Reason for revert:
Broke bots
Original issue's description:
> Explicit control in tools of ANGLE frontend and backend
>
> Update the ANGLE test GL context, GrContextFactory, and config parsing to allow explicit control of ANGLE front/backend.
>
> This will allow us to explicitly test ES2 vs ES3 interfaces to ANGLE as well as D3D9, D3D11, and OpenGL backends.
>
> Also makes the angle api types valid in all builds (but will just fail when SK_ANGLE=1 or not on windows for the d3d backends).
>
> BUG=skia:5804
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2381033002
>
> Committed: https://skia.googlesource.com/skia/+/50094fb489543655df026be4e4f99e09e57a1f49TBR=brianosman@google.com
# Skipping CQ checks because original CL landed less than 1 days ago.
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BUG=skia:5804
Review-Url: https://codereview.chromium.org/2384483003
Update the ANGLE test GL context, GrContextFactory, and config parsing to allow explicit control of ANGLE front/backend.
This will allow us to explicitly test ES2 vs ES3 interfaces to ANGLE as well as D3D9, D3D11, and OpenGL backends.
Also makes the angle api types valid in all builds (but will just fail when SK_ANGLE=1 or not on windows for the d3d backends).
BUG=skia:5804
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2381033002
NOTREECHECKS=true
NOTRY=true
NOPRESUBMIT=true
Review-Url: https://codereview.chromium.org/2381033002
This cleans up 3 remaining sites using , that probably meant ;
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2605
Change-Id: I5e48bcd85d72a205d2b0c860461dab1ec793dd18
Reviewed-on: https://skia-review.googlesource.com/2605
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Mike Klein <mtklein@chromium.org>
This allows us to do copies from:
msaa->msaa with same sample count
msaa->no-msaa with a resolve
Still missing support for no-msaa to msaa which will require a copyAsDraw
which is currently stalled and fixing possible driver bugs.
BUG=skia:
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With this version, it's now exposing GL_EXT_color_buffer_half_float, but
it's (incorrectly) using GL_HALF_FLOAT rather than GL_HALF_FLOAT_OES.
In addition, release builds were crashing in EGLImageTest due to an
apparent disagreement about calling convention on function-pointer to
exported symbol. There is a proper typedef for that in one of their
headers, but I can't seem to include it without creating more problems,
so I just fixed the decoration on our local typedef.
With those changes, all tests pass, and (on my Windows machine), all
GMs and SKPs produce identical results vs. master in angle and angle-gl.
BUG=skia:
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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:
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Fixes these issues:
1. The glXCreateContextAttribsARB call seems to modify the
context_attrib parameter upon failure. Since context_attrib was static,
if it first tried to create an OpenGL 4.4 context and it failed, further
attempts to create a context with lower versions would also fail.
2. Getting an OpenGL 3.0 context was never tried.
3. Context creation for ES 3.0 was failing on my machine. Since ES 2.0
looks like the intended version from the surrounding code, I set it to
that. It could be rewritten to use a similar loop as standard OpenGL and
try from the highest version to the lowest.
BUG=skia:5403
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2147513002
Review-Url: https://codereview.chromium.org/2147513002
GrTextureAccess optionally includes an instance, computed from the src
and dst color spaces. In all common cases (no color space for either src
or dst, or same color space for both), no object is allocated.
This change is orthogonal to my attempts to get color space attached to
render targets - regardless of how we choose to do that, this will give
us the source color space at all points where we are connecting src to
dst.
There are many dangling injection points where I've been inserting
nullptr, but I have a record of all of them. Additionally, there are now
three places (the most common simple paths for bitmap/image rendering)
where things are plumbed enough that I expect to have access to the dst
color space (all marked with XFORMTODO).
In addition to getting the dst color space, I need to inject shader code
and uniform uploading for appendTextureLookup and friends.
BUG=skia:
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The original caching logic for sample locations wishfully assumed that
the GPU would always use the same sample pattern for render targets
that had the same number of samples. It turns out we can't rely on
that. This change improves the caching logic to handle mismatched
simple patterns with the same count, and adds a unit test that
emulates different sample patterns observed on real hardware.
BUG=skia:
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Currently this is not actually hooked into the system.
To give some context, in a follow up CL I'll add this to GrDrawTarget.
For this I will move the gpu onDraw command to the GpuCommandBuffer as well.
For GL this will end up just being a pass through to a non virtual draw(...)
on GrGLGpu, and for vulkan it will mostly do what it currently does but
adding commands to the secondary command buffer instead.
BUG=skia:
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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.
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