| Commit message (Collapse) | Author | Age |
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time by 21%
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2247113003
Review-Url: https://codereview.chromium.org/2247113003
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2223203003
Committed: https://skia.googlesource.com/skia/+/0c63006b88a16e3418d92852a62771615799839d
Committed: https://skia.googlesource.com/skia/+/99818d69372d29a139935cfe5c379e491432931b
Committed: https://skia.googlesource.com/skia/+/2a4959181fc98d5d7ee862e7cd1c7993b3343be6
Review-Url: https://codereview.chromium.org/2223203003
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https://codereview.chromium.org/2223203003/ )
Reason for revert:
specualtive revert to fix valgrind bot
Perf-Ubuntu-GCC-ShuttleA-GPU-GTX550Ti-x86_64-Release-Valgrind
Original issue's description:
> Remove generalized gradient code
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2223203003
>
> Committed: https://skia.googlesource.com/skia/+/0c63006b88a16e3418d92852a62771615799839d
> Committed: https://skia.googlesource.com/skia/+/99818d69372d29a139935cfe5c379e491432931b
> Committed: https://skia.googlesource.com/skia/+/2a4959181fc98d5d7ee862e7cd1c7993b3343be6
TBR=bsalomon@google.com,fmenozzi@google.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review-Url: https://codereview.chromium.org/2245533005
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2223203003
Committed: https://skia.googlesource.com/skia/+/0c63006b88a16e3418d92852a62771615799839d
Committed: https://skia.googlesource.com/skia/+/99818d69372d29a139935cfe5c379e491432931b
Review-Url: https://codereview.chromium.org/2223203003
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https://codereview.chromium.org/2223203003/ )
Reason for revert:
Chrome iOS build break
https://build.chromium.org/p/tryserver.chromium.mac/builders/ios-device/builds/50777/steps/compile/logs/stdio
error: unused function 'close_to_one_half'
Original issue's description:
> Remove generalized gradient code
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2223203003
>
> Committed: https://skia.googlesource.com/skia/+/0c63006b88a16e3418d92852a62771615799839d
> Committed: https://skia.googlesource.com/skia/+/99818d69372d29a139935cfe5c379e491432931b
TBR=bsalomon@google.com,fmenozzi@google.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review-Url: https://codereview.chromium.org/2241483003
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2223203003
Committed: https://skia.googlesource.com/skia/+/0c63006b88a16e3418d92852a62771615799839d
Review-Url: https://codereview.chromium.org/2223203003
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This reverts commit 0c63006b88a16e3418d92852a62771615799839d.
BUG=skia:
NOTREECHECKS=true
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2235953003
Review-Url: https://codereview.chromium.org/2235953003
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NOTRY=true
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2235863002
Review-Url: https://codereview.chromium.org/2235863002
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2223203003
Review-Url: https://codereview.chromium.org/2223203003
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If the point distance exceeds SkScalar, nasty things tend to happen.
R=reed@google.com
BUG=636194
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2234663002
Review-Url: https://codereview.chromium.org/2234663002
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2221133002
Review-Url: https://codereview.chromium.org/2221133002
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This is going to be needed in many more places as I finish connecting the
dots. Even better - I'd like to switch to a world where SkColorSpace !=
nullptr is the only signal we use for gamma-correct rendering, so I can
eliminate SkSourceGammaTreatment and SkSurfaceProps::isGammaCorrect.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2180503002
Review-Url: https://codereview.chromium.org/2180503002
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The signature of this thing keeps changing (and is about to change again).
This just makes maintenance much easier.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2175563003
Review-Url: https://codereview.chromium.org/2175563003
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This trims the SkPM4fPriv methods down to just foolproof methods.
(Anything trying to build these itself is probably wrong.)
Things like Sk4f srgb_to_linear(Sk4f) can't really exist anymore,
at least not efficiently, so this refactor is somewhat more invasive
than you might think. Generally this means things using to_4f() are
also making a misstep... that's gone too.
It also does not make sense to try to play games with linear floats
with 255 bias any more. That hack can't work with real sRGB coding.
Rather than update them, I've removed a couple of L32 xfermode fast
paths. I'd even rather drop it entirely...
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2163683002
CQ_INCLUDE_TRYBOTS=master.client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot
Review-Url: https://codereview.chromium.org/2163683002
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2158323003
Review-Url: https://codereview.chromium.org/2158323003
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This should give us a good baseline to explore using SkRasterPipeline.
