Canvas low latency: use the front buffer for Skia's SkSurface
This CL defines a new CanvasResourceProviderDirectGpuMemoryBuffer, which uses the CanvasResource's GpuMeMoryBuffer's texture for Skia's SkSurface::MakeFromBackendTextureAsRenderTarget. This is used for both 2D and WebGL lowlatency: - For 2D, we'll just use Skia to draw directly onto the front buffer, thus skipping copies, but possibly introducing more tearing. - 3D has a DrawingBuffer where it resolves all GL commands, in this case we blit onto the CRP's SkSurface; using the new "Direct" mode thus skips a copy. Bug: 902585 Change-Id: I6a8d88dd75812addd47abf21a3d74e6e5d2e42f4 Reviewed-on: https://chromium-review.googlesource.com/c/1321773 Commit-Queue: Miguel Casas <mcasas@chromium.org> Reviewed-by:Daniele Castagna <dcastagna@chromium.org> Reviewed-by:
Fernando Serboncini <fserb@chromium.org> Cr-Commit-Position: refs/heads/master@{#611451}
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