| Commit message (Collapse) | Author | Age |
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This reverts commit be34882042048db096baca32ddf4a8b472529804.
Reason for revert: Test failures and shader compilation issues on Android.
Original change's description:
> Initial OpenGL Image support.
>
> This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up.
>
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182
>
> Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce
> Reviewed-on: https://skia-review.googlesource.com/4182
> Reviewed-by: Greg Daniel <egdaniel@google.com>
> Reviewed-by: Chris Dalton <csmartdalton@google.com>
> Commit-Queue: Brian Salomon <bsalomon@google.com>
>
TBR=egdaniel@google.com,bsalomon@google.com,csmartdalton@google.com,reviews@skia.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
Change-Id: I29a2502c296ae39ed9a999957800414ae46e6f0f
Reviewed-on: https://skia-review.googlesource.com/5129
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
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This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182
Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce
Reviewed-on: https://skia-review.googlesource.com/4182
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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Fixes the bit rot that has set in for geometry shaders. They're to a
point now that we can use them again for GL experiments. Since SkSL
does not support geometry shaders yet, we pass the shader string
directly to the GL compiler for now.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5080
Change-Id: Ie3864e5559c810c682cf5f1709bdab87f033c43b
Reviewed-on: https://skia-review.googlesource.com/5080
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
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GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5087
Change-Id: Ib8943a1da1ea495554feaf5b0992b94fbb9539ab
Reviewed-on: https://skia-review.googlesource.com/5087
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
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GrGLSLUniformManager and GrGLSLProgramDataManager subclasses handle sampler variation across GPU backends.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5002
Change-Id: I968b006bab978c2fa209d1f7eda710c298d1212f
Reviewed-on: https://skia-review.googlesource.com/5002
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4978
Change-Id: I08c24e9183108f4dd6068216488fd3ac9b5f3ec2
Reviewed-on: https://skia-review.googlesource.com/4978
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4962
Change-Id: I55e7f8d1b6e1097fdbe411e9989dd42a03dd5f33
Reviewed-on: https://skia-review.googlesource.com/4962
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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Renames vars and methods that used the work "access" to refer to this type.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4931
Change-Id: Ibcf488fbd445c5119fc13d190544cd98981bdbee
Reviewed-on: https://skia-review.googlesource.com/4931
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
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Just a simple renaming to reinforce the Ganesh notion that a buffer
access is not related to a texture.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4879
Change-Id: I3f12b6eccff744e246618be0a7abf41c4a1228a1
Reviewed-on: https://skia-review.googlesource.com/4879
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
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This reverts commit ce4d04ae8eace6ba53ff8b8c8d8f4a2e6af4e59f.
BUG=skia:5932
Original CL description:
>
>Limit GL_TEXTURE_RECTANGLE filtering to bilinear.
>
>Adds a clamp for GrTexture filtering that can be set by a subclass at construction. The clamping is performed by GrTextureParams. GrGLTexture limits filtering to bilinear for rectangle and external textures.
>
>Also moves samplerType() to GrTexturePriv from GrTexture.
>
>BUG=skia:5932
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4455
Change-Id: I4a9f4abac44979cb900f5b04fe741524eade66b1
Reviewed-on: https://skia-review.googlesource.com/4455
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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This reverts commit 4d53c44aa6e8e0d1b6537f83e4287e5a1423ac75.
Reason for revert: Depends on https://skia-review.googlesource.com/c/4383/ which I need to revert.
Original change's description:
> Limit GL_TEXTURE_RECTANGLE filtering to bilinear.
>
> Adds a clamp for GrTexture filtering that can be set by a subclass at construction. The clamping is performed by GrTextureParams. GrGLTexture limits filtering to bilinear for rectangle and external textures.
>
> Also moves samplerType() to GrTexturePriv from GrTexture.
>
> BUG=skia:5932
>
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4352
>
> Change-Id: I1f023d4f4133e7eb393367580c0558257e56c8db
> Reviewed-on: https://skia-review.googlesource.com/4352
> Commit-Queue: Brian Salomon <bsalomon@google.com>
> Reviewed-by: Chris Dalton <csmartdalton@google.com>
>
TBR=bsalomon@google.com,csmartdalton@google.com,reviews@skia.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=662630
Change-Id: I012aa208594ccff0bb81bece8110a38e1f83ae00
Reviewed-on: https://skia-review.googlesource.com/4444
Commit-Queue: Ben Wagner <benjaminwagner@google.com>
Reviewed-by: Ben Wagner <benjaminwagner@google.com>
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Adds a clamp for GrTexture filtering that can be set by a subclass at construction. The clamping is performed by GrTextureParams. GrGLTexture limits filtering to bilinear for rectangle and external textures.
