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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.
20 lines
606 B
C++
20 lines
606 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_ENGINE_CORE_PAINTING_MATRIX_H_
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#define SKY_ENGINE_CORE_PAINTING_MATRIX_H_
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#include "sky/engine/bindings/exception_state.h"
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#include "sky/engine/tonic/float32_list.h"
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#include "third_party/skia/include/core/SkMatrix.h"
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namespace blink {
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SkMatrix toSkMatrix(const Float32List& matrix4, ExceptionState& es);
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Float32List toMatrix4(const SkMatrix& sk_matrix);
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} // namespace blink
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#endif // SKY_ENGINE_CORE_PAINTING_MATRIX_H_
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