A particular colorxform to half float drops from 425us to 282us on my desktop.
Color Xform to Half Float (HP z620)
Original 425us
Trans16 (not 32) 355us
Vector Trans16 378us
Trans16 + Keep Halfs in Vector 335us
Vector Trans16 + Keep Halfs in Vector 282us
Final 282us
Color Xform to Half Float (Nexus 5X)
Original 556us
Final 472us
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2159993003
CQ_INCLUDE_TRYBOTS=master.client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot
Review-Url: https://codereview.chromium.org/2159993003
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It's become clear we need to sometimes deal with values <0 or >1.
I'm not yet convinced we care about NaN or +-inf.
We had some fairly clever tricks and optimizations here for NEON
and SSE. I've thrown them out in favor of a single implementation.
If we find the specializations mattered, we can certainly figure out
how to extend them to this new range/domain.
This happens to add a vectorized float -> half for ARMv7, which was
missing from the _01 version. (The SSE strategy was not portable to
platforms that flush denorm floats to zero.)
I've tested the full float range for FloatToHalf on my desktop and a 5x.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2145663003
CQ_INCLUDE_TRYBOTS=client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot;master.client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot,Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-Fast-Trybot
Committed: https://skia.googlesource.com/skia/+/3296bee70d074bb8094b3229dbe12fa016657e90
Review-Url: https://codereview.chromium.org/2145663003
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(patchset #7 id:120001 of https://codereview.chromium.org/2145663003/ )
Reason for revert:
Unit tests fail on Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-Fast
Original issue's description:
> Expand _01 half<->float limitation to _finite. Simplify.
>
> It's become clear we need to sometimes deal with values <0 or >1.
> I'm not yet convinced we care about NaN or +-inf.
>
> We had some fairly clever tricks and optimizations here for NEON
> and SSE. I've thrown them out in favor of a single implementation.
> If we find the specializations mattered, we can certainly figure out
> how to extend them to this new range/domain.
>
> This happens to add a vectorized float -> half for ARMv7, which was
> missing from the _01 version. (The SSE strategy was not portable to
> platforms that flush denorm floats to zero.)
>
> I've tested the full float range for FloatToHalf on my desktop and a 5x.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2145663003
> CQ_INCLUDE_TRYBOTS=client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot;master.client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot,Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-Fast-Trybot
>
> Committed: https://skia.googlesource.com/skia/+/3296bee70d074bb8094b3229dbe12fa016657e90
TBR=msarett@google.com,mtklein@chromium.org
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review-Url: https://codereview.chromium.org/2151023003
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It's become clear we need to sometimes deal with values <0 or >1.
I'm not yet convinced we care about NaN or +-inf.
We had some fairly clever tricks and optimizations here for NEON
and SSE. I've thrown them out in favor of a single implementation.
If we find the specializations mattered, we can certainly figure out
how to extend them to this new range/domain.
This happens to add a vectorized float -> half for ARMv7, which was
missing from the _01 version. (The SSE strategy was not portable to
platforms that flush denorm floats to zero.)
I've tested the full float range for FloatToHalf on my desktop and a 5x.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2145663003
CQ_INCLUDE_TRYBOTS=client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot;master.client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot
Review-Url: https://codereview.chromium.org/2145663003
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2100223003
Review-Url: https://codereview.chromium.org/2100223003
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Requires https://codereview.chromium.org/2087833002/ to land first.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2086583002
Review-Url: https://codereview.chromium.org/2086583002
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Convert use of GrFragmentProcessor, GrGeometryProcessor, and
GrXPFactory to sk_sp. This clarifies ownership and should
reduce reference count churn by moving ownership.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2041113004
Review-Url: https://codereview.chromium.org/2041113004
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$ git grep -l '<windows.h>' include src
include/private/SkLeanWindows.h
$ git grep -l SkLeanWindows.h | grep '\.h$'
include/ports/SkTypeface_win.h
include/utils/win/SkHRESULT.h
include/utils/win/SkTScopedComPtr.h
include/views/SkEvent.h
src/core/SkMathPriv.h
src/ports/SkTypeface_win_dw.h
src/utils/SkThreadUtils_win.h
src/utils/win/SkWGL.h
The same for `#include <intrin.h>` that was found in SkMath.h.
