- 31 8月, 2016 1 次提交
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由 Chinmay Garde 提交于
Per recommendation from the Skia team. Benefits from optimizations applied in Skia for Chrome.
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- 24 8月, 2016 2 次提交
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由 Chinmay Garde 提交于
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由 Jason Simmons 提交于
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- 23 8月, 2016 1 次提交
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由 Chinmay Garde 提交于
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- 18 8月, 2016 1 次提交
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由 Chinmay Garde 提交于
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- 13 8月, 2016 1 次提交
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由 Adam Barth 提交于
We're now producing a flutter_content_handler binary for Fuchsia that builds and links.
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- 11 8月, 2016 3 次提交
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由 Chinmay Garde 提交于
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由 Adam Barth 提交于
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由 Chinmay Garde 提交于
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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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- 08 8月, 2016 1 次提交
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由 Adam Barth 提交于
This required us to fix a backwards dependency from flutter/lib/ui to sky/shell.
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- 06 8月, 2016 2 次提交
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由 Chinmay Garde 提交于
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由 Jason Simmons 提交于
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- 02 8月, 2016 6 次提交
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由 Adam Barth 提交于
Also, remove the hacks that integrate Skia ref counting with WTF. Now we just use sk_sp everywhere for managing Skia ref counts.
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由 Chinmay Garde 提交于
Fallback to creating Skia managed images on platforms that dont provide a GL context on the resource loader. (#2849)
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由 Adam Barth 提交于
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由 Adam Barth 提交于
This patch introduces a //glue library that isolates our dependency on //base. This will let us clean up our //base dependencies ahead of actually being able to fully remove them.
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由 Chinmay Garde 提交于
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由 Adam Barth 提交于
This patch removes almost all //base dependency of //flow. The only dependency left is on tracing.
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- 28 7月, 2016 1 次提交
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由 Jason Simmons 提交于
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- 27 7月, 2016 1 次提交
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由 Chinmay Garde 提交于
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- 23 7月, 2016 1 次提交
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由 Adam Barth 提交于
The code that draws the picture knows more about the picture (and the future) than we do. This patch gives them a way to hint us about what's going to happen with the picture in the future.
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- 18 6月, 2016 1 次提交
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由 Ian Hickson 提交于
I noticed this while doing the libjpeg_turbo roll.
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- 16 6月, 2016 1 次提交
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由 Chinmay Garde 提交于
iOS: Discard the depth and stencil attachments of the framebuffer before presenting the color renderbuffer. (#2737)
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- 26 5月, 2016 1 次提交
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由 Eric Seidel 提交于
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- 24 5月, 2016 1 次提交
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由 Adam Barth 提交于
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- 13 5月, 2016 1 次提交
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由 mmclenna 提交于
* Added instrumentation for timings. * A few more traces for better granularity.
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- 02 5月, 2016 1 次提交
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由 Adam Barth 提交于
This reverts commit 5bc5c7b5. This commit appears to have caused https://github.com/flutter/flutter/issues/3658
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- 29 4月, 2016 1 次提交
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由 Adam Barth 提交于
This lets Skia run an optimization pass over the SkPicture before actually issuing GL commands.
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- 28 4月, 2016 1 次提交
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由 Adam Barth 提交于
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- 22 4月, 2016 3 次提交
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由 Adam Barth 提交于
Instead, make Layer::Paint take a new PaintContext that has just exactly the state that it needs, mirroring PrerollContext. Also, rename PaintContext to CompositorContext because it holds the context for the whole compositor.
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由 Adam Barth 提交于
This patch makes these files better match Google C++ style. Also, add the engine lap time when running on Mojo.
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由 Adam Barth 提交于
We now compute the bounds for all container layers, including clips, and use those bounds to tighten down our clips and save layers.
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- 21 4月, 2016 1 次提交
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由 Adam Barth 提交于
Previously we were applying opacity in a different way than Skia expects. Now we use the exact pattern that Skia expects so that we hit more optimizations inside SkRecordOptimize. After this patch, we don't actually get the optimization because we don't yet run SkRecordOptimize over the composited tree. A later patch will actually cause us to run SkRecordOptimize.
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- 08 4月, 2016 1 次提交
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由 Jason Simmons 提交于
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- 02 4月, 2016 1 次提交
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由 Adam Barth 提交于
Particularly, add support for blur filters to implement backdrop blur effects.
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- 31 3月, 2016 1 次提交
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由 Adam Barth 提交于
The layout protocol in Mozart changed. Now we need to pipe a scene version through the system to the compositor.
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- 22 3月, 2016 1 次提交
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由 Adam Barth 提交于
This required a bunch of changes because of the new sk_sp type Skia has introduced into their API.
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- 19 3月, 2016 1 次提交
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由 Hixie 提交于
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- 18 3月, 2016 1 次提交
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由 Hixie 提交于
- fix dartdocs for addPerformanceOverlay - make PerformanceOverlayLayer honour its x, y, and height. - fix the y axis of PerformanceOverlayLayer to only show 3x16ms, since if it's more than 16ms it really doesn't matter what it is. - make the label on the PerformanceOverlayLayer show the worst time on record not the instantaneous time. - pin the fps to a maximum of 60Hz
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