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Fix android/ios

pull/11552/head
Max Katz 3 years ago
parent
commit
f3cb243de5
  1. 6
      src/Android/Avalonia.Android/AndroidPlatform.cs
  2. 8
      src/Avalonia.Base/Rendering/Composition/Compositor.cs
  3. 6
      src/iOS/Avalonia.iOS/Platform.cs

6
src/Android/Avalonia.Android/AndroidPlatform.cs

@ -52,11 +52,7 @@ namespace Avalonia.Android
EglPlatformGraphics.TryInitialize();
}
Compositor = new Compositor(
AvaloniaLocator.Current.GetRequiredService<IRenderLoop>(),
AvaloniaLocator.Current.GetService<IPlatformGraphics>());
Compositor = new Compositor(AvaloniaLocator.Current.GetService<IPlatformGraphics>());
}
}

8
src/Avalonia.Base/Rendering/Composition/Compositor.cs

@ -66,16 +66,14 @@ namespace Avalonia.Rendering.Composition
/// Creates a new compositor on a specified render loop that would use a particular GPU
/// </summary>
[PrivateApi]
public Compositor(IPlatformGraphics? gpu, bool useUiThreadForSynchronousCommits = false)
public Compositor(IPlatformGraphics? gpu, bool useUiThreadForSynchronousCommits = false)
: this(RenderLoop.LocatorAutoInstance, gpu, useUiThreadForSynchronousCommits)
{
}
internal Compositor(IRenderLoop loop, IPlatformGraphics? gpu, bool useUiThreadForSynchronousCommits = false)
internal Compositor(IRenderLoop loop, IPlatformGraphics? gpu, bool useUiThreadForSynchronousCommits = false)
: this(loop, gpu, useUiThreadForSynchronousCommits, MediaContext.Instance, false)
{
}
internal Compositor(IRenderLoop loop, IPlatformGraphics? gpu,

6
src/iOS/Avalonia.iOS/Platform.cs

@ -47,12 +47,8 @@ namespace Avalonia.iOS
.Bind<IDispatcherImpl>().ToConstant(DispatcherImpl.Instance)
.Bind<IKeyboardDevice>().ToConstant(keyboard);
Compositor = new Compositor(
AvaloniaLocator.Current.GetRequiredService<IRenderLoop>(),
AvaloniaLocator.Current.GetService<IPlatformGraphics>());
Compositor = new Compositor(AvaloniaLocator.Current.GetService<IPlatformGraphics>());
}
}
}

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