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authorGravatar mtklein <mtklein@chromium.org>2015-07-08 07:25:27 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2015-07-08 07:25:27 -0700
commit38408460addd4104f4b321bd085f6855c902231b (patch)
tree71ff4f95ee18956ecb36e219e039cca75fe873c7 /src/gpu/GrDrawContext.cpp
parent8ca93e7c733ab064c8a9e03715ac405ae739cf51 (diff)
DM: swizzle BGRA to RGBA before calculating pixel MD5.
We name our .pngs by pixel hashes for gold. For 8888 images, we're hashing SkPMColors, which have platform-dependent order: BGRA on Linux and Windows, RGBA otherwise. This means we can end up with pixel-identical pngs with different hashes, which is confusing. This CL standardizes on RGBA for 8888 configs, arbitrarily chosen so that Android ends up a no-op. Long-term, this should eliminate most of the 0-pixel-diff problems we see on gold.skia.org. There are other ways to end up with the same .png from different SkBitmaps (think, red 565 square vs. red 8888 square) but they're rather less common / likely. This will temporarily create a giant 0-pixel-diff problem on gold.skia.org. Any Linux or Windows images which are not already pixel-identical to a Mac or Android image should show up as untriaged hashes that are pixel-identical to their version just before landing (we're only changing the hash, not the .png). This means anything vaguely platform dependent (fonts, GPUs) will probably show up as needing a triage but with a zero diff from a previous image. If this goes well, we might do the same for 565. Just want to leave them out for now to cut down on the triaging I need to do in one go. BUG=skia: Review URL: https://codereview.chromium.org/1226933005
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