Add FrameCapture.cpp to third_party/angle2/BUILD.gn
to mirror "Capture/Replay: Fix capture-enabled libs build."
1ebe601438..1dbbc7b3e2
git log 1ebe6014389e..1dbbc7b3e232 --date=short --no-merges --format='%ad %ae %s'
2019-07-31 ynovikov@chromium.org Skip couple TextureBorderClampIntegerTestES3 tests.
2019-07-31 jmadill@chromium.org Capture/Replay: Fix capture-enabled libs build.
2019-07-31 lujc@google.com Vulkan: Optimize memory allocation offset rounding
2019-07-31 angle-autoroll@skia-public.iam.gserviceaccount.com Roll ./third_party/glslang/src f04f1f93a70f..eea340047eca (1 commits)
2019-07-31 xinghua.cao@intel.com Correct barriers of glMemoryBarrier in test cases
Created with:
gclient setdep -r third_party/externals/angle2@1dbbc7b3e232
The AutoRoll server is located here: https://autoroll.skia.org/r/angle-skia-autoroll
Documentation for the AutoRoller is here:
https://skia.googlesource.com/buildbot/+/master/autoroll/README.md
If the roll is causing failures, please contact the current sheriff, who should
be CC'd on the roll, and stop the roller if necessary.
CQ_INCLUDE_TRYBOTS=skia.primary:Build-Debian9-Clang-x86_64-Release-ANGLE;skia.primary:Test-Win10-Clang-AlphaR2-GPU-RadeonR9M470X-x86_64-Debug-All-ANGLE;skia.primary:Test-Win10-Clang-Golo-GPU-QuadroP400-x86_64-Debug-All-ANGLE;skia.primary:Test-Win10-Clang-NUC5i7RYH-GPU-IntelIris6100-x86_64-Debug-All-ANGLE;skia.primary:Test-Win10-Clang-NUC6i5SYK-GPU-IntelIris540-x86_64-Debug-All-ANGLE;skia.primary:Test-Win10-Clang-NUC8i5BEK-GPU-IntelIris655-x86_64-Debug-All-ANGLE;skia.primary:Test-Win10-Clang-NUCD34010WYKH-GPU-IntelHD4400-x86_64-Debug-All-ANGLE
Bug: None
TBR=benjaminwagner@google.com
Change-Id: I3fb7d3a2df08c89d2b63babe002756d05567b14c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/231396
Commit-Queue: Ben Wagner aka dogben <benjaminwagner@google.com>
Reviewed-by: Ben Wagner aka dogben <benjaminwagner@google.com>
Reviewed-by: skia-autoroll <skia-autoroll@skia-public.iam.gserviceaccount.com>
In addition to checking .fp files, this ought to make this bot now also
check that our .gn files are formatted and our #includes are consistent
with rewrite_includes.py.
Some .gn files needed formatting; you can see the failure caught on PS 4.
Cq-Include-Trybots: skia.primary:Housekeeper-PerCommit-CheckGeneratedFiles
Change-Id: Ia6669581406212c986da81f2521e4e9d8d3eadb4
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229802
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Eric Boren <borenet@google.com>
Switch to Dawn's version of dawn_generator.gni. This depends on having
a file called build_overrides/dawn.gni. However, this will also enable
us to use the upstream Dawn BUILD.gn files more easily in the future.
This required adding it to compile.isolate, so the bots can pick it up.
Keeping up with Dawn:
Rename TextureFormat enums.
Rename dawn::BufferUsageBit::TransferDst -> CopyDst.
Removal of GLAD dependency.
SPIRV-Tools update.
Change-Id: Idcd5d1035ed106485dd2503b829e3c3b57a5688b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/228568
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Add Dawn repo to DEPS.
Add skia_use_dawn flag to BUILD.gn (default false).
Add Metal.framework for Mac when building for Dawn/Metal.
Add d3d12, dxgi, d3dcompiler libs when building for Dawn/D3D12.
Disable SPIRV validation when building for Dawn.
Add BUILD.gn for dawn and dawn/third_party libraries.
(Note that I had to split the declare_args() section of BUILD.gn
into two, so that I could refer to skia_use_dawn in skia_enable_spirv_validation.
If there's a better way to do this, I'm open to suggestions.)
Change-Id: I9bdaf990694f6b8bcce6b77c1a8b1620a7396e34
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/225137
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Brian Salomon <bsalomon@google.com>
For now, disable the vpmovusdb AVX-512 instruction, using the compound
AVX2 fallback instead. I need to learn how to encode EVEX prefixes
before we can use that, and it's not very important.
That's everything! We're fully in control now, and should be able to
run this on any x86-64 Linux or Mac. And we can relax some of the
defined(SKVM_JIT) guards so that, e.g., we can unit test Assembler even
on all platforms.
Stifle some warnings about ~bool by ~(int)bool.
