| Commit message (Collapse) | Author | Age |
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BUG=skia:
Review URL: https://codereview.chromium.org/1251173002
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This is split off of https://codereview.chromium.org/1225923010/ (Start tightening correspondence betweeen GrDrawContext and GrRenderTarget). It:
fixes some style nits
replaces some passing of GrContext with GrTextureProvider & GrDrawContext
does a bit of the finer grained creation of GrDrawContexts
Review URL: https://codereview.chromium.org/1245183002
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This uses the most basic approach possible:
- to load an Sk4px from 565, convert to SkPMColors on the stack serially then load those SkPMColors.
- to store an Sk4px to 565, store to SkPMColors on the stack then convert to 565 serially.
Clearly, we can optimize these loads and stores. That's a TODO.
The code using SkPMFloat is the same idea but a little more long-term viable, as we're only operating on one pixel at a time anyway. We could probably write 565 <-> SkPMFloat methods, but I'd rather not until it's really compelling.
The speedups are varied but similar across SSE and NEON: a few uninteresting, many 50% faster, some 2x faster, and SoftLight ~4x faster.
This will cause minor GM diffs, but I don't think any layout test changes.
BUG=skia:
Committed: https://skia.googlesource.com/skia/+/942930dcaa51f66d82cdaf46ae62efebd16c8cd0
Committed: https://skia.googlesource.com/skia/+/860dcaa2ddfdadc050af4f943a84a9d499315066
Review URL: https://codereview.chromium.org/1245673002
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R=robertphillips@google.com,mtklein@google.com
Review URL: https://codereview.chromium.org/1253473002
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BUG=skia:
Review URL: https://codereview.chromium.org/1246193002
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Review URL: https://codereview.chromium.org/1244093004
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Command buffer will expose GL_CHROMIUM_framebuffer_multisample and
GL_CHROMIUM_map_sub, added support for these to enable interface
validation to succeed.
Review URL: https://codereview.chromium.org/1248853003
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Switch to use highp on interpolants.
Also removes some unnecessary formatting.
BUG=skia:3381
Review URL: https://codereview.chromium.org/1245703004
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This allows codecs that support subsets natively (i.e. WEBP) to do so.
Add a field on SkCodec::Options representing the subset.
Add a method on SkCodec to find a valid subset which approximately
matches a desired subset.
Implement subset decodes in SkWebpCodec.
Add a test in DM for decoding subsets.
Notice that we only start on even boundaries. This is due to the
way libwebp's API works. SkWEBPImageDecoder does not take this into
account, which results in visual artifacts.
FIXME: Subsets with scaling are not pixel identical, but close. (This
may be fine, though - they are not perceptually different. We'll just
need to mark another set of images in gold as valid, once
https://skbug.com/4038 is fixed, so we can tests scaled webp without
generating new images on each run.)
Review URL: https://codereview.chromium.org/1240143002
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R=reed@google.com,robertphillips@google.com,bsalomon@google.com
Review URL: https://codereview.chromium.org/1244093005
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https://codereview.chromium.org/1245673002/)
Reason for revert:
NEON 565 gold images have gone ugly. This is what I get for writing and testing SSE and just writing NEON.
E.g. colortype_xfermodes, dstreadshuffle, bigbitmaprect, pictures, textbloblooper, aaxfermodes (only Plus)
Original issue's description:
> 565 support for SIMD xfermodes
>
> This uses the most basic approach possible:
> - to load an Sk4px from 565, convert to SkPMColors on the stack serially then load those SkPMColors.
> - to store an Sk4px to 565, store to SkPMColors on the stack then convert to 565 serially.
>
> Clearly, we can optimize these loads and stores. That's a TODO.
>
> The code using SkPMFloat is the same idea but a little more long-term viable, as we're only operating on one pixel at a time anyway. We could probably write 565 <-> SkPMFloat methods, but I'd rather not until it's really compelling.
>
> The speedups are varied but similar across SSE and NEON: a few uninteresting, many 50% faster, some 2x faster, and SoftLight ~4x faster.
>
> This will cause minor GM diffs, but I don't think any layout test changes.
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/942930dcaa51f66d82cdaf46ae62efebd16c8cd0
>
> Committed: https://skia.googlesource.com/skia/+/860dcaa2ddfdadc050af4f943a84a9d499315066
TBR=msarett@google.com,mtklein@chromium.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1248893004
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This uses the most basic approach possible:
- to load an Sk4px from 565, convert to SkPMColors on the stack serially then load those SkPMColors.