Those functions that needed it are moved to SkMathPriv.h.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2041943002
CQ_INCLUDE_TRYBOTS=tryserver.chromium.win:win_chromium_compile_dbg_ng,win_chromium_compile_rel_ng
Review-Url: https://codereview.chromium.org/2041943002
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Since we're already approximating the sRGB gamma curve with a sqrt(), we might
as well approximate with it a faster approximate sqrt(). On Intel, this
.rsqrt().invert() version is 2-3x faster than .sqrt() (~3x faster on older
machines, ~2x faster on newer machines).
This should provide ~11 bits of precision, suspiciously exactly enough.
Running dm --config srgb, there are diffs, but none perceptible.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2046063002
Review-Url: https://codereview.chromium.org/2046063002
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construction, where we need to know if we should respect (vs. ignore) the gamma encoding of sRGB tagged images. Plumb that extensively.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2037413002
Review-Url: https://codereview.chromium.org/2037413002
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It's fine to overflow SK_MaxS32 by one, the subsequent cast ensures
correct clamping. But we need to cast earlier in order to make ASAN
happy.
TBR=mtklein@google.com,reed@google.com
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2013243002
Review-Url: https://codereview.chromium.org/2013243002
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The unconditional increment in shade4_dx_clamp can overflow int32
=> n == SK_MinS32
=> count ~= SK_MinS32
=> we skip the main shader loop 'cause count < 0
R=reed@google.com,mtklein@google.com
BUG=chromium:599458
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2010843002
Review-Url: https://codereview.chromium.org/2010843002
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Ensure that the last offset == 1.0f when implict positions are used
(previously subject to float imprecision).
BUG=skia:5288,chromium:598484
R=reed@google.com
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1974463002
Review-Url: https://codereview.chromium.org/1974463002
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https://codereview.chromium.org/1948193002/ )
Reason for revert:
broken the Mac and Linux builders, e.g.:
https://build.chromium.org/p/chromium/builders/Mac/builds/15151
https://build.chromium.org/p/chromium/builders/Linux%20x64/builds/19052
Original issue's description:
> SK_DECLARE_STATIC_MUTEX -> static SkMutex
>
> There's no need to use a macro to declare static SkMutexes any more
> (and there's likewise no need to restrict them to global scope).
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1948193002
>
> Committed: https://skia.googlesource.com/skia/+/5e56cfd3fa1041dbb83899844fb92fa9a2ef1009
TBR=mtklein@google.com,mtklein@chromium.org
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review-Url: https://codereview.chromium.org/1945353003
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There's no need to use a macro to declare static SkMutexes any more
(and there's likewise no need to restrict them to global scope).
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1948193002
Review-Url: https://codereview.chromium.org/1948193002
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The main goal of this refactorization is to allow Vulkan to use separate
sampler and texture objects in the shader and descriptor sets and combine
them into a sampler2d in the shader where needed.
A large part of this is separating how we store samplers and uniforms in the
UniformHandler. We no longer need to store handles to samplers besides when
we are initially emitting code. After we emit code all we ever do is loop over
all samplers and do some processor independent work on them, so we have no need
for direct access to individual samplers.
In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
touch them again, so no need to save sampler info there. The texture access on
program reuse just assume that they come in the same order as we set the texture
units for the samplers
For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
then when we get new textures, we just assume they come in in the same order as we
set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f
Review URL: https://codereview.chromium.org/1885863004
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id:120001 of https://codereview.chromium.org/1885863004/ )
Reason for revert:
breaking bots
Original issue's description:
> Refactor how we store and use samplers in Ganesh
>
> The main goal of this refactorization is to allow Vulkan to use separate
> sampler and texture objects in the shader and descriptor sets and combine
> them into a sampler2d in the shader where needed.
>
> A large part of this is separating how we store samplers and uniforms in the
> UniformHandler. We no longer need to store handles to samplers besides when
> we are initially emitting code. After we emit code all we ever do is loop over
> all samplers and do some processor independent work on them, so we have no need
> for direct access to individual samplers.
>
> In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
> touch them again, so no need to save sampler info there. The texture access on
> program reuse just assume that they come in the same order as we set the texture
> units for the samplers
>
> For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
> then when we get new textures, we just assume they come in in the same order as we
> set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
>
> Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f
TBR=bsalomon@google.com,jvanverth@google.com,cdalton@nvidia.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1896013003
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The main goal of this refactorization is to allow Vulkan to use separate
sampler and texture objects in the shader and descriptor sets and combine
them into a sampler2d in the shader where needed.