Would like to enable when is_mac too but can't seem to get past
(bogus?) thread annotation on the bots. My local Mac is fine. :/
Change-Id: If00bdd97ebd9684ed109933e2fa70c5e6f6ea339
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/222631
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Herb Derby <herb@google.com>
This will ensure that the headers from the dependencies will have
precedent over system headers, thus preventing situations where system
headers will block dependency headers and prevent compilation.
Change-Id: I0d480a6d3898f2da99cf2706c5335aaac05b4e4d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/220276
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
Long term we'll need to spin up our own codegen rather than using xbyak,
since it uses exceptions and does not support ARM.
I really don't like how I've hacked in the caching of the JITted
program, but that'll change anyway when switching away from xbyak.
Performance looks good, better than (lowp) SkRasterPipeline
but not quite as good as hand-tuned code:
Opts: 0.2 ns/px
RP: 0.7
F32: 0.8
I32: 0.6
I32_SWAR: 0.5
ninja -C out dm nanobench && out/dm -m SkVM && gobjdump -D -b binary -mi386:x86-64 /tmp/code.bin --insn-width=10
Change-Id: I34ce46e1d3fe5aa75f42709049a92ac79bf48bbd
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/219341
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
Change-Id: Ide69d3c9f0f02e886bd0d52723d425a548edd2e0
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/214187
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
We previously moved them to only being added via -isystem
(and -imsvc). This prevents warnings in those headers from
breaking our builds, which is good.
However, when generating Visual Studio project files, GN
doesn't know about those switches, so it omits these paths.
Propagating to include_dirs causes them to be added, and
fixes include path and symbol resolution in the IDE.
Change-Id: Id261bec8f91d2eaca60dbc6c3e8628e9608826ba
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/212762
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
Fixes a slew of warnings when doing distributed builds.
Change-Id: Ie96144eef1e593479201d8bab8c93cbc6e64e87c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/212407
Commit-Queue: Brian Osman <brianosman@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
Auto-Submit: Brian Osman <brianosman@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
Noticed that there was an include for <array> in there that didn't make
a lot of sense, so cleaned up the others which are hanging around from
older code which was in there.
Change-Id: I77acbb0914989e9bf67ab74dfd842a798ea592f3
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/206172
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
Change-Id: I094fd08c25593a7957c3e91b330ec914a7cf86da
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211585
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Add a shim to redirect until clients are updated
Change-Id: Ib43614e5620b1a24ca18187c1646a8ed1a9ee7a4
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211003
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
This rolls in the patch to fix NEON + clang-cl.
Cq-Include-Trybots: skia.primary:Build-Win-Clang-arm64-Release
Change-Id: Id34730763ff56b89bb49033001ffb42b09d55a61
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/210360
Commit-Queue: Mike Klein <mtklein@google.com>
Commit-Queue: Leon Scroggins <scroggo@google.com>
Auto-Submit: Mike Klein <mtklein@google.com>
Reviewed-by: Leon Scroggins <scroggo@google.com>
The need for -Ithird_party/gif has already been
rewritten away, and we can do the same for etc1.
Change-Id: I97408652682b5ec406647108056e7a1ea6a56c29
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/210131
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Brian Osman <brianosman@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>
Looks like things are building fine for me without.
Change-Id: I47b01eeca8fe76220b43bf32c5ebb060be3a170e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209876
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
Nothing too tricky...
1) tell clang-cl to --target=arm64-windows
2) work around minor libpng issue temporarily
Change-Id: I4f0d792438610268821b67b92caf08fd78dcec4f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/208882
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
When in GL backend, adds a "Shaders" section to the debug menu.
"Load" scrapes all of the vertex and fragment shaders being used,
then displays them. They can be edited, and "Save" pushes the
results.
Note: It is trivial to trigger an assert by saving a shader that
doesn't compile. I'd like to make the program builder more robust
in a follow-up CL, to fall back to the "real" SkSL, not draw, or
something along those lines.
Change-Id: I841fe2ee76a3c2eae58b64ef587fcbe25b95cc7e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/206905
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
To write out an LZW dictionary entry each byte
requires two table lookups, one of which must complete
before the next lookup can begin. This change makes it
possible to write up to eight bytes per pair of lookups.
Testing with image_decode_bench show performance
improvement by 20-25% on Elm and Kevin Chromebooks except
for small images with a gradient, which show a slowdown.
However, the patch will introduce some memory hungry code
which lasts only while decoding a frame. The change in
memory requirement is from 4096 bytes to 4096*8 bytes.
BUG=skia:8361
BUG=chromium:859454"
Signed-off-by: tushar khandelwal <tushar.khandelwal@arm.com>
Change-Id: Icf9e0adf215062ef796b5ff9e6347cace5f0af47
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/152580
Reviewed-by: Leon Scroggins <scroggo@google.com>
Commit-Queue: Leon Scroggins <scroggo@google.com>