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Update to latest rust-layers, azure, and skia
GLRasterizationContext is now responsible for doing GPU rasterization. It can coexist with its target NativeSurface, so we don't have to continually recreate NativeSurfaces when doing GPU rasterization.
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6 changed files with 57 additions and 94 deletions
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@ -521,12 +521,10 @@ impl<'a> CanvasPaintTask<'a> {
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})
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}
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fn send_native_surface(&self, chan: Sender<NativeSurface>) {
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let mut native_surface: NativeSurface =
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NativeSurface::from_draw_target_backing(self.drawtarget.backing.clone());
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native_surface.mark_wont_leak();
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chan.send(native_surface).unwrap();
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fn send_native_surface(&self, _chan: Sender<NativeSurface>) {
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// FIXME(mrobinson): We need a handle on the NativeDisplay to create compatible
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// NativeSurfaces for the compositor.
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unimplemented!()
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}
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fn get_image_data(&self, mut dest_rect: Rect<f64>, canvas_size: Size2D<f64>, chan: Sender<Vec<u8>>) {
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