After several different strategies, this one appears to work
well. The basic test:
1) For a variety of drawing techniques, we render fixed size
rectangles. (Solid colors via paint color, bitmap, etc...)
2) For each method in #1, we render to both an sRGB and
WideGamutRGB offscreen surface. (AdobeRGB isn't wide enough
to clearly demonstrate if things are working or not).
3) Use readPixels to fetch the raw (still in wide gamut) pixel
data, then draw that directly to the final canvas.
So, for each pair of squares, they should look clearly
different. Currently, with the GPU backend, only the bicubic
bitmap paths have that behavior. Adding more test cases (and
fixing the ones that are already incorrect) will be the long
tail of gamut transformation.
Current output (with my other patchset, which fixes all
bitmap draws): https://screenshot.googleplex.com/wsL3x7eCtWE.png
BUG=skia:
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Also:
* Pass through a new property 'patch_storage' to DM/Nanobench/Coverage. This will be used by the different frameworks to figure out if it is Rietveld or Gerrit issue.
* Calculate issue and patchset for Gerrit patches similar to Rietveld.
BUG=skia:5627
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This shouldn't change any behavior except that the stores to dst
will no longer require 8-byte alignment.
Empirically it seems like we can use 4-byte alignment here,
but u8 (i.e. 1-byte alignment) is always safe.
BUG=skia:5637
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Break Skia recipe module into:
- skia_vars: defines and stores variables (eg. paths)
- skia_step: utilities for running Skia steps
- skia_flavor: flavor-specific stuff
- skia: top-level setup, checkout, test/perf steps, etc etc
This establishes a saner dependency structure for the recipes; skia_vars
is at the bottom level, skia_step depends on it, skia_flavor depends on
both of them, skia depends on all of the above, and the recipes
themselves may depend on any or all of them.
Next steps:
- Merge buildbot_spec into skia_vars
- Move test_steps and perf_steps from skia recipe_module into
swarm_test and swarm_perf recipes
- Cleaner checkout_steps process
BUG=skia:5578
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