Currently doesn't do anything other than add new configs that set
a GrContextOption that becomes available in GrCaps. Runs new configs
on Perf/Test bots (MTL/iPhone11 and GL/Ubuntu).
Bug: skia:11844
Change-Id: I58586cae0980e52701abd1633dbc79b381f6015b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/394996
Reviewed-by: Eric Boren <borenet@google.com>
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
Add GrCPixmap, a GrPixmap but with const void* instead of void*. Share
impl via template base class GrPixmapBase.
Change-Id: I7dfdf24a73c1bc8557ff7b90f93a9399da2f3f75
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/350022
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
Bug: skia:11760, skia:11787
Change-Id: Idfedb90576e0484bf32a9002081c0fcb888141eb
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/388216
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
Reland 188443be8d without the DMSAA bots
to ensure nothing else changes.
Original change's description:
> Add tooling support for dmsaa
>
> Adds a "fAlwaysAntiAlias" flag to GrContextOptions that can be set from
> tooling code. When dmsaa is set, SkGpuDevice draws everything
> antialiased. Adds new "gldmsaa" and "glesdmsaa" configs and creates bots
> to run them.
>
> Bug: skia:11396
> Change-Id: I165e89434b733f7b02312cea0e6649812528083b
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384936
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
TBR=bsalomon@google.com
Bug: skia:11396
Change-Id: Icb45097e0a34543dc577fa32f19a692e90643a35
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/386338
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
This reverts commit 188443be8d.
Reason for revert: It looks like non-dmsaa bots might have been
affected. Let's land first without the new bots to make sure nothing
else changes.
Original change's description:
> Add tooling support for dmsaa
>
> Adds a "fAlwaysAntiAlias" flag to GrContextOptions that can be set from
> tooling code. When dmsaa is set, SkGpuDevice draws everything
> antialiased. Adds new "gldmsaa" and "glesdmsaa" configs and creates bots
> to run them.
>
> Bug: skia:11396
> Change-Id: I165e89434b733f7b02312cea0e6649812528083b
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384936
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
TBR=bsalomon@google.com,csmartdalton@google.com,michaelludwig@google.com
Change-Id: Ib805b417ebd34d1fad79e0e1fe625765ee487f65
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:11396
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/386336
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Auto-Submit: Chris Dalton <csmartdalton@google.com>
Adds a "fAlwaysAntiAlias" flag to GrContextOptions that can be set from
tooling code. When dmsaa is set, SkGpuDevice draws everything
antialiased. Adds new "gldmsaa" and "glesdmsaa" configs and creates bots
to run them.
Bug: skia:11396
Change-Id: I165e89434b733f7b02312cea0e6649812528083b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384936
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
This is a reland of c0c3231bde
Original change's description:
> On NVIDIA + ANGLE, test 4x MSAA, not 8x
>
> By all accounts, this should produce much more deterministic output,
> letting us remove quite a few ignores.
>
> Bug: skia:6813 skia:6545
> Change-Id: I7bc2c8e05c2f6e8110ea550882d5f0a45548008b
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384856
> Reviewed-by: Brian Salomon <bsalomon@google.com>
> Reviewed-by: Kevin Lubick <kjlubick@google.com>
> Commit-Queue: Brian Osman <brianosman@google.com>
Bug: skia:6813 skia:6545
Change-Id: I2bbff8c8807940024eeefbca823656ab105acdd1
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384998
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Kevin Lubick <kjlubick@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
This declutters the atlas generation code so there are fewer variables.
Next we will delete all the lower level rendering code and render the
atlas with stencilPath/stencilRect instead.
Bug: chromium:1158093
Change-Id: I36cff285d0f7de6f8ece4b027e62ae84aa01adc8
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/380656
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
* Adds GrMtlPipelineStateBuilder::PrecompileShaders.
* Adds GrMtlPrecompileShaderLibrary.
* Stores metadata with SkSL shaders so we can convert to MSL properly
Change-Id: Id2c23a54cc04ca3b61a639c1cbc7234b697c41ab
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/376856
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
This is a reland of 6ea387e7c7
Original change's description:
> Enable GrTessellationPathRenderer by default
>
> Moves GrTessellationPathRenderer to the end of the chain and enables
> it by default.
>
> Also updates nvpr to not draw volatile paths. The tessellator is much
> faster at these.
>
> Bug: skia:10419
> Change-Id: I97ca7d4d1dff65fc9d4040c267f9808c8c33b548
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344377
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
Bug: skia:10419
Change-Id: I53b50d6aa01ae1bea697e05c3f60d57d132d6aad
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/345759
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
This reverts commit 6ea387e7c7.
