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Instead of squashing the layers down into a single SkPicture, we now pass the tree to the GPU thread, which draws everything separately.
36 lines
992 B
C++
36 lines
992 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_COMPOSITING_SCENE_H_
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#define SKY_ENGINE_CORE_COMPOSITING_SCENE_H_
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#include <memory>
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#include "sky/compositor/layer.h"
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#include "sky/compositor/layer_tree.h"
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#include "sky/engine/tonic/dart_wrappable.h"
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#include "sky/engine/wtf/PassRefPtr.h"
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#include "sky/engine/wtf/RefCounted.h"
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#include "third_party/skia/include/core/SkPicture.h"
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namespace blink {
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class Scene : public RefCounted<Scene>, public DartWrappable {
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DEFINE_WRAPPERTYPEINFO();
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public:
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~Scene() override;
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static PassRefPtr<Scene> create(std::unique_ptr<sky::Layer> rootLayer);
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std::unique_ptr<sky::LayerTree> takeLayerTree();
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private:
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explicit Scene(std::unique_ptr<sky::Layer> rootLayer);
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std::unique_ptr<sky::LayerTree> m_layerTree;
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};
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} // namespace blink
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#endif // SKY_ENGINE_CORE_COMPOSITING_SCENE_H_
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