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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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@ -1155,10 +1155,6 @@ impl<Window: WindowMethods> IOCompositor<Window> {
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}
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fn fill_paint_request_with_cached_layer_buffers(&mut self, paint_request: &mut PaintRequest) {
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if opts::get().gpu_painting {
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return;
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}
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for buffer_request in paint_request.buffer_requests.iter_mut() {
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if self.buffer_map.mem() == 0 {
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return;
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@ -1169,7 +1165,7 @@ impl<Window: WindowMethods> IOCompositor<Window> {
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buffer.screen_pos = buffer_request.screen_rect;
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buffer.resolution = paint_request.scale;
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buffer.native_surface.mark_wont_leak();
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buffer.painted_with_cpu = true;
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buffer.painted_with_cpu = !opts::get().gpu_painting;
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buffer.content_age = buffer_request.content_age;
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buffer_request.layer_buffer = Some(buffer);
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}
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