Reason for revert: valgrind failing
Original change's description:
> Enable GrTessellationPathRenderer by default
>
> Moves GrTessellationPathRenderer to the end of the chain and enables
> it by default.
>
> Also updates nvpr to not draw volatile paths. The tessellator is much
> faster at these.
>
> Bug: skia:10419
> Change-Id: I97ca7d4d1dff65fc9d4040c267f9808c8c33b548
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344377
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
TBR=bsalomon@google.com,csmartdalton@google.com
Change-Id: I3718ae210ebc403959d187160214cf0df895e4f5
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:10419
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/345718
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
Moves GrTessellationPathRenderer to the end of the chain and enables
it by default.
Also updates nvpr to not draw volatile paths. The tessellator is much
faster at these.
Bug: skia:10419
Change-Id: I97ca7d4d1dff65fc9d4040c267f9808c8c33b548
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344377
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
This is a reland of ad8b9fa2d7
Original change's description:
> Disable HW tessellation shaders by default
>
> The GLSL backdoor for tessellation shaders is only experimental at
> this point. In order to enable the tessellation path renderer, we need
> to turn off HW tessellation and let it use the indirect draw modes.
>
> Bug: skia:10419
> Change-Id: Ic979978a331c7ad016907cf42b2562b35caab8ab
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344336
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
TBR=bsalomon@google.com
Bug: skia:10419
Change-Id: I0bdf34da134a3a34a5c78b35cc0eb86d6e989bb4
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344796
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
This reverts commit ad8b9fa2d7.
Reason for revert: Benchmark failure
Original change's description:
> Disable HW tessellation shaders by default
>
> The GLSL backdoor for tessellation shaders is only experimental at
> this point. In order to enable the tessellation path renderer, we need
> to turn off HW tessellation and let it use the indirect draw modes.
>
> Bug: skia:10419
> Change-Id: Ic979978a331c7ad016907cf42b2562b35caab8ab
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344336
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
TBR=bsalomon@google.com,csmartdalton@google.com
Change-Id: Ia74dbcec582168870bd3ccc5e52b8dce0fb2bdfc
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:10419
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344698
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Tyler Denniston <tdenniston@google.com>
The GLSL backdoor for tessellation shaders is only experimental at
this point. In order to enable the tessellation path renderer, we need
to turn off HW tessellation and let it use the indirect draw modes.
Bug: skia:10419
Change-Id: Ic979978a331c7ad016907cf42b2562b35caab8ab
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344336
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Adds variations of trickycubicstrokes and widebuttcaps that limit the
max number of hardware tessellation segments to 5. This exercises our
stroking logic for splitting curves and joins when they require more
segments than are supported by the hardware.
Bug: skia:10419
Change-Id: Ie52374b89e30bfa021b2de74e3cd32e02ab734d0
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/317268
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
This will allow us to do performance comparisons against the
highest available GLES on a device.
This doesn't yet enable the new config on any bots.
Change-Id: I99d0f009573969b06d5294473de009a4d6940e8d
Bug: skia:10644
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/313426
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
C++ algorithms have largely standardized on a [begin, end) half-open
range, as seen in standard library containers. SkTQSort now adheres to
this model, and takes vec.begin() and vec.end() as its inputs.
To avoid confusion between inclusive and half-open ranges inside the
implementation, internal helper functions now take "left" and "count"
arguments instead of "left"/"right" or "begin"/"end". This avoids any
ambiguity.
(Although performance was not the main goal, this CL appears to
slightly improve our sorting benchmark on my machine.)
Change-Id: I5e96b6730be96cf23d001ee0915c69764b2c024a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/302579
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
This reverts commit 70474c1cb0.
Reason for revert: bot build failure
Original change's description:
> Remove custom SkSort algorithms.
>
> SortBench shows that SkTQSort and SkTHeapSort are inferior to std::sort.
> The difference is small on randomized inputs, but quite significant for
> semi-ordered inputs (forward/backward/repeated). There doesn't seem to
> to be any compelling advantage to SkTQSort.
>
> Nanobench results: https://screenshot.googleplex.com/9JOLV1d6Z0u
>
> (These performance numbers are from an optimized build my local machine;
> it's possible that we might see different results on the test bots.)
