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.
This commit is contained in:
Martin Robinson 2015-07-03 14:57:15 -07:00
parent 96d8fee731
commit efdf2cd601
6 changed files with 57 additions and 94 deletions

View file

@ -521,12 +521,10 @@ impl<'a> CanvasPaintTask<'a> {
})
}
fn send_native_surface(&self, chan: Sender<NativeSurface>) {
let mut native_surface: NativeSurface =
NativeSurface::from_draw_target_backing(self.drawtarget.backing.clone());
native_surface.mark_wont_leak();
chan.send(native_surface).unwrap();
fn send_native_surface(&self, _chan: Sender<NativeSurface>) {
// FIXME(mrobinson): We need a handle on the NativeDisplay to create compatible
// NativeSurfaces for the compositor.
unimplemented!()
}
fn get_image_data(&self, mut dest_rect: Rect<f64>, canvas_size: Size2D<f64>, chan: Sender<Vec<u8>>) {