- to store an Sk4px to 565, store to SkPMColors on the stack then convert to 565 serially.
Clearly, we can optimize these loads and stores. That's a TODO.
The code using SkPMFloat is the same idea but a little more long-term viable, as we're only operating on one pixel at a time anyway. We could probably write 565 <-> SkPMFloat methods, but I'd rather not until it's really compelling.
The speedups are varied but similar across SSE and NEON: a few uninteresting, many 50% faster, some 2x faster, and SoftLight ~4x faster.
This will cause minor GM diffs, but I don't think any layout test changes.
BUG=skia:
Committed: https://skia.googlesource.com/skia/+/942930dcaa51f66d82cdaf46ae62efebd16c8cd0
Review URL: https://codereview.chromium.org/1245673002
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hashing. This change appears to be performance neutral.
BUG=skia:
Review URL: https://codereview.chromium.org/1216983003
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If we ever want to allow the command buffer as a skia gles2 backend,
we need a more up to date version of ANGLE, specifically there are
4 defines that differ between newer and older versions of ANGLE which
we use in skia, I've updated these in this change.
I'm not quite sure if what I've done for the 'angle_path' is correct,
I tried setting it to a path relative to skia, and to '<(DEPTH)', both
of which do not compile correctly, only '../' worked.
Committed: https://skia.googlesource.com/skia/+/db0b1e796ddbd08e6be8a666537318b1c0e2ce56
Review URL: https://codereview.chromium.org/1244843003
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of https://codereview.chromium.org/1216623003/)
Reason for revert:
Ok, I am now seeing a couple issues. going to revert and investigate further.
Original issue's description:
> Bilinear optimization for 1D convolution.
>
> Splits GrGLConvolutionEffect into GrGLBilerpConvolutionEffect and
> GrGLBoundedConvolutionEffect. When doing a non-bounded convolution we now
> always use the GrGLBilerpConvolutionEffect which uses bilinear filtering to
> perform half as many samples in the texture.
>
> BUG=skia:3986
>
> Committed: https://skia.googlesource.com/skia/+/91abe10af417148939548551e210c001022d3bda
>
> Committed: https://skia.googlesource.com/skia/+/0f38612b0facf585854aba4556433b858cbf7da8
TBR=bsalomon@google.com,senorblanco@chromium.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:3986
Review URL: https://codereview.chromium.org/1247063005
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https://codereview.chromium.org/1244843003/)
Reason for revert:
Compile error that the try bots didn't catch :(
Original issue's description:
> ANGLE deps roll
>
> If we ever want to allow the command buffer as a skia gles2 backend,
> we need a more up to date version of ANGLE, specifically there are
> 4 defines that differ between newer and older versions of ANGLE which
> we use in skia, I've updated these in this change.
>
> I'm not quite sure if what I've done for the 'angle_path' is correct,
> I tried setting it to a path relative to skia, and to '<(DEPTH)', both
> of which do not compile correctly, only '../' worked.
>
> Committed: https://skia.googlesource.com/skia/+/db0b1e796ddbd08e6be8a666537318b1c0e2ce56
TBR=bsalomon@google.com
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
Review URL: https://codereview.chromium.org/1245223007
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If we ever want to allow the command buffer as a skia gles2 backend,
we need a more up to date version of ANGLE, specifically there are
4 defines that differ between newer and older versions of ANGLE which
we use in skia, I've updated these in this change.
I'm not quite sure if what I've done for the 'angle_path' is correct,
I tried setting it to a path relative to skia, and to '<(DEPTH)', both
of which do not compile correctly, only '../' worked.
Review URL: https://codereview.chromium.org/1244843003
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Splits GrGLConvolutionEffect into GrGLBilerpConvolutionEffect and
GrGLBoundedConvolutionEffect. When doing a non-bounded convolution we now
always use the GrGLBilerpConvolutionEffect which uses bilinear filtering to
perform half as many samples in the texture.
BUG=skia:3986
Committed: https://skia.googlesource.com/skia/+/91abe10af417148939548551e210c001022d3bda
Review URL: https://codereview.chromium.org/1216623003
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These handwritten xfermodes for Clear, Src, DstIn, and DstOut are actually dead
code: they're all covered by Sk4pxXfermode, which we'd already have returned.
