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The code that draws the picture knows more about the picture (and the future) than we do. This patch gives them a way to hint us about what's going to happen with the picture in the future.
207 lines
7.4 KiB
C++
207 lines
7.4 KiB
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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#include "flutter/lib/ui/compositing/scene_builder.h"
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#include "flow/layers/backdrop_filter_layer.h"
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#include "flow/layers/child_scene_layer.h"
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#include "flow/layers/clip_path_layer.h"
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#include "flow/layers/clip_rect_layer.h"
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#include "flow/layers/clip_rrect_layer.h"
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#include "flow/layers/color_filter_layer.h"
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#include "flow/layers/container_layer.h"
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#include "flow/layers/opacity_layer.h"
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#include "flow/layers/performance_overlay_layer.h"
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#include "flow/layers/picture_layer.h"
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#include "flow/layers/shader_mask_layer.h"
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#include "flow/layers/transform_layer.h"
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#include "flutter/lib/ui/painting/matrix.h"
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#include "flutter/lib/ui/painting/shader.h"
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#include "flutter/tonic/dart_args.h"
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#include "flutter/tonic/dart_binding_macros.h"
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#include "flutter/tonic/dart_converter.h"
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#include "flutter/tonic/dart_library_natives.h"
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#include "third_party/skia/include/core/SkColorFilter.h"
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namespace blink {
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static void SceneBuilder_constructor(Dart_NativeArguments args) {
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DartCallConstructor(&SceneBuilder::create, args);
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}
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IMPLEMENT_WRAPPERTYPEINFO(ui, SceneBuilder);
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#define FOR_EACH_BINDING(V) \
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V(SceneBuilder, pushTransform) \
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V(SceneBuilder, pushClipRect) \
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V(SceneBuilder, pushClipRRect) \
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V(SceneBuilder, pushClipPath) \
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V(SceneBuilder, pushOpacity) \
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V(SceneBuilder, pushColorFilter) \
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V(SceneBuilder, pushBackdropFilter) \
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V(SceneBuilder, pushShaderMask) \
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V(SceneBuilder, pop) \
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V(SceneBuilder, addPicture) \
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V(SceneBuilder, addChildScene) \
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V(SceneBuilder, addPerformanceOverlay) \
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V(SceneBuilder, setRasterizerTracingThreshold) \
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V(SceneBuilder, build)
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FOR_EACH_BINDING(DART_NATIVE_CALLBACK)
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void SceneBuilder::RegisterNatives(DartLibraryNatives* natives) {
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natives->Register(
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{{"SceneBuilder_constructor", SceneBuilder_constructor, 1, true},
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FOR_EACH_BINDING(DART_REGISTER_NATIVE)});
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}
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SceneBuilder::SceneBuilder()
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: m_currentLayer(nullptr), m_currentRasterizerTracingThreshold(0) {}
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SceneBuilder::~SceneBuilder() {}
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void SceneBuilder::pushTransform(const Float64List& matrix4) {
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SkMatrix sk_matrix = ToSkMatrix(matrix4);
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std::unique_ptr<flow::TransformLayer> layer(new flow::TransformLayer());
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layer->set_transform(sk_matrix);
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addLayer(std::move(layer));
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}
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void SceneBuilder::pushClipRect(double left,
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double right,
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double top,
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double bottom) {
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std::unique_ptr<flow::ClipRectLayer> layer(new flow::ClipRectLayer());
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layer->set_clip_rect(SkRect::MakeLTRB(left, top, right, bottom));
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addLayer(std::move(layer));
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}
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void SceneBuilder::pushClipRRect(const RRect& rrect) {
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std::unique_ptr<flow::ClipRRectLayer> layer(new flow::ClipRRectLayer());
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layer->set_clip_rrect(rrect.sk_rrect);
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addLayer(std::move(layer));
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}
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void SceneBuilder::pushClipPath(const CanvasPath* path) {
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std::unique_ptr<flow::ClipPathLayer> layer(new flow::ClipPathLayer());
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layer->set_clip_path(path->path());
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addLayer(std::move(layer));
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}
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void SceneBuilder::pushOpacity(int alpha) {
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std::unique_ptr<flow::OpacityLayer> layer(new flow::OpacityLayer());
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layer->set_alpha(alpha);
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addLayer(std::move(layer));
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}
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void SceneBuilder::pushColorFilter(int color, int transferMode) {
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std::unique_ptr<flow::ColorFilterLayer> layer(new flow::ColorFilterLayer());
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layer->set_color(static_cast<SkColor>(color));
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layer->set_transfer_mode(static_cast<SkXfermode::Mode>(transferMode));
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addLayer(std::move(layer));
