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There were two problems (both fixed in this CL): 1) When we were resized by the view manager, we forgot to deflate by the device-pixel-ratio when converting to engine types. That caused use to allocate a backing texture that was 9x what we needed. 2) When the surfaces system returned textures to us for re-use, we'd put them into the cache even if they were the old size. That caused us to thrash the texture cache. In this CL, we make the size of the textures in the cache explicit. R=eseidel@chromium.org BUG=449001 Review URL: https://codereview.chromium.org/868263002
36 lines
794 B
C++
36 lines
794 B
C++
// Copyright 2015 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef SKY_COMPOSITOR_TEXTURE_CACHE_H_
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#define SKY_COMPOSITOR_TEXTURE_CACHE_H_
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#include "base/memory/scoped_ptr.h"
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#include "base/memory/scoped_vector.h"
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#include "ui/gfx/geometry/size.h"
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namespace mojo {
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class GLTexture;
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}
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namespace sky {
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class TextureCache {
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public:
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TextureCache();
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~TextureCache();
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scoped_ptr<mojo::GLTexture> GetTexture(const gfx::Size& size);
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void PutTexture(scoped_ptr<mojo::GLTexture> texture);
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private:
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gfx::Size size_;
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ScopedVector<mojo::GLTexture> available_textures_;
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DISALLOW_COPY_AND_ASSIGN(TextureCache);
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};
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} // namespace sky
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#endif // SKY_COMPOSITOR_TEXTURE_CACHE_H_
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