Tidies up the xfermode creation logic to make this clearer.
This cuts 20-40K off SkXfermode.o, depending on the platform.
BUG=skia:
Review URL: https://codereview.chromium.org/1249773004
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TBR=bsalomon@google.com
BUG=skia:
Review URL: https://codereview.chromium.org/1241263003
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This deduplicates a few pieces of code:
- we end up with one copy of each xfer32() driver loop instead of one per xfermode;
- we end up with two* copies of each xfermode implementation instead of ten**.
* For a given Mode: Mode() itself and xfer_aa<Mode>().
** From unrolling: twice at a stride of 8, once at 4, once at 2, and once at 1, then all again for when we have AA.
This decreases the size of SkXfermode.o from 1.5M to 620K on x86-64 and from 1.3M to 680K on ARMv7+NEON.
If we wanted to, we could eliminate the xfer_aa<Mode>() copy by tagging each Mode() function as __attribute__((noinline)) or its equivalent. This would result in another ~100K space savings.
Performance is affected in proportion to the original xfermode speed:
fast modes like Plus take the largest proportional hit, and slow modes
like HardLight or SoftLight see essentially no hit at all.
This adds SK_VECTORCALL to help keep this code fast on ARMv7 and Windows. I've looked at the ARMv7 generated code... it looks good, even pretty.
For compatibility with SK_VECTORCALL, we now pass the vector-sized arguments by value instead of by reference. Some refactoring now allows us to declare each mode as just a static function instead of a struct, which simplifies things.
TBR=reed@google.com
No public API changes.
BUG=skia:
Committed: https://skia.googlesource.com/skia/+/e617e1525916d7ee684142728c0905828caf49da
CQ_EXTRA_TRYBOTS=client.skia.compile:Build-Ubuntu-GCC-Arm7-Debug-Android_NoNeon-Trybot
Review URL: https://codereview.chromium.org/1242743004
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https://codereview.chromium.org/1242743004/)
Reason for revert:
http://build.chromium.org/p/client.skia.compile/builders/Build-Ubuntu-GCC-Arm7-Debug-Android_NoNeon/builds/1168/steps/build%20most/logs/stdio
Original issue's description:
> De-templatize Sk4pxXfermode code a bit.
>
> This deduplicates a few pieces of code:
> - we end up with one copy of each xfer32() driver loop instead of one per xfermode;
> - we end up with two* copies of each xfermode implementation instead of ten**.
>
> * For a given Mode: Mode() itself and xfer_aa<Mode>().
> ** From unrolling: twice at a stride of 8, once at 4, once at 2, and once at 1, then all again for when we have AA.
>
> This decreases the size of SkXfermode.o from 1.5M to 620K on x86-64 and from 1.3M to 680K on ARMv7+NEON.
>
> If we wanted to, we could eliminate the xfer_aa<Mode>() copy by tagging each Mode() function as __attribute__((noinline)) or its equivalent. This would result in another ~100K space savings.
>
> Performance is affected in proportion to the original xfermode speed:
> fast modes like Plus take the largest proportional hit, and slow modes
> like HardLight or SoftLight see essentially no hit at all.
>
> This adds SK_VECTORCALL to help keep this code fast on ARMv7 and Windows. I've looked at the ARMv7 generated code... it looks good, even pretty.
>
> For compatibility with SK_VECTORCALL, we now pass the vector-sized arguments by value instead of by reference. Some refactoring now allows us to declare each mode as just a static function instead of a struct, which simplifies things.
>
> TBR=reed@google.com
> No public API changes.
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/e617e1525916d7ee684142728c0905828caf49da
TBR=msarett@google.com,mtklein@chromium.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1245273005
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It appears that the Adreno compiler is even more twitchy about gl_FragCoord handling than expected.
BUG=skia:4078
Review URL: https://codereview.chromium.org/1246773003
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This deduplicates a few pieces of code:
- we end up with one copy of each xfer32() driver loop instead of one per xfermode;
- we end up with two* copies of each xfermode implementation instead of ten**.
* For a given Mode: Mode() itself and xfer_aa<Mode>().
** From unrolling: twice at a stride of 8, once at 4, once at 2, and once at 1, then all again for when we have AA.
This decreases the size of SkXfermode.o from 1.5M to 620K on x86-64 and from 1.3M to 680K on ARMv7+NEON.
