1. 11 Dec, 2015 1 commit
  2. 23 Nov, 2015 1 commit
  3. 19 Nov, 2015 1 commit
  4. 18 Nov, 2015 1 commit
    • Adam Barth's avatar
      Reduce record time in Stocks drawer animation by 55% · 298f4a6e
      Adam Barth authored
      Now we use a ForcedLayer in the navigator overlay to cache the recording for
      each entry in the overlay. This mechanism just caches the display list, not the
      underlying pixels.
      
      Also, remove the "dispose" notification in the Layer tree because it was
      disposing layer too eagerly. We don't actually need this notification for
      anything other than eagerly freeing some C++ memory.
      298f4a6e
  5. 13 Nov, 2015 1 commit
  6. 19 Oct, 2015 1 commit
    • Adam Barth's avatar
      Remove ColorFilter widget · 9baf8eb3
      Adam Barth authored
      This widget is slow and not commonly used. The original reason we added it was
      to colorize images, but now that feature is built into the image and background
      image widgets.
      
      Fixes #1646
      9baf8eb3
  7. 16 Oct, 2015 1 commit
  8. 10 Oct, 2015 2 commits
  9. 07 Oct, 2015 1 commit
  10. 05 Oct, 2015 1 commit
  11. 01 Oct, 2015 1 commit
  12. 11 Sep, 2015 1 commit
  13. 03 Sep, 2015 1 commit
  14. 02 Sep, 2015 1 commit
    • Adam Barth's avatar
      Move widgets and rendering inside src · 693ddcd8
      Adam Barth authored
      Code outside of package:sky should import this code using
      
      package:sky/rendering.dart
      package:sky/widgets.dart
      
      Moving this code into the "src" directory is a convention that signifies that
      and it cleans up the generated dartdoc because the libraries in the src
      directory aren't included in the generated documentation. Instead, the classes
      are documented in the widgets.dart and rendering.dart libraries.
      693ddcd8
  15. 25 Aug, 2015 1 commit
    • Adam Barth's avatar
      Use sky.SceneBuilder to upload Layer tree to C++ · 0e4ac8c1
      Adam Barth authored
      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.
      0e4ac8c1
  16. 20 Aug, 2015 3 commits
    • Adam Barth's avatar
      Remove RenderView.paintFrame · 077e75e8
      Adam Barth authored
      We now use the repaint system to do all the painting. During initialization, we
      set up a root layer that applies the device pixel ratio.
      
      Fixes #706
      077e75e8
    • Adam Barth's avatar
      Split up paintChildWithPaint into paintChildWithOpacity and paintChildWithColorFilter · 8a3285b6
      Adam Barth authored
      The compositor backends we're planning to use can't handle a general-purpose
      paint layer and instead need lower-level operations.
      
      Fixes #707
      8a3285b6
    • Hixie's avatar
      Improvements for Layers logic · 654fc734
      Hixie authored
      - Introduce some new Layer classes.
      - Introduce paintChildWith* methods.
      - Convert paint() methods to use paintChildWith* where appropriate.
      - Fix paintBounds logic in Layer world.
      - Introduce Layer.replaceWith(), so that it's clearer what's going on.
      - Make RenderObjects have a ContainerLayer, not a PictureLayer.
      - Introduce a PaintingContext.replacingLayer() constructor to highlight
        where we are creating a layer just to replace an older one.
      - Rename some layer-related methods and fields for clarity:
         requiresCompositing -> hasLayer
         hasCompositedDescendant -> needsCompositing
         updateCompositing -> updateCompositingBits
         _needsCompositingUpdate -> _needsCompositingBitsUpdate
         markNeedsCompositingUpdate -> markNeedsCompositingBitsUpdate
      - After updating compositing bits, if we find that the bit changed, we
        now call markNeedsPaint().
      - Reorder markNeedsPaint() logic for clarity.
      - Make flushPaint() start at the deepest node.
      - Make _compositeChild() avoid repainting children with hasLayer that
        aren't dirty, instead it just reuses their existing layer.
      - Made RenderView reuse the RenderObject layer instead of having its own.
      - Made RenderView have hasLayer set to true.
      - Add various asserts and comments.
      654fc734
  17. 18 Aug, 2015 1 commit
    • Hixie's avatar
      Port clipping to the new layer world. · e4ac5189
      Hixie authored
      - Add Canvas.getSaveCount()
      - Make RenderClipRect call context.paintChildWithClip instead of doing the clipping itself
      - Make ClipLayer take a Rect instead of a Size
      - Make PaintingContext.canvas read-only
      - Add PaintingContext.paintChildWithClip()
      - Minor rearrangings of code and style tweaks
      e4ac5189
  18. 14 Aug, 2015 2 commits
  19. 13 Aug, 2015 2 commits
    • Adam Barth's avatar
      Add a compositing step to the lifecycle · bf260f98
      Adam Barth authored
      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.
      bf260f98
    • Adam Barth's avatar
      Switch painting over to using PictureLayer · 7cba7291
      Adam Barth authored
      Currently we have a single PictureLayer that everyone draws into. A future
      patch will teach the system to use multiple PictureLayers.
      7cba7291