- 03 Feb, 2016 1 commit
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Adam Barth authored
This patch sketches out the basic widgets for creating Mozart child views. We're still missing some of the machinery, so we can't quite create child views yet, but once we supply the ViewHost and teach the compositor how to actually display the child scenes, we'll have something that works.
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- 02 Feb, 2016 1 commit
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Adam Barth authored
We were getting confused about our layer tree offsets, which caused us to set an incorrect cull rect for the recording inside a viewport. This patch does away with layer tree offsets almost entirely. We now use them only at repaint boundaries, which is where we want the layer tree to be mutable. Fixes #1460
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- 12 Jan, 2016 3 commits
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Adam Barth authored
Also, update callers of deprecated methods.
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Adam Barth authored
We no longer need to pass bounds to SceneBuilder. Instead, the compositor computes these bounds itself from the RTrees in the SkPictures.
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Adam Barth authored
This patch adds ShaderLayer and makes ShaderMask use it. Fixes #1155
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- 11 Jan, 2016 2 commits
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Adam Barth authored
We don't know how to accuately compute paint bounds in the render tree. Instead, we can rely on the compositor to compute the paint bounds for us if we use OpacityLayer to do our opacity blends. Fixes the shadow when closing the menu in the stocks app.
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Ian Hickson authored
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- 11 Dec, 2015 1 commit
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Ian Hickson authored
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- 23 Nov, 2015 1 commit
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Adam Barth authored
We weren't correctly offsetting the clips when uploading composited scenes. Now we apply the proper offsets.
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- 19 Nov, 2015 1 commit
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Adam Barth authored
To help debugging issues with the layer tree.
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- 18 Nov, 2015 1 commit
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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.
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- 13 Nov, 2015 1 commit
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Adam Barth authored
This patch calls dispose() explicitly on a number of heavy C++ objects so that they can be eagerly finalized instead of waiting for GC.
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- 19 Oct, 2015 1 commit
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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
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- 16 Oct, 2015 1 commit
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Adam Barth authored
The goal is to follow the guidelines in https://github.com/flutter/engine/blob/master/sky/specs/style-guide.md#packages Fixes #1638
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- 10 Oct, 2015 2 commits
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Adam Barth authored
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Adam Barth authored
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- 07 Oct, 2015 1 commit
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Chinmay Garde authored
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- 05 Oct, 2015 1 commit
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Chinmay Garde authored
Example: import 'package:sky/widgets.dart'; void main() => runApp(new Center(child: new StatisticsOverlay.allEnabled()));
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- 01 Oct, 2015 1 commit
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Adam Barth authored
* Moves from vector_math to vector_math_64 * Adds support for Float64List in Dart bindings
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- 11 Sep, 2015 1 commit
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Adam Barth authored
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- 03 Sep, 2015 1 commit
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Adam Barth authored
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- 02 Sep, 2015 1 commit
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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.
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- 25 Aug, 2015 1 commit
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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.
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- 20 Aug, 2015 3 commits
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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
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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
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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.
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- 18 Aug, 2015 1 commit
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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
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- 14 Aug, 2015 2 commits
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Adam Barth authored
This patch makes it easier to debug layerization issues.
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Adam Barth authored
Separating these notions makes them easier to work with because offset is relative to the parent layer whereas size is intrinsic to the layer itself. This patch fixes the underpainting bugs when compositing the stocks example.
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- 13 Aug, 2015 2 commits
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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.
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Adam Barth authored
Currently we have a single PictureLayer that everyone draws into. A future patch will teach the system to use multiple PictureLayers.
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