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authorGravatar Jim Van Verth <jvanverth@google.com>2017-11-20 12:36:16 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-11-20 18:07:08 +0000
commit999ec57291dc7cf1d8e3a745627670e6cadc1c12 (patch)
tree78b34ac300515da3103c730345d4f0390959fb97 /gn/samples.gni
parent40dc8a71f5d55dd7ed4e64c883664efae6da70ca (diff)
Use int when possible to calculate atlas indices in shaders.
On certain iOS devices half has a mantissa of only 10 bits, which is not enough to perform the floating point trickery to get the lower bits out of the "texture coordinates". Instead we use int if available, and float if not available. Also re-enables multitexturing for iOS and adds a sample which stresses the issue. Bug: skia:7285 Change-Id: I365532c7cbbcca7c7753af209bef46e05be49e11 Reviewed-on: https://skia-review.googlesource.com/71181 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
Diffstat (limited to 'gn/samples.gni')
-rw-r--r--gn/samples.gni1
1 files changed, 1 insertions, 0 deletions
diff --git a/gn/samples.gni b/gn/samples.gni
index 6e1bcac893..7c0d9e2617 100644
--- a/gn/samples.gni
+++ b/gn/samples.gni
@@ -48,6 +48,7 @@ samples_sources = [
"$_samplecode/SampleFilter2.cpp",
"$_samplecode/SampleFilterFuzz.cpp",
"$_samplecode/SampleFilterQuality.cpp",
+ "$_samplecode/SampleFlutterAnimate.cpp",
"$_samplecode/SampleFontScalerTest.cpp",
"$_samplecode/SampleFuzz.cpp",
"$_samplecode/SampleGradients.cpp",