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Only use an offscreen surface on iOS if a layer which reads back from the destination surface, such as BackdropFilter, is present.
63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
// Copyright 2013 The Flutter 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/shell/gpu/gpu_surface_vulkan.h"
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#include "flutter/fml/logging.h"
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namespace flutter {
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GPUSurfaceVulkan::GPUSurfaceVulkan(
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fml::RefPtr<vulkan::VulkanProcTable> proc_table,
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std::unique_ptr<vulkan::VulkanNativeSurface> native_surface)
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: window_(std::move(proc_table), std::move(native_surface)),
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weak_factory_(this) {}
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GPUSurfaceVulkan::~GPUSurfaceVulkan() = default;
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// |Surface|
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bool GPUSurfaceVulkan::IsValid() {
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return window_.IsValid();
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}
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// |Surface|
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std::unique_ptr<SurfaceFrame> GPUSurfaceVulkan::AcquireFrame(
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const SkISize& size,
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const bool needs_readback) {
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auto surface = window_.AcquireSurface();
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if (surface == nullptr) {
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return nullptr;
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}
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SurfaceFrame::SubmitCallback callback =
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[weak_this = weak_factory_.GetWeakPtr()](const SurfaceFrame&,
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SkCanvas* canvas) -> bool {
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// Frames are only ever acquired on the GPU thread. This is also the thread
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// on which the weak pointer factory is collected (as this instance is owned
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// by the rasterizer). So this use of weak pointers is safe.
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if (canvas == nullptr || !weak_this) {
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return false;
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}
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return weak_this->window_.SwapBuffers();
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};
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return std::make_unique<SurfaceFrame>(std::move(surface),
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std::move(callback));
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}
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// |Surface|
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SkMatrix GPUSurfaceVulkan::GetRootTransformation() const {
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// This backend does not support delegating to the underlying platform to
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// query for root surface transformations. Just return identity.
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SkMatrix matrix;
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matrix.reset();
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return matrix;
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}
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// |Surface|
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GrContext* GPUSurfaceVulkan::GetContext() {
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return window_.GetSkiaGrContext();
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}
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} // namespace flutter
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