Adam Barth e5d7e69346 Pass the sky::LayerTree to the GPU thread for drawing
Instead of squashing the layers down into a single SkPicture, we now pass the
tree to the GPU thread, which draws everything separately.
2015-09-03 19:20:32 -07:00

36 lines
992 B
C++

// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef SKY_ENGINE_CORE_COMPOSITING_SCENE_H_
#define SKY_ENGINE_CORE_COMPOSITING_SCENE_H_
#include <memory>
#include "sky/compositor/layer.h"
#include "sky/compositor/layer_tree.h"
#include "sky/engine/tonic/dart_wrappable.h"
#include "sky/engine/wtf/PassRefPtr.h"
#include "sky/engine/wtf/RefCounted.h"
#include "third_party/skia/include/core/SkPicture.h"
namespace blink {
class Scene : public RefCounted<Scene>, public DartWrappable {
DEFINE_WRAPPERTYPEINFO();
public:
~Scene() override;
static PassRefPtr<Scene> create(std::unique_ptr<sky::Layer> rootLayer);
std::unique_ptr<sky::LayerTree> takeLayerTree();
private:
explicit Scene(std::unique_ptr<sky::Layer> rootLayer);
std::unique_ptr<sky::LayerTree> m_layerTree;
};
} // namespace blink
#endif // SKY_ENGINE_CORE_COMPOSITING_SCENE_H_