A large part of this is separating how we store samplers and uniforms in the
UniformHandler. We no longer need to store handles to samplers besides when
we are initially emitting code. After we emit code all we ever do is loop over
all samplers and do some processor independent work on them, so we have no need
for direct access to individual samplers.
In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
touch them again, so no need to save sampler info there. The texture access on
program reuse just assume that they come in the same order as we set the texture
units for the samplers
For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
then when we get new textures, we just assume they come in in the same order as we
set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
Review URL: https://codereview.chromium.org/1885863004
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The API and implementation are very much simplified.
You may not want to bother reading the diff.
As is our trend, SkOnce now uses <atomic> directly.
Member initialization means we don't need SK_DECLARE_STATIC_ONCE.
SkSpinlock already works this same way.
All uses of the old API taking an external bool* and Lock* were pessimal,
so I have not carried this sort of API forward. It's simpler, faster,
and more space-efficient to always use this single SkOnce class interface.
SkOnce weighs 2 bytes: a done bool and an SkSpinlock, also a bool internally.
This API refactoring opens up the opportunity to fuse those into a single
three-state byte if we'd like.
No public API changes.
TBR=reed@google.com
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1894893002
Review URL: https://codereview.chromium.org/1894893002
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Use SkColor4f::FromColor() in the color packer to convert srgb->linear
when needed.
R=reed@google.com,herb@google.com
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1890253002
Review URL: https://codereview.chromium.org/1890253002
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Renames fSamplers to fTexSamplers in GrProcessor EmitArgs, and renames
GrGLSLTextureSampler to GrGLSLSampler. This will allow us to add a
second array of buffer samplers.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1862373003
Review URL: https://codereview.chromium.org/1862373003
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(patchset #6 id:140001 of https://codereview.chromium.org/1824733002/ )
Reason for revert:
Asserts in Blink rolls:
https://storage.googleapis.com/chromium-layout-test-archives/linux_blink_rel/84520/layout-test-results/results.html
STDERR: [1:1:0407/120919:1455366829:INFO:SkFixed.h(88)] ../../third_party/skia/include/private/SkFixed.h:88: fatal error: ""truncf(x * (1 << 16)) == static_cast<float>
Original issue's description:
> For *ToFixed, in debug mode, assert that the value is in range.
>
> Use SkFloatPinToFixed in SkTwoPointConicalGradient.cpp because it is failing in DM. fmalita is working on replacing this code with the 4f version, so I'm not bothering to fix it. (The beginnings of a real fix are in https://codereview.chromium.org/1767163003, which I do not plan to commit.)
>
> BUG=skia:4632
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1824733002
>
> Committed: https://skia.googlesource.com/skia/+/93dc33972cd6a418e84270298b856d2de08d9c1c
TBR=mtklein@google.com,reed@google.com,benjaminwagner@google.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:4632
Review URL: https://codereview.chromium.org/1868933004
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The current blitters don't support SrcOver, so we must ensure the colors
are opaque. Checking shader.colorsAreOpaque() is not enough as it
doesn't reflect the paint alpha.
Instead we should check for context flags & kOpaqueAlpha_Flag, which is
only set when both the color stops AND the paint are opaque.
R=reed@google.com
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1870773002
Review URL: https://codereview.chromium.org/1870773002
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Use SkFloatPinToFixed in SkTwoPointConicalGradient.cpp because it is failing in DM. fmalita is working on replacing this code with the 4f version, so I'm not bothering to fix it. (The beginnings of a real fix are in https://codereview.chromium.org/1767163003, which I do not plan to commit.)
BUG=skia:4632
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1824733002
Review URL: https://codereview.chromium.org/1824733002
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1855733002
Review URL: https://codereview.chromium.org/1855733002
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GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1842753002
Review URL: https://codereview.chromium.org/1842753002
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R=mtklein@google.com,reed@google.com
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1825333003
Review URL: https://codereview.chromium.org/1825333003
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Some 4f gradient housekeeping.