If we wanted to, we could eliminate the xfer_aa<Mode>() copy by tagging each Mode() function as __attribute__((noinline)) or its equivalent. This would result in another ~100K space savings.
Performance is affected in proportion to the original xfermode speed:
fast modes like Plus take the largest proportional hit, and slow modes
like HardLight or SoftLight see essentially no hit at all.
This adds SK_VECTORCALL to help keep this code fast on ARMv7 and Windows. I've looked at the ARMv7 generated code... it looks good, even pretty.
For compatibility with SK_VECTORCALL, we now pass the vector-sized arguments by value instead of by reference. Some refactoring now allows us to declare each mode as just a static function instead of a struct, which simplifies things.
TBR=reed@google.com
No public API changes.
BUG=skia:
Review URL: https://codereview.chromium.org/1242743004
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BUG=skia:
Review URL: https://codereview.chromium.org/1250693002
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BUG=skia:
Review URL: https://codereview.chromium.org/1249663002
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https://codereview.chromium.org/1245673002/)
Reason for revert:
942930d (included in this roll) introduced a 140 kB sizes regression in
libskia.so. Please investigate and reland if this regression is necessary.
Original issue's description:
> 565 support for SIMD xfermodes
>
> This uses the most basic approach possible:
> - to load an Sk4px from 565, convert to SkPMColors on the stack serially then load those SkPMColors.
> - to store an Sk4px to 565, store to SkPMColors on the stack then convert to 565 serially.
>
> Clearly, we can optimize these loads and stores. That's a TODO.
>
> The code using SkPMFloat is the same idea but a little more long-term viable, as we're only operating on one pixel at a time anyway. We could probably write 565 <-> SkPMFloat methods, but I'd rather not until it's really compelling.
>
> The speedups are varied but similar across SSE and NEON: a few uninteresting, many 50% faster, some 2x faster, and SoftLight ~4x faster.
>
> This will cause minor GM diffs, but I don't think any layout test changes.
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/942930dcaa51f66d82cdaf46ae62efebd16c8cd0
TBR=msarett@google.com,mtklein@chromium.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1242973004
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This change is motivated by a recent switch in how chromium handles
<video> color spaces, making rec709 more commonly used. This will
allow video -> canvas copies to take the fast GPU path when we're using
709, just as we do with 601 and jpeg.
Chromium-side change: https://codereview.chromium.org/1236313002
Review URL: https://codereview.chromium.org/1241723005
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BUG=skia:4041
Review URL: https://codereview.chromium.org/1242423002
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This uses the most basic approach possible:
- to load an Sk4px from 565, convert to SkPMColors on the stack serially then load those SkPMColors.
- to store an Sk4px to 565, store to SkPMColors on the stack then convert to 565 serially.
Clearly, we can optimize these loads and stores. That's a TODO.
The code using SkPMFloat is the same idea but a little more long-term viable, as we're only operating on one pixel at a time anyway. We could probably write 565 <-> SkPMFloat methods, but I'd rather not until it's really compelling.
The speedups are varied but similar across SSE and NEON: a few uninteresting, many 50% faster, some 2x faster, and SoftLight ~4x faster.
This will cause minor GM diffs, but I don't think any layout test changes.
BUG=skia:
Review URL: https://codereview.chromium.org/1245673002
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This updates Ganesh's bleed avoidance check to handle the case where the
sample location may be outside of the rect geometry but used because it
partially covers the pixel.
BUG=skia:4066
Review URL: https://codereview.chromium.org/1237623012
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Now that SK_SUPPORT_LEGACY_XFERMODES is unused, tons of code becomes dead.
Nothing is needed in opts/ anymore for x86.
We still do runtime NEON detection, which just duplicates Sk4pxXfermode.
TBR=reed@google.com
BUG=skia:
Review URL: https://codereview.chromium.org/1230023011
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Original patch was created by halcanary@google.com, and was reverted
because it triggered crbug.com/503541.
This patch fixes a bug in the original patch about clip path
transformation.
> Also, remove some SkPDFDevice functions.
> Will fix this GM: http://crrev.com/1159273003
> BUG=skia:3872
> Review URL: https://codereview.chromium.org/1148263005
BUG=skia:3872
BUG=503514
Review URL: https://codereview.chromium.org/1238503007
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https://codereview.chromium.org/1244523002/)
Reason for revert:
Florin will rebaseline the images.
