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Use WindowMethods to get native graphics metadata instead of
relying on azure. This is a prerequisite for the switch to glutin. Tested on Linux, mac. Tested that android + cef build.
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44eec48c57
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12 changed files with 49 additions and 9 deletions
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@ -145,13 +145,13 @@ impl<Window: WindowMethods> IOCompositor<Window> {
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// display list. This is only here because we don't have that logic in the renderer yet.
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let window_size = window.framebuffer_size();
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let hidpi_factor = window.hidpi_factor();
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let context = CompositorTask::create_graphics_context(&window.native_metadata());
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let show_debug_borders = opts::get().show_debug_borders;
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IOCompositor {
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window: window,
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port: port,
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context: rendergl::RenderContext::new(CompositorTask::create_graphics_context(),
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show_debug_borders),
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context: rendergl::RenderContext::new(context, show_debug_borders),
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root_pipeline: None,
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scene: Scene::new(Rect {
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origin: Zero::zero(),
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@ -294,7 +294,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
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}
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(Ok(GetGraphicsMetadata(chan)), NotShuttingDown) => {
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chan.send(Some(azure_hl::current_graphics_metadata()));
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chan.send(Some(self.window.native_metadata()));
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}
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(Ok(CreateOrUpdateRootLayer(layer_properties)), NotShuttingDown) => {
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