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}
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void SceneBuilder::pushBackdropFilter(ImageFilter* filter) {
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std::unique_ptr<flow::BackdropFilterLayer> layer(
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new flow::BackdropFilterLayer());
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layer->set_filter(filter->filter());
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addLayer(std::move(layer));
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}
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void SceneBuilder::pushShaderMask(Shader* shader,
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double maskRectLeft,
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double maskRectRight,
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double maskRectTop,
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double maskRectBottom,
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int transferMode) {
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std::unique_ptr<flow::ShaderMaskLayer> layer(new flow::ShaderMaskLayer());
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layer->set_shader(shader->shader());
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layer->set_mask_rect(SkRect::MakeLTRB(maskRectLeft, maskRectTop,
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maskRectRight, maskRectBottom));
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layer->set_transfer_mode(static_cast<SkXfermode::Mode>(transferMode));
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addLayer(std::move(layer));
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}
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void SceneBuilder::addLayer(std::unique_ptr<flow::ContainerLayer> layer) {
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DCHECK(layer);
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if (!m_rootLayer) {
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DCHECK(!m_currentLayer);
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m_rootLayer = std::move(layer);
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m_currentLayer = m_rootLayer.get();
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return;
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}
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if (!m_currentLayer)
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return;
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flow::ContainerLayer* newLayer = layer.get();
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m_currentLayer->Add(std::move(layer));
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m_currentLayer = newLayer;
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}
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void SceneBuilder::pop() {
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if (!m_currentLayer)
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return;
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m_currentLayer = m_currentLayer->parent();
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}
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void SceneBuilder::addPicture(double dx,
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double dy,
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Picture* picture,
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int hints) {
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if (!m_currentLayer)
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return;
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std::unique_ptr<flow::PictureLayer> layer(new flow::PictureLayer());
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layer->set_offset(SkPoint::Make(dx, dy));
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layer->set_picture(picture->picture());
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layer->set_is_complex(!!(hints & 1));
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layer->set_will_change(!!(hints & 2));
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m_currentLayer->Add(std::move(layer));
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}
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void SceneBuilder::addChildScene(double dx,
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double dy,
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double devicePixelRatio,
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int physicalWidth,
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int physicalHeight,
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uint32_t sceneToken) {
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if (!m_currentLayer)
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return;
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std::unique_ptr<flow::ChildSceneLayer> layer(new flow::ChildSceneLayer());
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layer->set_offset(SkPoint::Make(dx, dy));
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layer->set_device_pixel_ratio(devicePixelRatio);
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layer->set_physical_size(SkISize::Make(physicalWidth, physicalHeight));
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mojo::gfx::composition::SceneTokenPtr token =
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mojo::gfx::composition::SceneToken::New();
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token->value = sceneToken;
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layer->set_scene_token(token.Pass());
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m_currentLayer->Add(std::move(layer));
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}
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void SceneBuilder::addPerformanceOverlay(uint64_t enabledOptions,
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double left,
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double right,
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double top,
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double bottom) {
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if (!m_currentLayer)
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return;
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std::unique_ptr<flow::PerformanceOverlayLayer> layer(
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new flow::PerformanceOverlayLayer(enabledOptions));
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layer->set_paint_bounds(SkRect::MakeLTRB(left, top, right, bottom));
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m_currentLayer->Add(std::move(layer));
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}
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void SceneBuilder::setRasterizerTracingThreshold(uint32_t frameInterval) {
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m_currentRasterizerTracingThreshold = frameInterval;
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}
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scoped_refptr<Scene> SceneBuilder::build() {
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m_currentLayer = nullptr;
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int32_t threshold = m_currentRasterizerTracingThreshold;
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m_currentRasterizerTracingThreshold = 0;
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scoped_refptr<Scene> scene = Scene::create(std::move(m_rootLayer), threshold);
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ClearDartWrapper();
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return std::move(scene);
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}
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} // namespace blink
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