This changes the old method of setting vertex layout to a new one where we
specify vertex attribute data separately from attribute bindings (i.e. program
functionality). Attribute data is now set up via an array of generic attribute
types and offsets, and this is mapped to the old program functionality by
setting specific attribute indices. This allows us to create more general
inputs to shaders.
git-svn-id: http://skia.googlecode.com/svn/trunk@7899 2bbb7eff-a529-9590-31e7-b0007b416f81
I removed unused parameters in the tests wherever it was trivial to do so. I'm trying to get the easy ones out of the way before we get into more involved discussions around this.
Review URL: https://codereview.appspot.com/7394055
git-svn-id: http://skia.googlecode.com/svn/trunk@7891 2bbb7eff-a529-9590-31e7-b0007b416f81
This patch changes the semantics of tileWidth/Height to include the border region, and
uses an offset to take into account the fact that there is no outer border for outer
tiles. This patch also fixes a previous bug where the right column and bottom row were
considered to be included in bounds that are expressed as an SkIRect.
Companion Chromium CL required for roll: https://codereview.chromium.org/12221077/
TEST=TileGrid unit test
Review URL: https://codereview.appspot.com/7350050
git-svn-id: http://skia.googlecode.com/svn/trunk@7885 2bbb7eff-a529-9590-31e7-b0007b416f81
The problem fixed - http://code.google.com/p/skia/issues/detail?id=940 - is that getResources will recursively obtain all child resource recursively without checking for duplicates.
If we have lots of duplicates, then we try to build a very large vector (exponential with the number of nodes usually) and sooner or later we end up using too much memory and crash.
A possible solution could have been to make sure resources do not have duplicates, but that requirement is impractical, and it this leaves the solution fragile, if there is any issue in the tree, we crash.
When we emit the pdf, the large number of duplicates is not an issue, because SkPDFCatalog::addObject will deal with duplicates.
I have run the gm with --config pdf, and the images are 100% same bits, while the pdfs have the same size but some very small changes, the order of some objects.
Review URL: https://codereview.appspot.com/6744050
git-svn-id: http://skia.googlecode.com/svn/trunk@7883 2bbb7eff-a529-9590-31e7-b0007b416f81
The new pixel ref behaves similarly to SkImageRef, with some key differences:
It does not depend on the images project.
It requires an SkImageCache, which handles allocation and caching of the pixel
memory.
It takes a function signature for decoding which decodes into already allocated
pixel memory rather than into an SkBitmap.
Add two implementations of SkImageCache: SkLruImageCache and SkAshmemImageCache.
Replace SkSerializationHelpers::DecodeBitmap with SkPicture::InstallPixelRefProc,
and update sites that referenced it.
SkBitmapFactory now sets the pixel ref to a new object of the new
class SkLazyPixelRef, provided it has an SkImageCache for caching.
Provide an option to do lazy decodes in render_pictures and bench_pictures.
SkPicture:
Eliminate the default parameters in the constructor.
If a proc for decoding bitmaps is installed, use it to decode any encoded
data in subpictures.
When parsing deserializing subpictures, check for success.
When serializing subpictures, pass the picture's bitmap encoder to the
subpicture's call to serialize.
Update BitmapFactoryTest to test its new behavior.
BUG=https://code.google.com/p/skia/issues/detail?id=1008
BUG=https://code.google.com/p/skia/issues/detail?id=1009
Review URL: https://codereview.appspot.com/7060052
git-svn-id: http://skia.googlecode.com/svn/trunk@7835 2bbb7eff-a529-9590-31e7-b0007b416f81
This new changelist also introduces a new image filter called SkRectShaderImageFilter which is make to simply apply a shader on a region without using any inputs.
TEST=Added ShaderImageFilter test
Review URL: https://codereview.appspot.com/7300046
git-svn-id: http://skia.googlecode.com/svn/trunk@7808 2bbb7eff-a529-9590-31e7-b0007b416f81
Currently we support 5 texture stages, each with 5 possible texture coordinate attributes.
However, we only ever use one explicit texture coordinate. This change removes all but one
(now named just "aTexCoord") of the possible explicit texture coordinates.
Review URL: https://codereview.appspot.com/7308094/
git-svn-id: http://skia.googlecode.com/svn/trunk@7737 2bbb7eff-a529-9590-31e7-b0007b416f81
My implementation of the Gorilla random number test had a bug in the code used
to track the random strings -- it was masking 6 bits instead of 5, which was
throwing off the counts. No idea how this worked on every platform except
Android.
git-svn-id: http://skia.googlecode.com/svn/trunk@7731 2bbb7eff-a529-9590-31e7-b0007b416f81