1) replace <DstPtrType, ColorProfile> specialization tuples with an enum covering all dest types
(L32, S32, F16, F32)
2) group various template helpers into dest trait classes, specialized for each dest type
(2a - conflate current dst_swizzle and scale_for_dest ops into one load op)
R=reed@google.com,mtklein@google.com,herb@google.com
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1816883002
Review URL: https://codereview.chromium.org/1816883002
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- rearrange a bit
- fewer macros
- hooks for all operators
- add left and right scalar operator overrides
- add +=, &=, <<=, etc.
- add SkNx_split() and SkNx_join()
- simplify the many rsqrt() and invert() options to just what we actually use
This refactoring pointed out that our float <-> int NEON conversions are not specialized, so I've implemented them. It seems nice that this is an error rather than silently falling back to serial code.
It's unclear to me if split/join want to be external, static methods, or non-static methods (SkNx_join(), Sk4f::Join(), x.join()). Time will tell?
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1812233003
CQ_EXTRA_TRYBOTS=client.skia.android:Test-Android-GCC-Nexus5-CPU-NEON-Arm7-Release-Trybot;client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot
Review URL: https://codereview.chromium.org/1812233003
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sRGB support now also requires GL_EXT_texture_sRGB_decode, which allows
us to disable sRGB -> Linear conversion when reading textures. This gives
us an easy way to support "legacy" L32 mode. We disable decoding based on
the pixel config of the render target. Textures can override that behavior
(specifically for format-conversion draws where we want that behavior).
Added sBGRA pixel config, which is not-really-a-format. It's just sRGBA
internally, and the external format is BGR order, so TexImage calls will
swizzle correctly. This lets us interact with sRGB raster surfaces on BGR
platforms.
Devices without sRGB support behave like they always have: conversion from
color type and profile type ignores sRGB and always returns linear pixel
configs.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1789663002
Review URL: https://codereview.chromium.org/1789663002
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1810383004
Review URL: https://codereview.chromium.org/1810383004
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Add F16 specializations to support writing to half-float dests.
Add color profile template arg across the board to support writing
to sRGB dests.
R=reed@google.com,mtklein@google.com,herb@google.com
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1808963005
Review URL: https://codereview.chromium.org/1808963005
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https://codereview.chromium.org/1789663002/ )
Reason for revert:
We're getting sRGB non-8888 configs?
Original issue's description:
> sRGB support in Ganesh. Several pieces:
>
> sRGB support now also requires GL_EXT_texture_sRGB_decode, which allows
> us to disable sRGB -> Linear conversion when reading textures. This gives
> us an easy way to support "legacy" L32 mode. We disable decoding based on
> the pixel config of the render target. Textures can override that behavior
> (specifically for format-conversion draws where we want that behavior).
>
> Added sBGRA pixel config, which is not-really-a-format. It's just sRGBA
> internally, and the external format is BGR order, so TexImage calls will
> swizzle correctly. This lets us interact with sRGB raster surfaces on BGR
> platforms.
>
> Devices without sRGB support behave like they always have: conversion from
> color type and profile type ignores sRGB and always returns linear pixel
> configs.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1789663002
>
> Committed: https://skia.googlesource.com/skia/+/9e3f1bf4e5cd8fc59554f986f36d6b034e99f9eb
TBR=reed@google.com,bsalomon@google.com,robertphillips@google.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1814533003
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sRGB support now also requires GL_EXT_texture_sRGB_decode, which allows
us to disable sRGB -> Linear conversion when reading textures. This gives
us an easy way to support "legacy" L32 mode. We disable decoding based on
the pixel config of the render target. Textures can override that behavior
(specifically for format-conversion draws where we want that behavior).
Added sBGRA pixel config, which is not-really-a-format. It's just sRGBA
internally, and the external format is BGR order, so TexImage calls will
swizzle correctly. This lets us interact with sRGB raster surfaces on BGR
platforms.
Devices without sRGB support behave like they always have: conversion from
color type and profile type ignores sRGB and always returns linear pixel
configs.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1789663002
Review URL: https://codereview.chromium.org/1789663002
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The C++ standard library uses the name "release" for the operation we call "detach".
Rewriting each "detach(" to "release(" brings us a step closer to using standard library types directly (e.g. std::unique_ptr instead of SkAutoTDelete).
This was a fairly blind transformation. There may have been unintentional conversions in here, but it's probably for the best to have everything uniformly say "release".
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1809733002
Review URL: https://codereview.chromium.org/1809733002
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