1. 10 8月, 2016 1 次提交
  2. 02 8月, 2016 3 次提交
  3. 18 6月, 2016 1 次提交
  4. 13 5月, 2016 1 次提交
  5. 22 4月, 2016 2 次提交
  6. 18 3月, 2016 1 次提交
    • H
      Performance Overlay fixes · 389bc4b4
      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
      389bc4b4
  7. 04 2月, 2016 1 次提交
    • A
      Include child scenes when uploading to Mozart · e3bf0fa3
      Adam Barth 提交于
      Previously we just dropped child scenes on the floor. Now we upload them
      to Mozart. However, we just draw them on top of all the other content
      and don't apply any clips or blends.
      e3bf0fa3
  8. 31 1月, 2016 1 次提交
  9. 13 1月, 2016 2 次提交
    • A
      Move //sky/compositor to //flow · 0b629d41
      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.
      0b629d41
    • A
      Trim unneeded depedendencies from sky/compositor · 6d1af600
      Adam Barth 提交于
      Now we just depend on Skia and Base, which makes the compositor easier
      to understand.
      
      Also, update our skia/ext/refptr.h to match the current version of the
      code in Chromium. This version adds support for several useful C++11
      patterns.
      6d1af600
  10. 09 1月, 2016 2 次提交
    • A
      Compute paint bounds from cull rects · f7d1856b
      Adam Barth 提交于
      Rather than relying upon the rects passed in from Dart, the compositor
      should compute the paint bounds of layers from the cull rects of the
      underlying SkPictures. This approach is better because it will handle
      effects like shadows that paint outside the incorrect paint bounds we
      use today (as well as shrinking around empty space).
      f7d1856b
    • A
      Preroll rasterization · 2e5d3c49
      Adam Barth 提交于
      Prerolling the rasterization tasks reduces the number of render target
      switches because we don't interrupt the main render target.
      2e5d3c49
  11. 25 11月, 2015 1 次提交
  12. 19 9月, 2015 1 次提交
  13. 12 9月, 2015 1 次提交
  14. 11 9月, 2015 2 次提交
  15. 10 9月, 2015 2 次提交
  16. 09 9月, 2015 1 次提交
  17. 04 9月, 2015 1 次提交
  18. 03 9月, 2015 1 次提交