Also moves samplerType() to GrTexturePriv from GrTexture.
BUG=skia:5932
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4352
Change-Id: I1f023d4f4133e7eb393367580c0558257e56c8db
Reviewed-on: https://skia-review.googlesource.com/4352
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Chris Dalton <csmartdalton@google.com>
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2349243002
Review-Url: https://codereview.chromium.org/2365943003
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This changes moves to a model that iterates over GrCTs in a GrFP hierarchy when inserting transformations by GrGLSLPrimitiveProcessors.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2339203002
Committed: https://skia.googlesource.com/skia/+/d91237ee051523f439238042674ade99207fe4a6
Review-Url: https://codereview.chromium.org/2339203002
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(patchset #3 id:40001 of https://codereview.chromium.org/2339203002/ )
Reason for revert:
Crashing blink
https://codereview.chromium.org/2351743002/
Original issue's description:
> Stop flattening GrCoordTransforms in parent GrFragmentProcessors.
>
> This changes moves to a model that iterates over GrCTs in a GrFP hierarchy when inserting transformations by GrGLSLPrimitiveProcessors.
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2339203002
>
> Committed: https://skia.googlesource.com/skia/+/d91237ee051523f439238042674ade99207fe4a6
TBR=egdaniel@google.com,robertphillips@google.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
Review-Url: https://codereview.chromium.org/2351753002
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This changes moves to a model that iterates over GrCTs in a GrFP hierarchy when inserting transformations by GrGLSLPrimitiveProcessors.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2339203002
Review-Url: https://codereview.chromium.org/2339203002
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GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2327613002
Review-Url: https://codereview.chromium.org/2327613002
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Hopefully, this will let us play w/ geometric and shader-based solutions.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2316593003
Committed: https://skia.googlesource.com/skia/+/ffac5c4aae18fc706e4077763c190a89c8507fb0
Review-Url: https://codereview.chromium.org/2316593003
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TBR=bsalomon@google.com
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2249973003
Review-Url: https://codereview.chromium.org/2249973003
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2237963002
Review-Url: https://codereview.chromium.org/2237963002
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The vector was split because the vector's users need it split, and we were creating it from the split components in the first place, so it made sense to skip that step.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2223053002
Review-Url: https://codereview.chromium.org/2223053002
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variable for it
This update allows fragment processors to require a field of vectors to the nearest edge. This requirement propagates:
- from child FPs to their parent
- from parent FPs to the GrPaint
- from GrPaint through the PipelineBuilder into GrPipeline
- acessed from GrPipeline by GrGLSLProgramBuilder
GrGLSL generates a variable for the distance vector and passes it down to the GeometryProcessor->emitCode() method.
This CL's base is the CL for adding the BevelNormalSource API: https://codereview.chromium.org/2080993002
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2114993002
Committed: https://skia.googlesource.com/skia/+/4ef6dfa7089c092c67b0d5ec34e89c1e319af196
Review-Url: https://codereview.chromium.org/2114993002
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declares variable for it (patchset #20 id:370001 of https://codereview.chromium.org/2114993002/ )
Reason for revert:
UBSAN says we're reading a bad bool here:
bool usesDistanceVectorField() const { return fUsesDistanceVectorField; }
../../../include/gpu/GrPaint.h:83:51: runtime error: load of value 239, which is not a valid value for type 'bool'
SUMMARY: AddressSanitizer: undefined-behavior ../../../include/gpu/GrPaint.h:83:51 in
Seems likely also the root of Valgrind failure:
https://luci-milo.appspot.com/swarming/task/30522e4f2241cb10
Original issue's description:
> GrFP can express distance vector field req., program builder declares variable for it
>
> This update allows fragment processors to require a field of vectors to the nearest edge. This requirement propagates:
>
> - from child FPs to their parent
> - from parent FPs to the GrPaint
> - from GrPaint through the PipelineBuilder into GrPipeline
> - acessed from GrPipeline by GrGLSLProgramBuilder
>
> GrGLSL generates a variable for the distance vector and passes it down to the GeometryProcessor->emitCode() method.
>
> This CL's base is the CL for adding the BevelNormalSource API: https://codereview.chromium.org/2080993002
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2114993002
>
> Committed: https://skia.googlesource.com/skia/+/4ef6dfa7089c092c67b0d5ec34e89c1e319af196
TBR=egdaniel@google.com,robertphillips@google.com,bsalomon@google.com,dvonbeck@google.com
# Not skipping CQ checks because original CL landed more than 1 days ago.
BUG=skia:
Review-Url: https://codereview.chromium.org/2201613002
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variable for it
This update allows fragment processors to require a field of vectors to the nearest edge. This requirement propagates:
- from child FPs to their parent
- from parent FPs to the GrPaint
- from GrPaint through the PipelineBuilder into GrPipeline
- acessed from GrPipeline by GrGLSLProgramBuilder
GrGLSL generates a variable for the distance vector and passes it down to the GeometryProcessor->emitCode() method.
