Mechanically updated via Xcode "Replace Regular Expression":
typedef (.*) INHERITED;
-->
using INHERITED = $1;
The ClangTidy approach generated an even larger CL which would have
required a significant amount of hand-tweaking to be usable.
Change-Id: I671dc9d9efdf6d60151325c8d4d13fad7e10a15b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/314999
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
This almost gets gms to be iwyu clean. The last bit is around gm.cpp
and the tracing framework and its use of atomic. Will also need a way
of keeping things from regressing, which is difficult due to needing to
do this outside-in.
Change-Id: I1393531e99da8b0f1a29f55c53c86d53f459af7d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211593
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
Current strategy: everything from the top
Things to look at first are the manual changes:
- added tools/rewrite_includes.py
- removed -Idirectives from BUILD.gn
- various compile.sh simplifications
- tweak tools/embed_resources.py
- update gn/find_headers.py to write paths from the top
- update gn/gn_to_bp.py SkUserConfig.h layout
so that #include "include/config/SkUserConfig.h" always
gets the header we want.
No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
Change-Id: I432b3a351eecca0d36635e37f91d32c0e281b7d9
Reviewed-on: https://skia-review.googlesource.com/98384
Commit-Queue: Robert Phillips <robertphillips@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Mike Reed <reed@google.com>
Move the shader impl to a private class, leave SkPerlinNoiseShader as
a factory class only (similar to e.g. SkLightingShader).
Change-Id: Ic1180db8f5dfd3d8f6fba133c6bf6bbdfa4f97a4
Reviewed-on: https://skia-review.googlesource.com/17318
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
It turns out that the perlin implementation we inherited from WebKit
does not actually generate tileable noise (see Chromium bug
http://crbug.com/383495).
The main problem is that when generating coordinates for gradient
interpolation, it was attempting to wrap both x and (x + 1)
simultaneously at the tile boundary (that is, either both or neither
are wrapped). This obviously won't work, since along the tile seams,
(x + 1) should be wrapped, but x should not. The same is true in y.
This patch fixes both the CPU and GPU paths, renames some variables to
more closely match the spec, and modifies the perlin noise GM to
actually test tiling. (Note that the clipping the GM was doing was
removed, since it's superfluous: it used to be necessary for image
filters, but isn't anymore, and this isn't an image filter GM anyway.)
R=sugoi@google.com, sugoi
TBR=senorblanco
Author: senorblanco@chromium.org
Review URL: https://codereview.chromium.org/332523006
Enabling Perlin Noise on Android
I enabled the Perlin Noise shader on Android after doing some minor modifications to the shader, specifically for Android (and #ifdefed for Android, to make sure none of this affects other platforms).
For Tegra devices (Nexus 7, Xoom), a precision issue related to the color values read from textures caused the noise to read the wrong indices and produce bad noise. I fixed this by adding a founding of the values read by simply doing the equivalent of "colorValue = floor(colorValue * 255.0) / 255.0" to make sure we retrieve the colors that were written in the texture originally.
For non-Tegra devices (Nexus 10), dealing with values in the order of 4096.0 was problematic without using the "highp" precision setting. To solve this, a few variables were given the high precision setting.
Since both fixes don't seem to do considerable harm to the platforms that are not being targetted, I left both fixes on all android devices for now.
I also reduced the Perlin noise gm so that it takes less time to test it on the Xoom (Original time was about 20 seconds, this shold take less than 10, hopefully)
BUG=
R=senorblanco@google.com, bsalomon@google.com, sugoi@google.com, senorblanco@chromium.org
Author: sugoi@chromium.org
Review URL: https://chromiumcodereview.appspot.com/16818013
git-svn-id: http://skia.googlecode.com/svn/trunk@9637 2bbb7eff-a529-9590-31e7-b0007b416f81
1 ) Added GPU simplex noise as a comparison to GPU Perlin noise. It can be enabled simply by using a #define (SK_USE_SIMPLEX_NOISE)
2 ) Enabled GPU Perlin noise tests
3 ) Added a small benchmark for noise
4 ) Disabled GPU Perlin noise on Android based on benchmarks
Review URL: https://codereview.chromium.org/14087002
git-svn-id: http://skia.googlecode.com/svn/trunk@8719 2bbb7eff-a529-9590-31e7-b0007b416f81