- 10 8月, 2016 1 次提交
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由 Adam Barth 提交于
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- 02 8月, 2016 3 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 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 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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- 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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- 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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- 22 4月, 2016 2 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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- 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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- 04 2月, 2016 1 次提交
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由 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.
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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 2 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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由 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.
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- 09 1月, 2016 2 次提交
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由 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).
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由 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.
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- 25 11月, 2015 1 次提交
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由 Hixie 提交于
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- 19 9月, 2015 1 次提交
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由 Chinmay Garde 提交于
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- 12 9月, 2015 1 次提交
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由 Chinmay Garde 提交于
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- 11 9月, 2015 2 次提交
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由 Chinmay Garde 提交于
The gr_context and canvas are stored at the frame level instead of the storing the same temporarily in the context
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由 Chinmay Garde 提交于
Make the paint context own the rasterizer and options. Also give it the ability to vend frames to render into.
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- 10 9月, 2015 2 次提交
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由 Chinmay Garde 提交于
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由 Chinmay Garde 提交于
dont mutate from frame to frame
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- 09 9月, 2015 1 次提交
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由 Adam Barth 提交于
We'll need to make this fancier as the compositor gets smarter.
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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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