From 999ec57291dc7cf1d8e3a745627670e6cadc1c12 Mon Sep 17 00:00:00 2001 From: Jim Van Verth Date: Mon, 20 Nov 2017 12:36:16 -0500 Subject: Use int when possible to calculate atlas indices in shaders. On certain iOS devices half has a mantissa of only 10 bits, which is not enough to perform the floating point trickery to get the lower bits out of the "texture coordinates". Instead we use int if available, and float if not available. Also re-enables multitexturing for iOS and adds a sample which stresses the issue. Bug: skia:7285 Change-Id: I365532c7cbbcca7c7753af209bef46e05be49e11 Reviewed-on: https://skia-review.googlesource.com/71181 Reviewed-by: Brian Salomon Commit-Queue: Jim Van Verth --- gn/samples.gni | 1 + 1 file changed, 1 insertion(+) (limited to 'gn/samples.gni') diff --git a/gn/samples.gni b/gn/samples.gni index 6e1bcac893..7c0d9e2617 100644 --- a/gn/samples.gni +++ b/gn/samples.gni @@ -48,6 +48,7 @@ samples_sources = [ "$_samplecode/SampleFilter2.cpp", "$_samplecode/SampleFilterFuzz.cpp", "$_samplecode/SampleFilterQuality.cpp", + "$_samplecode/SampleFlutterAnimate.cpp", "$_samplecode/SampleFontScalerTest.cpp", "$_samplecode/SampleFuzz.cpp", "$_samplecode/SampleGradients.cpp", -- cgit v1.2.3