>
> Change-Id: Iaf19563041547eae7de2953be249129108f093b1
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/302295
> Commit-Queue: John Stiles <johnstiles@google.com>
> Reviewed-by: Mike Klein <mtklein@google.com>
TBR=mtklein@google.com,brianosman@google.com,johnstiles@google.com
Change-Id: I1126dd4cda95716dac225ad32d5b0e5cf3f09421
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/302447
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
SortBench shows that SkTQSort and SkTHeapSort are inferior to std::sort.
The difference is small on randomized inputs, but quite significant for
semi-ordered inputs (forward/backward/repeated). There doesn't seem to
to be any compelling advantage to SkTQSort.
Nanobench results: https://screenshot.googleplex.com/9JOLV1d6Z0u
(These performance numbers are from an optimized build my local machine;
it's possible that we might see different results on the test bots.)
Change-Id: Iaf19563041547eae7de2953be249129108f093b1
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/302295
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
Change-Id: I7f9122bb99fea952a67fa47aaada789037438152
Bug: skia:10476
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/300906
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
(This is a simple reland of
https://skia-review.googlesource.com/c/skia/+/293272
and is functionally unchanged, but needed to be reconstructed
manually because JavaInputStreamAdaptor.cpp was deleted.)
SK_ABORT was already using SkDebugf to print the error message to the
console, so all the moving parts were there. This CL just adds a
mechanism for the calling code to pass in arguments.
Added a use case to demonstrate usage--when an allocation fails, the
requested size is now shown in the error message.
Change-Id: If8600a9febad15b7c8b7a04479a1d92442521f21
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/294705
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
This reverts commit 67e50a6b5c.
Reason for revert: roller complains about LICENSE issue. cl/314177415
Original change's description:
> Allow printf-style formatting to be used in SK_ABORT.
>
> SK_ABORT was already using SkDebugf to print the error message to the
> console, so all the moving parts were there. This CL just adds a
> mechanism for the calling code to pass in arguments.
>
> Added a use case to demonstrate usage--when an allocation fails, the
> requested size is now shown in the error message.
>
> Change-Id: I42f141151fb57a399c086926249816833f349ddb
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/293272
> Reviewed-by: Ben Wagner <bungeman@google.com>
> Reviewed-by: Herb Derby <herb@google.com>
> Commit-Queue: Ben Wagner <bungeman@google.com>
> Commit-Queue: John Stiles <johnstiles@google.com>
> Commit-Queue: Herb Derby <herb@google.com>
> Auto-Submit: John Stiles <johnstiles@google.com>
TBR=djsollen@google.com,bungeman@google.com,herb@google.com,johnstiles@google.com
Change-Id: I7a2e98bcda82bbe6edfa3d00057586754df0ee71
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/293342
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
SK_ABORT was already using SkDebugf to print the error message to the
console, so all the moving parts were there. This CL just adds a
mechanism for the calling code to pass in arguments.
Added a use case to demonstrate usage--when an allocation fails, the
requested size is now shown in the error message.
Change-Id: I42f141151fb57a399c086926249816833f349ddb
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/293272
Reviewed-by: Ben Wagner <bungeman@google.com>
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
Commit-Queue: Herb Derby <herb@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Ambiguity has come up re: what "tessellation" means in Ganesh. I
believe that, in the context of a graphics library, "tessellation"
should refer to the hardware pipeline feature of submitting patches
and tessellating them on the GPU. This CL therefore renames classes
that triangulate things on the CPU to call it "triangulation".
Change-Id: Ic8515ea6a33000f1b638a852d5122bc9bd6b38f2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/279236
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
With the addition of the DDL program pre-compilation we need to know how it is working.
This CL also fixes some threading bugs.
Bug: skia:9455
Change-Id: I20da58a7f1b19685687fae1d159d4e0db8a4964d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/273001
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
Having this as a sink rather than a Via allows us to do more aggressive things with threads and shared contexts.
Change-Id: I3ca1076686fa4f53387c12a9506e01910c1bc3e4
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/272016
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
With this, can specify d3d config for dm and it will create a GrContext
with GrD3DGpu (stubbed in).
Bug: skia:9935
Change-Id: I0b8635bc541c61833b08b60a9f6e1341d1373090
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/271743
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
This keeps an alias so code keeps building.
Bug: skia:9792
Change-Id: If8575468d929d2ca28bc2f9e82de27291fb19aa1
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/264691
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
Implements a simple first pass for a path renderer that uses the
classic Red Book "stencil then cover" method, and linearizes curves
with GPU tessellation shaders.
The new path renderer is disabled by default, and can only be enabled
in the viewer UI or by passing the "--pr gtess" flag.
