Compositor: Use GPU bitmap stores with Direct3D
The compositor already used a GPU surface with bitmap readback when a Vulkan Skia context existed but no native shared surface path was available. The new Windows Direct3D backend has the same constraint for now: it can render with Skia on the GPU, while publication still uses shareable bitmaps.
This commit is contained in:
parent
3ded5bdcdf
commit
69654a3a7c
1 changed files with 2 additions and 2 deletions
|
|
@ -22,7 +22,7 @@ struct BackingStorePair {
|
|||
RefPtr<Gfx::PaintingSurface> back;
|
||||
};
|
||||
|
||||
#ifdef USE_VULKAN
|
||||
#if defined(USE_DIRECTX) || defined(USE_VULKAN)
|
||||
static NonnullRefPtr<Gfx::PaintingSurface> create_gpu_painting_surface_with_bitmap_flush(Gfx::IntSize size, Gfx::SharedImageBuffer& buffer, RefPtr<Gfx::SkiaBackendContext> const& skia_backend_context)
|
||||
{
|
||||
auto surface = Gfx::PaintingSurface::create_with_size(size, Gfx::BitmapFormat::BGRA8888, Gfx::AlphaType::Premultiplied, skia_backend_context);
|
||||
|
|
@ -44,7 +44,7 @@ static BackingStorePair create_shareable_bitmap_backing_stores([[maybe_unused]]
|
|||
};
|
||||
}
|
||||
#else
|
||||
# ifdef USE_VULKAN
|
||||
# if defined(USE_DIRECTX) || defined(USE_VULKAN)
|
||||
if (skia_backend_context) {
|
||||
return {
|
||||
.front = create_gpu_painting_surface_with_bitmap_flush(size, front_buffer, skia_backend_context),
|
||||
|
|
|
|||
Loading…
Reference in a new issue