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shell/common/rasterizer.h

Lines changed: 14 additions & 6 deletions
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@@ -27,11 +27,11 @@ namespace flutter {
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///
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/// The rasterizer owns the instance of the currently active on-screen render
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/// surface. On this surface, it renders the contents of layer trees submitted
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/// to it by the engine (which lives on the UI task runner).
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/// to it by the `Engine` (which lives on the UI task runner).
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///
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/// The primary components owned by the rasterizer are the compositor context
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/// and the on-screen render surface. The compositor context all the GPU state
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/// necessary to render frames to the render surface.
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/// and the on-screen render surface. The compositor context has all the GPU
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/// state necessary to render frames to the render surface.
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///
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class Rasterizer final : public SnapshotDelegate {
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public:
@@ -188,6 +188,8 @@ class Rasterizer final : public SnapshotDelegate {
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/// updated in an otherwise static layer tree. To support this use
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/// case, the rasterizer holds onto the last rendered layer tree.
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///
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/// @bug https://github.com/flutter/flutter/issues/33939
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///
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/// @return A pointer to the last layer or `nullptr` if this rasterizer
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/// has never rendered a frame.
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///
@@ -239,7 +241,11 @@ class Rasterizer final : public SnapshotDelegate {
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/// the frame yet! On the other hand, the pipeline must own the
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/// layer tree it renders because it keeps a reference to the last
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/// layer tree around till a new frame is rendered. So a simple
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/// reference wont work either.
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/// reference wont work either. The `Rasterizer::DoDraw` method
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/// actually performs the GPU operations within the layer tree
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/// pipeline.
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///
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/// @see `Rasterizer::DoDraw`
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///
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/// @param[in] pipeline The layer tree pipeline to take the next layer tree
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/// to render from.
@@ -375,8 +381,10 @@ class Rasterizer final : public SnapshotDelegate {
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/// again with new limits after surface re-acquisition.
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///
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/// @attention This cache does not describe the entirety of GPU resources
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/// that may be cached. The raster cache also holds very large GPU
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/// resources.
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/// that may be cached. The `RasterCache` also holds very large
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/// GPU resources.
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///
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/// @see `RasterCache`
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///
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/// @param[in] max_bytes The maximum byte size of resource that may be
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/// cached for GPU rendering.

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