SkFAIL is a legacy macro which is just SK_ABORT. This CL mechanically
changes uses of SkFAIL to SK_ABORT in preparation for its removal. The
related sk_throw macro will be changed independently, due to needing to
actually clean up its users.
Change-Id: Id70b5c111a02d2458dc60c8933f444df27d9cebb
Reviewed-on: https://skia-review.googlesource.com/35284
Reviewed-by: Derek Sollenberger <djsollen@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
Trying to decompose read/writePixels into some reusable chunks.
BUG=skia:5853
Change-Id: If08b004b008e8ca7d464d9dc47068e487bae850a
Reviewed-on: https://skia-review.googlesource.com/10015
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
This is still just linear (non-sRGB), but adding sRGB will
be the next step. I've verified that this is really making
R8 textures when uploading Gray8 bitmaps. Tests pass, and
the all_bitmap_configs GM still renders correctly (unlike
when we just mapped Gray8 to Alpha8).
This adds another pixel config, which could grow our cache
footprint, but the benefits of not using 4bpp for 1bpp data
should outweigh that?
Re-land of https://skia-review.googlesource.com/c/6817/,
with fixes for Vulkan.
BUG=skia:6110
Change-Id: Ia763c276808be28027ed0005ee4b88637306583f
Reviewed-on: https://skia-review.googlesource.com/6839
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
This reverts commit f2956459f7.
Reason for revert: GM and image failures on some bots (rendering red, not gray).
Original change's description:
> Add Gray8 pixel config
>
> This is still just linear (non-sRGB), but adding sRGB will
> be the next step. I've verified that this is really making
> R8 textures when uploading Gray8 bitmaps. Tests pass, and
> the all_bitmap_configs GM still renders correctly (unlike
> when we just mapped Gray8 to Alpha8).
>
> This adds another pixel config, which could grow our cache
> footprint, but the benefits of not using 4bpp for 1bpp data
> should outweigh that?
>
> BUG=skia:6110
>
> Change-Id: I4fc4c2479fc25f1d278e174a9bb5b542a0cb184c
> Reviewed-on: https://skia-review.googlesource.com/6817
> Reviewed-by: Brian Salomon <bsalomon@google.com>
> Commit-Queue: Brian Osman <brianosman@google.com>
>
TBR=bsalomon@google.com,robertphillips@google.com,brianosman@google.com,reviews@skia.org
BUG=skia:6110
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
Change-Id: I95a4fc0450a569d5791f6bceb7fae61c7e5eba61
Reviewed-on: https://skia-review.googlesource.com/6838
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
This is still just linear (non-sRGB), but adding sRGB will
be the next step. I've verified that this is really making
R8 textures when uploading Gray8 bitmaps. Tests pass, and
the all_bitmap_configs GM still renders correctly (unlike
when we just mapped Gray8 to Alpha8).
This adds another pixel config, which could grow our cache
footprint, but the benefits of not using 4bpp for 1bpp data
should outweigh that?
BUG=skia:6110
Change-Id: I4fc4c2479fc25f1d278e174a9bb5b542a0cb184c
Reviewed-on: https://skia-review.googlesource.com/6817
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>