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authorGravatar Jim Van Verth <jvanverth@google.com>2018-01-25 16:26:25 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-01-26 13:54:54 +0000
commitfc4f768e5aaf8efdd112f38295a35de83a0f9a55 (patch)
tree64571d9e826dd917299fd4973111732dd76ddcb1 /gn/samples.gni
parentfc807c885b3cce6252cc1d057098d96f8e14eadc (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, and a version of fontcache that tests multitexturing. Bug: skia:7285 Change-Id: Ia541b6a418c1860c941071750ceb26459eb846ea Reviewed-on: https://skia-review.googlesource.com/99800 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Robert Phillips <robertphillips@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 3ee15aed85..48c580c2a3 100644
--- a/gn/samples.gni
+++ b/gn/samples.gni
@@ -47,6 +47,7 @@ samples_sources = [
"$_samplecode/SampleFilter2.cpp",
"$_samplecode/SampleFilterFuzz.cpp",
"$_samplecode/SampleFilterQuality.cpp",
+ "$_samplecode/SampleFlutterAnimate.cpp",
"$_samplecode/SampleFontScalerTest.cpp",
"$_samplecode/SampleFuzz.cpp",
"$_samplecode/SampleGradients.cpp",