This CL's base is the CL for adding the BevelNormalSource API: https://codereview.chromium.org/2080993002
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2114993002
Review-Url: https://codereview.chromium.org/2114993002
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These two new types are in support of Vulkan and the ability to send
separate texture and sampler uniforms to the shader. They don't really fit
well in the current system, since the current system ties together to idea
of intended use and how to emit shader code into the same GrSLType enum.
In vulkan, I want the GrGLSLSampler object to be used as a Sampler2D, but
when appending its declaration it will emit a Texture2D and sampler object.
Our query for GrSLTypeIsSamplerType refers more to the combination of texture
and sampler and not just the sampler part. The GrSLTypeIs2DTextureType query
is for is a a SamplerType that uses Texture2Ds. My new types don't really fit
into either these categories as they are just half of the whole.
In some refactoring down the road (possibly connected with SkSL), I suggest we
split apart the concept of how we intend to use a GrGLSLSampler (Sampler2D, SamplerBuffer,
etc.), from how we actually add it to the code (sampler, texture2D, sampler2D, etc.).
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2143143002
Review-Url: https://codereview.chromium.org/2143143002
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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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Adds a mechanism for processors to add buffer accesses and implements
them in the GL backend.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1870893002
Review URL: https://codereview.chromium.org/1870893002
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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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Adds a "samplerPrecision" method to GrGLSLCaps and updates
GrGLSLProgramBuilder to infer a sampler's precision based on its
config and visibility.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1846963004
Review URL: https://codereview.chromium.org/1846963004
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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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The main change here is that we pull primitive type off of the vertices, we set the gpu state on gpu once per pipeline/prim proc draw batch, and we create the ProgramDescriptor only for the Cache/ProgramBuilder.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1806983002
Review URL: https://codereview.chromium.org/1806983002
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1784023002
Review URL: https://codereview.chromium.org/1784023002
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Adds a visibility bitfield to GrTextureAccess that controls in which
shaders the texture should be accessible. Also adds caps and
validation to ensure we don't exceed texture limits.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1782583002
Review URL: https://codereview.chromium.org/1782583002
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Adds a "sample locations" feature to GrProcessor. When enabled, this
allows a processor to know inside the shader where all the samples are
located. Also adds various infastructure to query, cache, and identify
multisample data.
BUG=skia:
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Review URL: https://codereview.chromium.org/1717393002
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Replaces fWillReadFragmentPosition on GrProcessor with a
"RequiredFeatures" bitfield. This will allow us to add additional
built-in features. Completely removes information about reading the
fragment position from GrPipeline and GrProcOptInfo.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1734163002
Review URL: https://codereview.chromium.org/1734163002
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Replaces GrGLSLUniformHandler::ShaderVisibility with GrShaderFlags.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1684063006
Review URL: https://codereview.chromium.org/1684063006
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1689703002
Review URL: https://codereview.chromium.org/1689703002
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BUG=skia:3555
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1541903002
Committed: https://skia.googlesource.com/skia/+/7df3f5e127f8016d17b637cc48a6a4718f1a6822
Review URL: https://codereview.chromium.org/1541903002
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https://codereview.chromium.org/1541903002/ )
Reason for revert:
ASAN failure at src/gpu/GrXferProcessor.cpp:224
Original issue's description:
> added support for PLS path rendering
>
> BUG=skia:3555
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1541903002
>
> Committed: https://skia.googlesource.com/skia/+/7df3f5e127f8016d17b637cc48a6a4718f1a6822
TBR=bsalomon@google.com,egdaniel@google.com,joshualitt@chromium.org
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:3555
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Review URL: https://codereview.chromium.org/1626553002
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BUG=skia:3555
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1541903002
Review URL: https://codereview.chromium.org/1541903002
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1535603006
Review URL: https://codereview.chromium.org/1535603006
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BUG=skia:
Review URL: https://codereview.chromium.org/1490283004
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This CL still keeps the weird diamond shape we have for all our ProgramBuilders.
However, the GrGLSL base class will allow us to pull multiple other parts
of our program setup away from GL which will eventually allow us to break up
the diamond.
As part of this all ShaderBuilder subclass have been made gl independent,
however I will move them to GLSL files/class names in a follow on CL.
BUG=skia:
Review URL: https://codereview.chromium.org/1416423003
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