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author | Brian Osman <brianosman@google.com> | 2017-04-18 14:38:53 -0400 |
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committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-04-18 19:12:23 +0000 |
commit | 33910297e032b9af4336bc146c7fbb0f35918de9 (patch) | |
tree | 68feb4ba3cb430b51e48076fc044725c9cf88ab6 /tests/ShaderTest.cpp | |
parent | 15bff50a62a70b6c18f7eb082208133b2d8e14f9 (diff) |
Fix some bugs with read/writePixels
- On both GL and Vulkan, we must draw if writing to an MSAA surface.
Otherwise we just write to the resolve target texture, which gets
overwritten on the next resolve.
- On Vulkan, we must draw if the target isn't a texture. (This check
was already present in onWritePixels).
- On Vulkan, when reading from an MSAA surface as a different config,
we don't need the readConfig to be renderable with MSAA - the temp
surface is always created non-MSAA.
- Added tests for these fixes, verified that they failed previously.
Bug: skia:
Change-Id: Ia2d5025d7a8f8de8630413453f83b58028dd41aa
Reviewed-on: https://skia-review.googlesource.com/13691
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
Diffstat (limited to 'tests/ShaderTest.cpp')
0 files changed, 0 insertions, 0 deletions