Change-Id: Ic9354952e93c8b108577961760b4f0daa82d35aa
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/261715
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
There was never a need to distinguish between "all" and "default".
We can just use kDefalut everywhere. And as we add new path renderers,
we can exclude them from kDefault until they are ready to ship.
Change-Id: I378aa1e195d40daef6a2c54f9c8e829208780ebe
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/261714
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Change-Id: I3120ca817f5fe3dc5969b6b875473f38c2fb8ea2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/261667
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
We need to specify attribute locations and (sometimes) frag shader
output locations. Desktop GL worked fine without this, but Flutter
ran into this problem, and a Pixel 2 reproduced the issue.
Note that both APIs (BindFragDataLocation and BindAttribLocation)
don't take effect until the next time the program is linked, so
we have to relink the program after applying those changes.
I was afraid that re-linking would eliminate the perf benefits of
pre-compiling the shaders, but (at least on Pixel 2) that's not
the case. I traced the life of a single program, and the initial
link (during precompile) was 4.4 ms. The re-link took 0.23 ms.
Change-Id: Iadb3b425a8cf9f6a52e015c2e37f875c0fd73d6d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/241758
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
The client can do a test run of their application with
a persistent cache set to SkSL mode. They store the key
and data blobs that are produced.
Ship those blobs with the application. At startup, call
GrContext::precompileShader for each key/data pair. This
compiles the shaders, and stores the GL program ID, plus
a small amount of metadata in our runtime program cache.
Caveats:
* Currently only implemented for the GL backend. Other
backends will require more metadata to do any useful
amount of work. Metal may need a more drastic workflow
change, involving offline compilation of the shaders.
* Currently only implemented for cached SkSL (not GLSL
or program binaries). Supporting other formats again
requires more metadata, and the cached shaders become
increasingly specialized to GPU and driver versions.
* Reusing the cached SkSL on different hardware is not
supported. Many driver workarounds are implemented in
the SkSL -> GLSL transformation, but some are higher
level. Limiting device variance by artificially hiding
extensions may help, but there are no guarantees.
* The 'gltestprecompile' DM config exercises this code
similarly to 'gltestpersistentcache', ensuring that
results are visually identical when precompiling, and
that no cache misses occur after precompiling.
Change-Id: Id314c5d5f5a58fe503a0505a613bd4a540cc3589
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/239438
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Remove return statements immediately following SK_ABORTs.
Change-Id: I6446b6ba3a6fb272d84ea27f38cf366095cf801d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/233565
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
First draft of (mostly stubbed-out) GrDawnGpu.
Skeletons of GrDawnCaps, GrDawnGpuCommandBuffer, GrDawnRenderTarget.
First draft of DawnTestContext.
First draft of psuedo-fences for Dawn, implemented with MapReadAsync.
Change-Id: I443f3370522639e82f2fa0eebe6b206c372f13a4
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/228137
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Brian Salomon <bsalomon@google.com>
This reverts commit 6cebea42a8.
Reason for revert: breaking google3 roll
Original change's description:
> First draft of Dawn backend: clears are working.
>
> First draft of (mostly stubbed-out) GrDawnGpu.
> Skeletons of GrDawnCaps, GrDawnGpuCommandBuffer, GrDawnRenderTarget.
> First draft of DawnTestContext.
> First draft of psuedo-fences for Dawn, implemented with MapReadAsync.
>
> Change-Id: Id009436f4441f26ffbc82d485d7af3a499b3281b
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/226857
> Commit-Queue: Stephen White <senorblanco@chromium.org>
> Reviewed-by: Greg Daniel <egdaniel@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
TBR=egdaniel@google.com,jvanverth@google.com,bsalomon@google.com,senorblanco@chromium.org
Change-Id: Ie494b5a403e8537c6539551533ae8b9156e90a61
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/228120
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Greg Daniel <egdaniel@google.com>
First draft of (mostly stubbed-out) GrDawnGpu.
Skeletons of GrDawnCaps, GrDawnGpuCommandBuffer, GrDawnRenderTarget.
First draft of DawnTestContext.
First draft of psuedo-fences for Dawn, implemented with MapReadAsync.
Change-Id: Id009436f4441f26ffbc82d485d7af3a499b3281b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/226857
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Previously, running nanobench on Windows without ANGLE enabled would
immediately fail (unless you specified --config) with:
No context was available matching config 'angle_d3d11_es2'.
Change-Id: I4a02f4f96a1c4366bee21e6cf379d53c3a086d23
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/226220
Auto-Submit: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>