Add a SK_LEGACY_SKCODEC_NONE_ENUM #define'able to ease transition.
Also rename another internal "kNone" enum in SkWebpCodec.cpp.
The "kNone" name is overloaded:
- include/core/SkImageGenerator.h defines its own kNone.
- include/encode/SkPngEncoder.h defines its own kNone.
- include/private/GrTypesPriv.h defines multiple kNone's.
Bug: skia:
Change-Id: I18c03a74f2f1b0237016e0eef53dcd4478b82609
Reviewed-on: https://skia-review.googlesource.com/146020
Reviewed-by: Derek Sollenberger <djsollen@google.com>
Reviewed-by: Leon Scroggins <scroggo@google.com>
Commit-Queue: Leon Scroggins <scroggo@google.com>
This is the mechanism we'd want to add back if we add an sRGBA
SkColorType. This will break the DM "srgb" config hard.
Landing this first should help flush out GMs that are incidentally using
sRGB offscreens.
Updated tests/AnimatedImageTest.cpp to avoid linear sRGB 8888 surfaces.
CQ_INCLUDE_TRYBOTS=master.tryserver.blink:linux_trusty_blink_rel
Change-Id: Idb5035cf4d60fcd1dc24c303d43a406fc4a603fa
Reviewed-on: https://skia-review.googlesource.com/132261
Commit-Queue: Mike Klein <mtklein@chromium.org>
Reviewed-by: Brian Osman <brianosman@google.com>
Bug: 78866720
The client in Android calls newPictureSnapshot, which results in copying
the mutable SkBitmap into a newly allocated one in each frame. Avoid
this by calling SkMakeImageFromRasterBitmap with
kNever_SkCopyPixelsMode. Make SkAnimatedImage copy on write, by copying
before decoding if the bitmap's pixel ref is not unique.
Android's AnimatedImageDrawable's current architecture only decodes one
frame in advance, so it will never need to perform the copy on write.
This will save one bitmap allocation per GIF frame.
Add a test to verify that copy on write works as expected.
Change-Id: I87eb6e84089096cd2d618b91fb627fc58677e66a
Reviewed-on: https://skia-review.googlesource.com/129841
Reviewed-by: Leon Scroggins <scroggo@google.com>
Commit-Queue: Leon Scroggins <scroggo@google.com>
Auto-Submit: Leon Scroggins <scroggo@google.com>
Bug: b/74195953
Do not use SkBlendMode::kSrc, which overwrites the pixels that were
already present. Instead, blend normally.
Change-Id: Ie6843c6278212fddddd0ba0ae292fdb5eaf2342e
Reviewed-on: https://skia-review.googlesource.com/112200
Reviewed-by: Mike Klein <mtklein@chromium.org>
Commit-Queue: Leon Scroggins <scroggo@google.com>
Bug: b/63908092
Rather than keeping track of the time and whether the animation is
running, leave that up to the client. Offer a single method to decode
the next frame, allowing the client to stay one frame ahead.
Change-Id: I546013e32e3a0874181b0dce1349bbec07aaadd4
Reviewed-on: https://skia-review.googlesource.com/101544
Reviewed-by: Derek Sollenberger <djsollen@google.com>
Commit-Queue: Leon Scroggins <scroggo@google.com>
Bug: b/63908092
Android does not need to have its end listener attached if the
repetition count is infinite. Provide an accessor so it will know.
Change-Id: I481b048994a6e86ae88c913a5dcca3788b92bae2
Reviewed-on: https://skia-review.googlesource.com/99883
Reviewed-by: Derek Sollenberger <djsollen@google.com>
Commit-Queue: Leon Scroggins <scroggo@google.com>
Bug: b/63908092
By default use the repetition count stored in the encoded data (if
any). Allow setting the repetition count manually, so that the
animation will stop after n+1 total cycles (unless -1 is used for
infinite).
If the animation is complete, make start reset it.
When the animation is not running, make update return max double (i.e.
no need to update any time soon).
Fix a bug where the first call to update returned -1.
Share write_bm with CodecAnimTest, for debugging.
Update Sample to check isRunning rather than keeping its own record
of whether the animation is running.
Change-Id: I883e4d7325f7a7b23a422fa9d756f9ea3018f0f8
Reviewed-on: https://skia-review.googlesource.com/97082
Reviewed-by: Derek Sollenberger <djsollen@google.com>
Commit-Queue: Leon Scroggins <scroggo@google.com>