Original issue's description:
> Revert of Add fast normalize for SkLightingImageFilter. (patchset #2 id:20001 of https://codereview.chromium.org/1240023002/)
>
> Reason for revert:
> Speculative revert -- DEPS roll block on linux_blink_rel
>
> https://storage.googleapis.com/chromium-layout-test-archives/linux_blink_rel/71483/layout-test-results/results.html
>
> Original issue's description:
> > Add fast normalize for SkLightingImageFilter.
> >
> > The normalize routine in SkPoint3 is very robust. However, for simple
> > lighting cases we prefer speed over robustness. This fixes a perf
> > regression in smoothness.tough_filters_cases.
> >
> > BUG=chromium:510562
> >
> > Committed: https://skia.googlesource.com/skia/+/dfa0ecf169db87f7afddd93bc1c500de481a62c7
>
> TBR=reed@google.com,senorblanco@google.com,senorblanco@chromium.org,jvanverth@google.com
> NOPRESUBMIT=true
> NOTREECHECKS=true
> NOTRY=true
> BUG=chromium:510562
>
> Committed: https://skia.googlesource.com/skia/+/ac66a8122b27c388cc74b3913d9a9be351a44e54
TBR=reed@google.com,senorblanco@google.com,senorblanco@chromium.org,reed@chromium.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=chromium:510562
Review URL: https://codereview.chromium.org/1241583007
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This reverts commit 91110195a2eee170c11885da9d16f94b00a39f87.
BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/1240753003
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BUG=skia:3776
Review URL: https://codereview.chromium.org/1223323003
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BUG=skia:
Review URL: https://codereview.chromium.org/1233923004
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BUG=skia:
Review URL: https://codereview.chromium.org/1238473004
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https://codereview.chromium.org/1235393003/)
Reason for revert:
breaking android framework build
Original issue's description:
> guard to remove DrawBitmapRectFlags
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/6fb0b6779e40ce05c20cf279f0ecff31fa3cd60d
TBR=fmalita@chromium.org,djsollen@google.com,reed@chromium.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1230823007
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id:20001 of https://codereview.chromium.org/1240023002/)
Reason for revert:
Speculative revert -- DEPS roll block on linux_blink_rel
https://storage.googleapis.com/chromium-layout-test-archives/linux_blink_rel/71483/layout-test-results/results.html
Original issue's description:
> Add fast normalize for SkLightingImageFilter.
>
> The normalize routine in SkPoint3 is very robust. However, for simple
> lighting cases we prefer speed over robustness. This fixes a perf
> regression in smoothness.tough_filters_cases.
>
> BUG=chromium:510562
>
> Committed: https://skia.googlesource.com/skia/+/dfa0ecf169db87f7afddd93bc1c500de481a62c7
TBR=reed@google.com,senorblanco@google.com,senorblanco@chromium.org,jvanverth@google.com
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=chromium:510562
Review URL: https://codereview.chromium.org/1244523002
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width & height, name them appropriately.
BUG=240827
Review URL: https://codereview.chromium.org/1234873005
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BUG=skia:
Review URL: https://codereview.chromium.org/1218993002
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The normalize routine in SkPoint3 is very robust. However, for simple
lighting cases we prefer speed over robustness. This fixes a perf
regression in smoothness.tough_filters_cases.
BUG=chromium:510562
Review URL: https://codereview.chromium.org/1240023002
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BUG=skia:
Review URL: https://codereview.chromium.org/1242033002
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Review URL: https://codereview.chromium.org/1234313002
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BUG=skia:
Committed: https://skia.googlesource.com/skia/+/1170a12839218f7a23c93487bf95fd83aae0201f
Review URL: https://codereview.chromium.org/1237283007
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Check for GL context when printing NVPR error string.
Fix some indenting.
Review URL: https://codereview.chromium.org/1235283004
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everything
Motivation:
- perf win for clients that overwrite the surface after a snapshot.
- may allow us to eliminate SkDeferredCanvas, as this was its primary advantage.
BUG=skia:
Review URL: https://codereview.chromium.org/1236023004
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https://codereview.chromium.org/1237283007/)
Reason for revert:
breaking nanobench
Original issue's description:
> Give GrBatch a pointer to GrPipeline
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/1170a12839218f7a23c93487bf95fd83aae0201f
TBR=bsalomon@google.com,joshualitt@chromium.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1239073002
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BUG=skia:
Review URL: https://codereview.chromium.org/1237283007
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