R=abarth@chromium.org, ianh@chromium.org Review URL: https://codereview.chromium.org/1190123003.
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- 20 5月, 2015 1 次提交
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由 Adam Barth 提交于
This CL adds a global view object that can receive a Picture and be signaled to draw. When using SkyView, this Picture shows up on screen. R=eseidel@chromium.org Review URL: https://codereview.chromium.org/1134913003
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- 14 5月, 2015 1 次提交
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由 Eric Seidel 提交于
This adds a new abstract 'Canvas' which is similar to SkCanvas. PaintContext implements Canvas while still having its own commit() method to cause the paint actions to apply to the Element for the next frame. This adds a new PictureRecorder which also implements Canvas and has an endRecording() method which returns a Picture (another new interface) which can be held from Dart. There is also now a rootPicture setter on Document which takes a Picture and will then make the Document draw that Picture until changed. This piggybacks on the existing custom painting system which adds the painting at background-and-borders paint time so technically if you both set rootPicture as well as construct a DOM you will draw the DOM on top of your picture. :) R=mpcomplete@chromium.org Review URL: https://codereview.chromium.org/1122423009
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