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Prerolling the rasterization tasks reduces the number of render target switches because we don't interrupt the main render target.
33 lines
797 B
C++
33 lines
797 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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#include "sky/compositor/transform_layer.h"
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namespace sky {
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namespace compositor {
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TransformLayer::TransformLayer() {
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}
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TransformLayer::~TransformLayer() {
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}
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void TransformLayer::Preroll(PaintContext::ScopedFrame& frame,
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const SkMatrix& matrix) {
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SkMatrix childMatrix;
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childMatrix.setConcat(matrix, transform_);
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PrerollChildren(frame, childMatrix);
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}
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void TransformLayer::Paint(PaintContext::ScopedFrame& frame) {
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SkCanvas& canvas = frame.canvas();
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canvas.save();
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canvas.concat(transform_);
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PaintChildren(frame);
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canvas.restore();
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}
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} // namespace compositor
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} // namespace sky
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