Commit Graph

8 Commits

Author SHA1 Message Date
scroggo
565901db95 Switch SkAutoMalloc to SkAutoTMalloc to avoid cast
Make SkAutoTMalloc's interface look more like SkAutoMalloc:
- add free(), which does what you expect
- make reset() return a pointer fPtr

No public API changes (SkAutoTMalloc is in include/private)

BUG=skia:2148

Review URL: https://codereview.chromium.org/1516833003
2015-12-10 10:44:13 -08:00
mtklein
a1ebeb25e9 Remove const from const int loops.
This drives me nuts, and prevents `while (loops --> 0)`.

BUG=skia:

Review URL: https://codereview.chromium.org/1379923005
2015-10-01 09:43:39 -07:00
joshualitt
8a6697af95 Fix for nexus 5 crashing in GL benches
GLBenches do not expect gl state  to change between onPerCanvasPreDraw and *PostDraw, but we do a clear and sometimes we clear as draw.  This causes us to bind vertex objects / programs / etc.

This change creates two new virtual methods which are called right before and immediately after timing.

BUG=skia:

Review URL: https://codereview.chromium.org/1379853003
2015-09-30 12:11:07 -07:00
halcanary
96fcdcc219 Style Change: NULL->nullptr
DOCS_PREVIEW= https://skia.org/?cl=1316233002

Review URL: https://codereview.chromium.org/1316233002
2015-08-27 07:41:16 -07:00
mtklein
36352bf5e3 C++11 override should now be supported by all of {bots,Chrome,Android,Mozilla}
NOPRESUBMIT=true

BUG=skia:
DOCS_PREVIEW= https://skia.org/?cl=1037793002

Review URL: https://codereview.chromium.org/1037793002
2015-03-25 18:17:32 -07:00
mtklein
72c9faab45 Fix up all the easy virtual ... SK_OVERRIDE cases.
This fixes every case where virtual and SK_OVERRIDE were on the same line,
which should be the bulk of cases.  We'll have to manually clean up the rest
over time unless I level up in regexes.

for f in (find . -type f); perl -p -i -e 's/virtual (.*)SK_OVERRIDE/\1SK_OVERRIDE/g' $f; end

BUG=skia:

Review URL: https://codereview.chromium.org/806653007
2015-01-09 10:06:40 -08:00
sugoi
12b1831ea4 Attempt at fixing color cube bench
The original bench was hitting the cache since it was using the same color filter for all loops. By creating a new color filter within the loop, at least this part of it is solved. I'm not 100% sure this is the right way, but at least the numbers are a bit more reasonable and are affected by the output resolution.

BUG=skia:

Review URL: https://codereview.chromium.org/648483002
2014-10-09 11:35:09 -07:00
sugoi
ce686270f5 Adding 3D lut color filter
Included in this cl is support for 3D textures.

BUG=skia:

Review URL: https://codereview.chromium.org/580863004
2014-10-09 05:27:23 -07:00